Microsoft is going great guns in the server market having recently announced the Nano Server, a “minimal footprint” Windows Server, and Hyper-V containers, which provide virtual machine isolation capabilities to containers.
Nano Server is even more stripped-down than Windows Server Core with the GUI stack, 32 bit support (WOW64), MSI and a number of default Server Core components all being put in the dustbin.
You can’t do local logons, Remote Desktop and WMI and PowerShell are the only tools available to manage the creature.
Microsoft is also working on better remote tooling and is coming up with a set of management tools for the nano. It is planning work on PowerShell’s Desired State Configuration, file transfers and script authoring and debugging.
Cutting all this stuff out has made it more efficient, secure and availability. Redmond said that the Nano Server has 93 percent lower VHD (Virtual Hard Disk) size.
It also gets 92 percent fewer critical bulletins and requires 80 percent fewer reboots than a typical Windows Server. It is also a bit quicker to setup: from bare metal to running Nano Server takes 3 minutes.
Hyper-V containers also will offer the system a fair bit of isolation that was only available to “dedicated physical or virtual machines”.
At the WinHEC conference Microsoft revealed that Windows 10 will support 8K (7680*4320) resolution for monitors, which is unlikely show up on the market this year or next.
It also showed off minimum and maximum resolutions supported by its upcoming Windows 10. It looks like the new operating system will support 6″+ phone and tablet screens with up to 4K (3840*2160) resolution, 8″+ PC displays with up to 4K resolution and 27″+ monitors with 8K (7680*4320) resolution.
To put this in some perspective, the boffins at the NHK (Nippon H?s? Ky?kai, Japan Broadcasting Corp.) think that 8K ultra-high-definition television format will be the last 2D format as the 7680*4320 resolution (and similar resolution) is the highest 2D resolution that the human eye can process.
This means that 8K and similar resolutions will stay around for a long time and it makes sense to add their support to hardware and software.
NHK is already testing broadcasting in 8K ultra-high-definition resolutions, VESA has ratified DisplayPort and embedded DisplayPort standards to connect monitors with up to 8K resolution to graphics adapters and a number of upcoming games will be equipped for textures for 8K UHD displays.
However monitors that support 8K will not be around for some time because display makers will have to produce new types of panels for them.
Redmond will be ready for the advanced UHD monitors well before they hit the market. Many have criticized Microsoft for poor support of 4K UHD resolutions in Windows 8.
Nintendo has formed a comprehensive new alliance with DeNA that will make every one of the company’s famous IPs available for mobile development.
The bedrock of the deal is a dual stock purchase, with each company buying ¥22 billion ($181 million) of the other’s treasury shares. That’s equivalent to 10 per cent of DeNA’s stock, and 1.24 per cent of Nintendo. The payments will complete on April 2, 2015.
What this will ultimately mean for the consumer is Nintendo IP on mobile, “extending Nintendo’s reach into the vast market of smart device users worldwide.” There will be no ports of existing Nintendo games, according to information released today, but, “all Nintendo IP will be eligible for development and exploration by the alliance.” That includes the “iconic characters” that the company has guarded for so long.
No details on the business model that these games and apps will be released under were offered, though Nintendo may well be reluctant to adopt free-to-play at first. The information provided to the press emphasised the “premium” experiences Nintendo currently offers on platforms like Wii U and 3DS. Admittedly, that could be interpreted in either direction.
However, Nintendo and DeNA are planning an online membership service that will span Nintendo consoles, PC and smart devices. That will launch in the autumn this year.
This marks a significant change in strategy for Nintendo, which has been the subject of reports about plans to take its famous IPs to mobile for at least a year. Indeed, the company has denied the suggestion on several occasions, even as it indicated that it did have plans to make mobile a part of its core strategy in other ways.
Analysts have been offering their reflections on the deal, with the response from most being largely positive.
“Nintendo’s decision to partner with DeNA is a recognition of the importance of the games app audience to the future of its business,” said IHS head of gaming Piers Harding-Rolls. “Not only is there significant revenue to be made directly from smartphone and tablet consumers for Nintendo, app ecosystems are also very important in reaching new customers to make them aware of the Nintendo brand and to drive a new and broader audience to its dedicated console business. Last year IHS data shows that games apps were worth $26 billion in consumer spending globally, with handheld console games worth only 13 per cent of that total at $3.3 billion.
“The Nintendo-DeNA alliance is a good fit and offers up a number of important synergies for two companies that are no longer leaders in their respective segments.
“DeNA remains one of the leading mobile games company’s in Japan and, we believe, shares cultural similarities with Nintendo, especially across its most popular big-brand content. The alliance gives Nintendo access to a large audience in its home market, which remains very important to its overall financial performance. Japanese consumers spend significantly more per capita on mobile games than in any other country and it remains the biggest market for both smartphone and handheld gaming. While the partnership gives Nintendo immediate potential to grow its domestic revenues through this audience, gaining access to DeNA’s mobile expertise is important too to realise this potential.
