11-1 | Why were you able to make such a price cut for the Nintendo 3DS? A typical Japanese company would be very slow when making decisions and many companies can not make a 10,000 yen price cut in just half a year after a product's launch. I would like to know whether Nintendo's decision was made by Mr. Iwata solely or whether it was an organizational decision. Also, I would like to hear about development resources. One, I believe that your internal resources are devoted to the Wii U, Wii, Nintendo DS and Nintendo 3DS, and out of these, since the Wii U has rather rich content, aren't most of your internal resources being used for the Wii U? When aiming for a comeback for the Nintendo 3DS and also expanding the Wii U, how do you plan to spare your internal resources? The other question I have is about the third parties. An increasing number of them are not taking a strategy similar to that of Nintendo, which is aiming to sell its software to a wide range of consumers without focusing upon any particular group, but are instead shifting to a more focused audience by, for example, realizing more than half of the initial sales with the limited premium edition of the game. As a result, these third parties do not develop games for your platforms that can appeal equally to the wider audience. How do you deal with such a situation? |
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11-1 | Iwata: Maybe the reason we were able to make the markdown decision is our lesson from Nintendo GameCube. Therefore, in that sense, it was slightly a personal decision, meaning that the current executives, who are the ones who make the decisions, all experienced, "there was a chance for the Nintendo GameCube but we were not able to capitalize on it," and I think that was a large factor, that the executive all shared this sense, not just myself. One other factor is our financial characteristics. I have repeatedly said, "Please allow us to hold high liquidity of assets since this business has very high risks. We can have more options if we have high liquidity." During those days, when the Wii and the Nintendo DS were in a continuous good cycle, we had cases where people asked us, "Well, won't you be all right even without holding so much cash?" But it must be a factor to our ability to make decisions like these under situation like this, and along with this, proceed with the development of the Wii U and take on its business risks. We will put our best efforts to make this decision a good one. |
11-2 | The situation is that third parties, and I think they are doing so even on Mobage or GREE, are heading to a business dedicated to a rather specific audience and that only Nintendo is providing titles for casual users. Can Nintendo implement an approach to change how third-party developers think? If not, do you think that Nintendo needs to continue investing its resources into providing these types of software? |
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11-2 | Iwata: We do not have any intention of approaching third parties to change the way their developers think. Rather, if there is communication on how to maximize a publisher's advantage or where the opportunities are, we would be happy to discuss it with them and we are actually having these kinds of discussions. On the other hand, if a publisher has specific consumer segments or fans that Nintendo can easily appeal to, we need to think together about how that publisher can work more closely with our platform. We do not intend to communicate messages to a publisher that would make them change (if they did not want to change). |
12 | Regarding micro-transactions, some software publishers are shifting their resources to a business using micro-transactions and some publishers may be attracted to a platform that is capable of flexible billing. What do you think about this? In relation to this, there were some discussions earlier about digital distribution and I believe your sales of the online business were eight billion yen in the fiscal year ended March 31, 2011. I would like to know how and at what timing this transaction volume will increase. |
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12 | Iwata: I have never rejected the idea of micro-transactions. What I previously said was, "A business that offers a game for free and provides micro-transactions is totally separate from how we are communicating the value in our game business and therefore, in that framework, the premium value of our game content may be damaged." (*2) |