“This alliance makes commercial sense on many levels – the main challenge will be knitting together the cultures of both companies and aligning the speed of development and iteration that is needed in the mobile space with Nintendo’s more patient and systematic approach to games content production. How the new games are monetised may also provide a challenge considering the general differences in models used in retail for Nintendo and through in-app purchases for DeNA.”
In a livestreamed press conference regarding the DeNA deal, Nintendo’s Satoru Iwata reassured those in attendance that the company was still committed to “dedicated video game systems” as its core business. To do that, he confirmed that the company was working on a new console, codenamed “NX”.
“As proof that Nintendo maintains strong enthusiasm for the dedicated game system business let me confirm that Nintendo is currently developing a dedicated game platform with a brand new concept under the development codename NX,” he said.
“It is too early to elaborate on the details of this project but we hope to share more information with you next year.”
Security vendor AVG has spotted a malicious program that fakes the sequence a user sees when they shut off their phone, giving it freedom to move around on the device and steal data.
When someone presses the power button on a device, a fake dialog box is shown. The malware then mimics the shutdown animation and appears to be off, AVG’s mobile malware research team said in a blog post.
“Although the screen is black, it is still on,” they said. “While the phone is in this state, the malware can make outgoing calls, take pictures and perform many other tasks without notifying the user.”
The malware requires an Android device to be “rooted,” or modified to allow deep access to its software. That may eliminate a lot of Android owners who don’t modify their phones.
But some vendors of Android phones ship their devices with that level of access, potentially making it easier for the malware to get onto a device.
This malware is unlikely to show up in Google’s Play Store, since Google tries to block applications that have malicious functions. But it could be a candidate for one of the many third-party app stores with looser restrictions.
Ford Motor Co wants Tencent Holdings Ltd to customize its popular chatting app for the firm’s cars in China, as automakers in the world’s largest market woo drivers that care about high-tech features as much as engine size.
Rivals including Daimler and Nissan Motor Co Ltd are also looking at ways to give drivers safe, hands-free access to mobile apps in China, home to the world’s largest number of smartphone users. WeChat is China’s most prevalent chatting app, with about half a billion active monthly users.
“There’s a demand from our customers,” David Huang, a senior engineer who heads Ford’s Asia Pacific connected services unit, told Reuters. “People want to stay connected, stay informed and stay entertained all the time, even when they’re driving.”
Ford is in talks with Tencent over the business aspects of putting the app in its cars, Huang said. Tencent declined to comment.
Cars are becoming a key battleground for technology industry giants, including Google Inc and Apple Inc, as they seek to develop a market where drivers will be online while on the road. China could be on the front line of that battle as predominantly first-time car buyers in the country are also early adopters who understand more about technology than engine specifications.
Huang said Ford envisages drivers syncing their phone to the car’s software system and controlling specific WeChat functions, chosen by Tencent and then certified by Ford as safe, through voice commands or limited use of buttons.
Making WeChat and other apps convenient, safe and legal to use while driving could help automakers gain market share in China, especially as auto sales growth eases in a slowingeconomy. Yale Zhang, managing director of Shanghai-based consultancy Automotive Foresight, said connectivity was a key deciding factor for Chinese customers buying a car.
A senior Sharp executive has denied that the Japanese company wants to ditch its failing display business, after it warned it will likely book its third annual net loss in four years.
This time Sharp is blaming weak demand from Chinese smartphone makers and it will book a net loss of $256 million this fiscal year through March compared with a previous forecast of a 30 billion net profit.
Rumors abounded that Sharp may need to reconsider its strategy including a possible sale of the display business.
But Sharp Executive Director Kazunori Houshi told reporters that it was “not considering the option” of selling the display business and that he believed the downturn in demand from Chinese smartphone makers would be temporary.
All this means is that Sharp will be a little more patent before it throws in any towel. Besides it might be a little difficult to sell the business at the moment.
Nintendo is heading back to black, with the company’s financial announcements this week revealing that it’s expecting to post a fairly reasonable profit for the full year. For a company that’s largely been mired in red ink since the end of the glory days of the Wii, that looks like pretty fantastic news; but since I was one of the people who repeatedly pointed out in the past when Nintendo’s quarterly losses were driven by currency fluctuations, not sales failures, it’s only fair that I now point out that quite the reverse is true. The Yen has fallen dramatically against the Dollar and the Euro in recent months, making Nintendo’s overseas assets and sales much more valuable in its end-of-year results – and this time, that’s covering over the fact that the company has missed its hardware sales targets for both the 3DS and the Wii U.
In short, all those “Nintendo back in profit” headlines aren’t really worth anything more than the “Nintendo makes shock loss” headlines were back when the Yen was soaring to all-time highs a few years ago. The company is still facing the same tough times this week that it was last week; the Wii U is still struggling to break 10 million units and the 3DS is seeing a major year-on-year decline in its sales, having faltered significantly after hitting the 50 million installed base mark.
In hardware terms, then, Nintendo deserves all the furrowed brows and concerned looks it’s getting right now. Part of the problem is comparisons with past successes, of course; the Wii shipped over a million units and the DS, an absolute monster of a console, managed over 150 million. In reality, while the Wii U is having a seriously hard time in spite of its almost universally acclaimed 2014 software line-up, the 3DS isn’t doing badly at all; but it can’t escape comparison with its record-breaking older sibling, naturally enough.
Plenty of commentators reckon they know the answer to Nintendo’s woes, and they’ve all got the same answer; the company needs to ditch hardware and start selling its games on other platforms. Pokemon on iOS! Smash Bros on PlayStation! Mario Kart on Xbox! Freed from the limited installed base of Nintendo’s own hardware – and presumably, in the case of handheld titles, freed to experiment with new business models like F2P – the company’s games would reach their full potential, the expensive hardware division could be shut down and everyone at Nintendo could spend the rest of their lives blowing their noses on ¥10,000 notes.
I’m being flippant, yes, but there’s honestly not a lot more depth than that to the remedies so often proposed for Nintendo. I can’t help but find myself deeply unconvinced. For a start, let’s think about “Nintendo’s woes”, and what exactly is meant by the doom and gloom narrative that has surrounded the company in recent years. That the Wii U isn’t selling well is absolutely true; it’s doing better than the Dreamcast did, to pick an ominous example, but unless there’s a major change of pace the console is unlikely ever to exceed the installed base of the GameCube. Indeed, if you treat the Wii as a “black swan” in Nintendo’s home console history, a flare of success that the company never quite figured out how to bottle and repeat, then the Wii U starts to look like a continuation of a slow and steady decline that started with the Nintendo 64 (a little over thirty million consoles sold in total) and continued with the GameCube (a little over twenty million). That the 3DS is struggling to match the pace and momentum of the DS is also absolutely true; it’s captured a big, healthy swathe of the core Nintendo market but hasn’t broken out to the mass market in the way that the DS did with games like Brain Training.
Yet here’s a thing; in spite of the doom and gloom around downward-revised forecasts for hardware, Nintendo was still able to pull out a list of this year’s million-plus selling software that would put any other publisher in the industry to shame. The latest Pokemon games on 3DS have done nearly 10 million units; Super Smash Bros has done 6.2 million on 3DS and 3.4 million on the Wii U. Mario Kart 8 has done almost five million units, on a console that’s yet to sell 10 million. Also selling over a million units in the last nine months of 2014 on 3DS we find Tomodachi Life, Mario Kart 7 (which has topped 11 million units, life to date), Pokemon X and Y (nearly 14 million units to date), New Super Mario Bros 2 (over 9 million), Animal Crossing: New Leaf (nearly 9 million) and Kirby: Triple Deluxe. The Wii U, in addition to Mario Kart 8 and Super Smash Bros, had million-plus sellers in Super Mario 3D World and Nintendo Land.
That’s 12 software titles from a single publisher managing to sell over a million units in the first three quarters of a financial year – a pretty bloody fantastic result that only gets better if you add in the context that Nintendo is also 2014′s highest-rated publisher in terms of critical acclaim. Plus, Nintendo also gets a nice cut of any third-party software sold on its consoles; granted, that probably doesn’t sum up to much on the Wii U, where third-party games generally seem to have bombed, but on the 3DS it means that the company is enjoying a nice chunk of change from the enormous success of Yokai Watch, various versions of which occupied several slots in the Japanese software top ten for 2014, among other successful 3DS third-party games.
Aha, say the advocates of a third-party publisher approach for Nintendo, that’s exactly our point! The company’s software is amazing! It would do so much better if it weren’t restrained by only being released on consoles that aren’t all that popular! Imagine how Nintendo’s home console games would perform on the vastly faster-selling PS4 (and imagine how great they’d look, intones the occasional graphics-obsessive); imagine how something like Tomodachi Life or Super Smash Bros would do if it was opened up to the countless millions of people with iOS or Android phones!
Let’s take those arguments one at a time, because they’re actually very different. Firstly, home consoles – a sector in which there’s no doubt that Nintendo is struggling. The PS4 has got around twice the installed base of the Wii U after only half the time on the market; it’s clear where the momentum and enthusiasm lies. Still, Super Smash Bros and Mario Kart 8 managed to sell several million copies apiece on Wii U; in the case of Mario Kart 8, around half of Wii U owners bought a copy. Bearing in mind that Nintendo makes way more profit per unit from selling software on its own systems than it would from selling it on third-party consoles (where it would, remember, be paying a licensing fee to Sony or Microsoft), here’s the core question; could it sell more copies of Mario Kart 8 on other people’s consoles than it managed on its own?
If you think the answer to that is “yes”, here’s what you’re essentially claiming; that there’s a large pent-up demand among PlayStation owners for Mario Kart games. Is there really? Can you prove that, through means other than dredging up a handful of Reddit posts from anonymous people saying “I’d play Nintendo games if they were 1080p/60fps on my PS4″? To me, that seems like quite a big claim. It’s an especially big claim when you consider the hyper-competitive environment in which Nintendo would be operating on the PS4 (or Xbox One, or both).
Right now, a big Nintendo game launching on a Nintendo console is a major event for owners of that console. I think Nintendo launches would still be a big event on any console, but there’s no doubt that the company would lose focus as a third-party publisher – sure, the new Smash Bros is out, but competing for attention, pocket money and free time against plenty of other software. It’s not that I don’t think Nintendo games could hold their own in a competitive market, I merely don’t wish to underestimate the focus that Nintendo acquires by having a devoted console all of their own underneath the TVs of millions of consumers – even if its not quite the number of millions they’d like.
How about the other side of the argument, then – the mobile games aspect? Nintendo’s position in handheld consoles may not be what it used to be, but the 3DS has roundly trounced the PlayStation Vita in sales terms. Sure, iPhones and high-end Android devices have much bigger installed bases (Apple shifted around 75 million iPhones in the last quarter, while the lifetime sales of the 3DS are only just over 50 million), but that comparison isn’t necessarily a very useful one. All 50 million 3DS owners bought an expensive device solely to play games, and the lifetime spend on game software of each 3DS owner runs into hundreds of dollars. The “average revenue per user” calculation for Pokemon on the 3DS is easy; everyone paid substantial money for the game up front.
By comparison, lots and lots of iOS and Android users never play games at all, and many of those who play games never pay for them. That’s fine; that’s the very basis of the F2P model, and games using that model effectively can still make plenty of money while continuing to entertain a large number (perhaps even a majority) of players who pay nothing. Still, the claim that moving to smartphones is a “no-brainer” for Nintendo is a pretty huge one, taken in this context. The market for premium, expensive software on smartphones is very limited and deeply undermined by F2P; the move to F2P for Nintendo titles would be creatively difficult for many games, and even for ones that are a relatively natural fit (such as Pokemon), it would be an enormous commercial risk. There’s a chance Nintendo could get it right and end up with a Puzzle & Dragons sized hit on its hands (which is what it would take to exceed the half a billion dollars or so the company makes from each iteration of Pokemon on 3DS); there’s also an enormous risk that the company could get it wrong, attracting criticism and controversy around poor decisions or misjudged sales techniques, and badly damage the precious Pokemon brand itself.
In short, while I’m constantly aware that the market seems to be changing faster than Nintendo is prepared to keep up with, I’m not convinced that any of the company’s critics actually have a better plan right now than Satoru Iwata’s “stay the course” approach. If you believe that PlayStation fans will flock to buy Nintendo software on their console, you may think differently; if you think that the risk and reward profile of the global iOS market is a better bet than the 50-odd million people who have locked themselves in to Nintendo’s 3DS platform and shown a willingness to pay high software prices there, then similarly, you’ll probably think differently. Certainly, there’s some merit to the idea that Nintendo ought to be willing to disrupt its own business in order to avoid being disrupted by others – yet there’s a difference between self-disruption and just hurling yourself headlong into disaster in the name of “not standing still”.
There’s a great deal that needs to be fixed at Nintendo; its marketing and branding remains a bit of a disaster, its relationships with third-party studios and publishers are deeply questionable and its entire approach to online services is incoherent at best. Yet this most fundamental question, “should Nintendo stay in the hardware business”, remains a hell of a lot tougher than the company’s critics seem to believe. For now, beleaguered though he may seem, Iwata still seems to be articulating the most convincing vision for the future of the industry’s most iconic company.
CCS Insight has said that, while Microsoft’s share of the tablet market is expected to grow, Windows 10 will have “little impact” before the end of 2016.
CCS has cast its eye over tablet sales, and said that while the market saw minimal growth in 2014, sales are likely to increase by 28 percent in 2015.
The growth will largely be driven by Android, thanks to affordably priced tablets running Google’s software, while Apple is expected to continue to woo those in the market for a high-end device.
Apple will also grow its position in the business tablet market, CCS expects, thanks to its partnership with IBM.
However, CCS stressed that Microsoft should not be overlooked. Sales of Windows-based tablets won’t see huge growth this year, but will gain a bigger share of the market.
Marina Koytcheva, CCS director of forecasting, said: “We expect Android to continue dominating the low-end and mid-range market, with Apple taking the lion’s share of the high-end.
“But Windows is gaining a bigger slice of the pie, albeit from a very low level, and should not be overlooked.”
Koytcheva added that Microsoft’s decision to scrap its licence fee for Windows devices under 9in is a major factor.
“It has given Windows fresh impetus, as it has spurred manufacturers to produce a better range of devices at a variety of prices, as low as $99 for HP’s Stream 7, for example,” she said.
Windows 10 is expected to make its debut on 21 January, but isn’t likely to have much of an impact, according to CCS.
“Microsoft still runs the risk of failing to convert the wide availability of cheaper Windows tablets into strong growth in unit sales before 2017,” Koytcheva said.
“Windows 10 will take time to make its mark, and developers will need a few months to perfect applications for the new platform. We expect Windows 10 to have little impact on tablet sales before late 2016.”
The update, designated as Build 9860, followed the Oct. 1 release of the preview, which Microsoft has offered businesses and technology enthusiasts to give potential customers a look at the work in progress and collect feedback during development.
The Oct. 1 version of Windows 10 was labeled Build 9841.
“Sometimes [updates] will be more frequent and sometimes there will be longer gaps, but they will always be chock full of changes and improvements, as well as some bugs and things that are not quite done,” wrote Gabe Aul, of Microsoft’s Operating Systems Group on a company blog.
Aul said that Build 9860 had been handed to his group only a week ago, and repeated earlier warnings by other Microsoft managers that the preview remains incomplete and unpolished.
Although rapid iterations are nothing new to preview or beta software, Microsoft plans to accelerate the delivery of updates — ones that will include not only security patches and performance fixes, but also new features — once Windows 10 officially ships in mid-2015.
Updates will ship as often as monthly for consumers, while businesses will be able to choose between that and two additional tempos that Gartner has tagged as “near-consumer speed” and “long-term servicing.” The former will roll up the “consumer-speed” updates every four to six months to versions that fast-acting enterprises will test and deploy, while the latter will remain feature- and UI-static for as long as two to three years, receiving only security updates.
Other analysts have contended that Microsoft is pushing frequent updates to Windows 10 Technical Preview as much to test the process — both the back-end Windows Update service and the Windows 10 clients’ ability to absorb the changes and smoothly install the updates — as for the company’s stated reasons of gathering feedback and offering users an early look.
“Changes in Windows Update were put in place to make this possible,” Wes Miller, an analyst with Directions on Microsoft, said in an interview earlier this month. “The biggest question for Microsoft is how the updating process works with the Technical Preview.”
In the preview, customers have an update frequently choice of only “Fast” or “Slow.”
Build 9860 will be delivered automatically to most PCs running Windows 10 within days, but users can manually initiate the process by going to “PC Settings,” choosing “Update and recovery” and then “Preview builds,” and finally clicking the “Check Now” button.
Aul said that the download would weigh in at between 2GB and 2.7GB, and that the reboot, the reconstruction of the OS’s search index, and the syncing of OneDrive would take “longer than normal” and “some time.”
Microsoft will ship a second consumer-oriented preview in early 2015, but it’s virtually certain that the firm will provide more-or-less-monthly updates to the Technical Preview between now and then.
Conventional LCD panels are rectangular — something that’s required because the tiny chips that drive each pixel of the display are fitted along the edge of the glass panel on which the screen is made. In Sharp’s new screens, the chips are embedded between the pixels, which offers more freedom in screen shape.
There’s still a requirement for a single straight edge but the rest of the screen can be cut with, say, curved sides so the display completely fills the dashboard area in front of the driver.
Sharp is showing several prototype displays at this week’s Ceatec expo in Japan. One, intended for use in the central instrument console, has cutouts for buttons while another has a wavy top that curves around three on-screen dials.
Another advantage of the technology is that because the driver chips are embedded alongside the pixels, the space between the edge of the screen and the edge of the glass is very thin, allowing the screen image to go almost right up to the edge.
Sharp, which is a major manufacturer of liquid crystal displays, said the technology is ready for mass production — it’s just waiting for orders from car makers.
But don’t expect them next year. Because it takes several years to take a car from concept to commercialization, the screens won’t likely be appearing in production models for the next three to five years. Sharp said they’ll cost more than rectangular LCDs, but it wouldn’t say how much of a premium they will carry.
Nintendo’s Shigeru Miyamoto doesn’t want to make games for “passive” people; the attitude that games ought to be to be a roller-coaster ride, to entertain without challenge, is, to his mind, “pathetic”. That was the message from the legendary game designer in an E3 interview with Edge magazine, published in this month’s edition; it’s been presented by other news outlets as a sign of a Nintendo U-turn, moving away from the casual market it sought with the Wii and the DS in favour of re-engaging core gamers.
That’s exactly the sort of message that most of the games media wants to hear, of course. The media, after all, speaks exclusively to core gamers; casual players generally don’t bother with specialist media. “Nintendo has seen the error of its ways and realised that the only people worth making games for are you, my dear brethren!” is a crowd-pleaser of a message; but it’s also a pretty big leap to make from the comments Miyamoto actually made.
First, the context. Edge had just challenged Miyamoto over the fact that his prototype games at E3 were all somewhat difficult to play. They used the Wii U GamePad in new ways which it took a while to get accustomed to; the question implied in the text of Edge’s interview isn’t about casual games at all, but about the difficulty level of the prototypes. Miyamoto’s response does make clear a mental distinction between different types of game consumer and a preference for those who enjoy some challenge in their entertainment, but to extrapolate that into a U-turn in Nintendo’s development priorities is an overreach.
In fact, Miyamoto’s comments – equating passivity with “the sort of people who, for example, might want to watch a movie. They might want to go to Disneyland. Their attitude is ‘OK, I am the customer; you are supposed to entertain me’” – are punching in a number of directions at once. Certainly, he’s frustrated by people who play games without ever really engaging with them as a challenge; I doubt he’s a fan of free-to-play systems that allow you to pay money to bypass challenges. Equally, though, those comments are an attack on some approaches to AAA game design; barren technological wonders which serve as little more than on-rails galleries for artwork and pale narrative. Miyamoto isn’t saying “casuals have ruined the market”; far from it. He’s saying that there are consumers who demand spoon-fed entertainment at all points of the spectrum from core to casual, and that he doesn’t want to make games for any of them. (It’s also worth noting that he’s not really blowing his top over this; “pathetic” doesn’t carry the same kind of stinging indictment in Japanese that it does in translation.)
Later in the Edge interview, Miyamoto veers back to similar territory when he talks about the proliferation of mainstream game-capable platforms like iOS and Android devices. While adamant that Nintendo needs to continue to make hardware as well as software, he’s delighted that these new platforms exist, because they provide an “on-ramp” for consumers who haven’t engaged with games before. Nintendo previously saw itself holding a responsibility to try to open up new demographics for the games industry; now it seems that we’ve reached a tipping point, technologically and culturally, where that’s happening by itself.
Edge speculates that this means Miyamoto (and hence Nintendo) believes that the window has shut on making games for entry-level gamers. Titles like Brain Training, which opened up the DS to a huge audience of people who had rarely if ever played games before, may now be pointless; the consumers they ought to target are all playing games on their phones and tablets, so there isn’t an addressable market remaining there for dedicated hardware and more expensive (non-F2P) games. This is fair analysis, and indeed, it probably features in Nintendo’s thinking; let iOS serve as the entry level for new gamers and then hope that those who enjoy the experience will ultimately upgrade to the superior offerings available on a dedicated console.
At the same time, though, Nintendo itself has a conception of “casual” and “core” that probably isn’t shared by the majority of sites reporting Miyamoto’s comments. Miyamoto talks not about themes but about enjoyment of challenge as the distinction between the two groups. To him, a supposedly “adult” game full of blood and ripe language could be utterly casual if it spoon-feeds players with dull, linear gameplay. Meanwhile, a brightly coloured Mushroom Kingdom epic could qualify as “core” if it challenges players in the right way. Consequently, Nintendo’s family-friendly IP and the broad appeal of its themes is entirely compatible with a focus on “core games”, to Miyamoto’s mind. What he’s talking about changing is something at the root of design, not the thematic wallpaper of the company’s games; he wants to challenge people, not to force Nintendo’s artists to remove all the primary colours from their Photoshop palettes.
Viewed in this light, Miyamoto’s comments are an earnest and down-to-earth appraisal of Nintendo’s present situation; still recovering from the heady days of the Wii and figuring out how much of that flash-in-the-pan market is really sustainable, but knuckling down to the challenge of entertaining and delighting (and of course, selling to) those within the audience who really enjoyed games rather than latching onto the platform as a fad. Contrary to the more excitable reportage on his comments, Miyamoto is promising no major changes to Nintendo’s approach; rather, he’s re-committing himself and the company to the same course of action which delivered games like Mario Kart 8, a title firmly within the family-friendly Nintendo tradition and absolutely celebratory of challenge and good design.
“Core gamer” is a phrase that’s picked up a strong whiff of soi-disant elitism and exclusion over the past few years; the phrase “as a core gamer…” in a forum post or comment thread is this odd little corner of society’s equivalent of “I’m not a racist, but…”, indicating a post that’s probably going to brim with self-important awfulness. The bête noire of the core gamer is the “casual”, and just as any move by a game creator or publisher to cater to “casuals” is despised and derided, any prodigal son who declares their abandonment of the casual market and return to the core is greeted with an I-told-you-so roar of delight. This is a thin sliver of the market overall, of course, but a noisy one; as such, it’s worth reiterating that what Miyamoto absolutely did not say is that Nintendo is resetting its course to please these people. Nintendo, for many years to come, will still be a company defined by games that are broadly appealing, generally family-friendly and enormously accessible. Under Miyamoto’s watchful eye, they’ll also be challenging and engaging; but anyone taking his comments on “passivity” as near-confirmation that we’ll see Grand Theft Mario down the line is utterly misreading the situation.
A new survey commissioned by IHS in partnership with Gamer Network has shown that E3 gave a huge boost to the number of people interested in buying a Wii U, with purchasing intent growing by 50 per cent over the course of the event.
Around one thousand core gamers were surveyed on various purchase intentions before and after the LA show, revealing that, whilst Nintendo’s platform started out with the lowest number of people looking at buying it, it saw the biggest benefit from the show’s exposure. 20 per cent of respondents now intend to buy the machine, equal to those who are looking at an Xbox One, which saw a seven per cent increase in popularity.
Sony’s PS4, a clear leader going in to E3, lost ground to its competitors, sinking below 30 per cent of respondents.
In terms of anticipated games, consumers are champing at the bit for 2015′s third-party releases, with Warner’s Arkham Knight leading the charge with an incredible 60 per cent of those surveyed intending to buy the game for at least one platform. Gamers are slightly less excited for 2014′s titles, but Activision’s Destiny is the narrow leader for this year, edging out AC: Unity and GTA V with just under 50 per cent. Both Battlefield Hardline and CoD: Advanced Warfare are lagging behind slightly.
As might be expected, purchasing intent is higher amongst first-party exclusives for current platform owners. On PS4, Uncharted 4 was the most popular game both before and after E3 with 76 per cent of PS4 owners expected to buy it. On Xbox One, it’s Halo which pays the piper, garnering support from 77 per cent of One owners. Over on the Wii U and amazing 89 per cent of owners expect to buy the new Zelda game when it’s released. None of these platform-exclusive heavy hitters will land until 2015 at the earliest, which IHS predicts will increase pre-Christmas reliance on multi-platform games for Microsoft, Sony and, to a lesser extent, Nintendo.
“Although there are other exclusive titles coming in 2014 or already available,” the report reads, “none hold the influence that these leading titles have in terms of selling console hardware, with the exception of Mario Kart 8 for Wii U. As a result, the success of console sales this holiday shopping season will depend more heavily on the total value and content proposition including exclusive content offered by multi-platform games rather than a single, very influential system-selling exclusive. This factor will impact the marketing strategies of the platform holders as we move into 2014′s main shopping season.”
Robonaut 2, also known as R2, is the legless but humanoid robot that has been working on the space station since 2011.
“Commander Steve Swanson focused his attention primarily on mobility upgrades for the station’s robotic crew member, Robonaut 2,” NASA reported on its website. “Since arriving aboard the station in May 2011 during the STS-134 space shuttle mission, Robonaut has been put through a series of increasingly complex tasks to test the feasibility of a humanoid robot taking over routine and mundane chores or even assisting a spacewalker outside the station.”
In March, SpaceX, a commercial space flight company that runs cargo missions to the space station, brought up a pair of robotic legs for Robonaut.
Once the legs are attached to R2′s torso, the robot will have a fully extended leg span of nine feet. That will give it “great flexibility” to move around the inside and outside of the space station, according to NASA.
The robot has 38 PowerPC processors, including 36 embedded chips, which control the robot’s joints. Each leg has seven joints and a device on its foot, dubbed an end effector, a tool that enables the robot to use handrails and sockets.
Since Robonaut was unpacked and set up on the station in 2011, astronauts have run experiments to see how the robot functions in space. NASA scientists also have been working with astronauts onboard the station to get them to use the robot and put them at ease with it.
So far, the robot, which can communicate using sign language, has been able to correctly press buttons, flip switches and turn knobs. It also has worked with tools, using an air flow meter and an RFID inventory scanner, according to NASA.
In preparation for attaching Robonaut’s legs, the astronauts installed new processors and replaced fans, a power distribution board and other components inside the robot’s torso.
Last weekend, NASA’s robotics team on the ground remotely deployed software for the robot’s new processors. NASA has not specified what type of processors or what software has been added.
NASA originally planned to install and test the robot’s legs in June, that didn’t happen and a new installation timeframe has not been announced.
The 3DS stumbled at launch, enduring sluggish sales until Nintendo instituted a drastic price cut on the hardware. While Moffitt noted the impact of the price cut, he said a pair of first-party releases was another key driver in reversing the handheld’s fortunes.
“We had the price cut in August , and then we had Mario Kart 7, Super Mario 3D Land, which really drove sales that first holiday, and on 3DS we haven’t looked back,” Moffitt said. “So we’ve had momentum ever since that first holiday and we’ve got now 260 some games in the library and some of the best, most highest rated, most highest quality content we’ve ever had on that platform. Everything we launched seems to do above forecast and surprises us on the positive side.”
The situation with the Wii U is similar, Moffitt said, adding that the console is about to reach a very similar tipping point.
“As I look at what we have coming this holiday, now with Mario Kart and Super Smash Bros, plus the innovation of Amiibo, I think we are right at that tipping point where we have a lot of great content that is about to be released for that platform that’s going to tempt gamers into buying the system,” Moffitt said. “From the comments I’m reading online, and following gamers’ comments, I think there are a lot of people that are going to have a hard time resisting buying a Wii U once Smash Bros comes out. I think that’s going to be a major hardware driver for us. So that’s the narrative we hope that plays out and that I think we are starting to see play out.”
One avenue that Nintendo won’t be pursuing to spike Wii U sales is an unbundling of the GamePad, Xbox One Kinect-style. Both companies pitched the peripherals as essential components of their visions, but when Xbox One sales lagged, Microsoft found the demands of potential customers more convincing than their original plans. While Moffitt said Nintendo is still working to create gameplay experiences that demonstrate the true benefits of the Wii U GamePad, he said removing it from the hardware bundle is not in consideration.
“We think GamePad is the only innovation that’s come in this new generation of consoles. So we have the only real point of difference. Certainly graphics are faster, graphics are better. This is not a real innovation for gamers. We are fully committed to leveraging the GamePad, to keeping it bundled with the system.”
As for the problem of third-party support for Wii U, Moffitt namechecked the continued efforts of partners like Sega, Warner Bros. Interactive Entertainment, and Activision. While some big companies who have dropped the system, Moffitt understood why that would have happened and acknowledged it was Nintendo’s problem to fix.
“It’s all about driving the install base and so that’s our work to do, right? We need to get to a critical mass where it makes financial sense for them,” he said.
Moffitt added that third-party games don’t all come from the big AAA publishers. He touted the company’s efforts in lowering the barriers to entry for indie developers looking to publish on Nintendo platforms.
“We talked to a lot of them before launching the Wii U and we addressed some of the issues that really were holding some of them back from developing realistic content on our platform,” Moffitt said. “At least for the indie community, we’ve become a lot easier to do business with and we’re seeing a steady flow of content now.”
However, those efforts were largely invisible at E3. Where Microsoft and Sony devoted sections of their booths to indie developers working on Xbox One and PlayStation 4 respectively, there was no such equivalent in Nintendo’s booth.
“With any show, you have choices to make,” Moffitt said. “Every time I go down to our booth floor and see how many people are waiting to play Super Smash Bros, when I look outside at the Best Buys… Last night we had four hours of game play on Super Smash Bros. and we had 1,000 people in line. We had to turn people away. So it’s a tough choice for us as a platform holder. We don’t have enough game stations down there on Smash Bros. We try to feature as much content as we can in the limited space that we have. Right now we just have a lot of demand for Super Smash Bros. We could have used 10 more game stations on that game alone. Choices have to be made.”
Finally, Moffitt weighed in on the VR trend. While Nintendo has a distant history in the field with the Virtual Boy headset, Moffitt suggested Nintendo was taking a wait-and-see approach toward returning to it
“What I’d say is it’s appealing technology,” Moffitt said. “It’s interesting. We’re going to follow it closely to see where it goes. It’s got a lot of advantages. It’s got one disadvantage relative to what we know is often very fun for gamers, which is playing games socially in a living room. This is a very single player solitary gaming experience. Not all of our games are fun to play with multiple people in a living room in front of a game console but it doesn’t lend itself to that kind of an experience as well as what Wii U does now. That would be a disadvantage of going in that direction. Could it be a nice addition to our hardware platform? Sure.”
When the Mayday button was announced with the Fire HDX eight months ago, Amazon said its response time goal was 15 seconds or less.
Amazon Customer Service Director Scott Brown said in a statement that the Mayday concept is working well and has helped revolutionize tech support.
About 75% of customer contacts regarding the Fire HDX come via the Mayday button to get a tech response. A tech then appears in a live video stream on a portion of the display (although the tech cannot see the customer). The tech can then make notations on a user’s display or help a user navigate through a process.
Amazon touted the lighter side of instant tech support using Mayday in a statement. Customers have asked tech advisors to draw on their screens, including everything from happy faces to rainbows, unicorns, fire-breathing dragons and aliens. One customer asked a tech adviser to sing happy birthday to someone receiving the Fire HDX as a gift as the person was receiving it.
Some tech advisors have even received date requests and marriage proposals, Amazon said.
There’s also a more serious side to the concept, analysts said: The Mayday button’s popularity should be a wake-up call to product manufacturers, many of whom suffer low customer-service ratings and should consider more personal contact with users.
“Companies could learn a lot from the way Amazon does customer service,” said Jack Gold, an analyst at J. Gold Associates. “The focus Amazon has on customers, and has had for years, is often what makes users so sticky to them. It’s true of their general Amazon Web site, too. Consumers love good customer service.”
Gold said that what Amazon’s done with Mayday is not completely new, as enterprises have provided remote screen control, without video streaming, to IT help desk personnel serve users for years. “Remote control is not as slick as the Mayday button, and Amazon has made it work fast and easy,” he said.