今天上午任天堂展示了一系列的經驗來任天堂開關,包括一個新的預告片超級馬裡奧奧德賽和揭示新的Metroid和Poké蒙族遊戲。有了新的遊戲機,新的遊戲,以及像移動和訂閱服務這樣的新舉措,任天堂將迎來非常繁忙的一年。就在公司的E3聚光燈前,我有機會和任天堂的美國總裁雷吉·菲爾斯談了談é 關於一系列的話題,從電子競技到4K遊戲機。這是他要說的。
The Nintendo mission is to reach as many c***umers as possible and to have them engage and have fun with our [intellectual property]. That’s what we try and do. So inherently, we go for a more mainstream audience. Inherently, we want our products to be affordable. We want our products to be easy to pick up and experience, low learning curve. We want our IP to shine as we deliver these experiences.
That’s the way we approach it. And so, what that means is, a sweet spot of $300 for the Nintendo Switch, a platform that has Mario and Zelda and Splatoon. Going against a more limited c***umer pool, a higher price point, requiring investments in other ways — 4K TVs, what have you — that is a strategy that for us, candidly, is a bit too limited.
We’ve been fortunate with Smash Bros. to have a franchise that has been very active in this space. What we’ve been doing is educating our developers and candidly creating some expertise ourselves in how to engage with the community. Now we have a fantastic relati***hip with the Smash Bros. community; I would say that was not true fix, six, seven years ago. We think that Arms can support a very vibrant community.
We were in e-sports back in 1995 with the very first Nintendo World Champi***hips. We’ve been in this space. I think what Nintendo is doing, as we always do, is our unique view on this, and finding ways to make it a bit more mainstream and a bit more massive, maybe than others have done. We’re going to do it differently.
The reason we’ve delayed the full paid subscription, is we want to make sure that as we get all of our learnings, and we build all of the elements, that we launch something that is robust for the c***umer. And as they c***ider a $20 price point, they say ‘This is a no-brainer. This is something that I absolutely need to participate in given the full range of features that it provides.’
That’s why we’re delaying it, and it really is c***istent with the overall Nintendo development philosophy. We want, when we launch it, for it to be great for the c***umer. And not to be something that isn’t fully-featured and fully-capable. That’s why we delayed Breath of the Wild — and look at what we were able to finally launch.
We certainly look at what our community is saying. But arguably, if all we did was listen to our community, we would be creating content against a handful of [intellectual property] with a handful of feature sets, because that’s typically what the c***umer focuses in on. Things that they know, things that they’ve seen before.
...,由於他們的明顯的極客血統,對普通觀眾的吸引力似乎有限:如果你從來沒有玩過一輪遊戲本身,你就不太可能收聽DOTA國際頻道。 暴雪希望讓電子競技的吸引力更大,它的方法也很有趣……而不是因為它們特別新。這一為團...
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... 雖然這種合作關係應該有助於MLG和TwitchTV擴大各自的受眾範圍,但CBS投資電子競技的原因已經不是祕密了:18歲至34歲的**人群利潤豐厚。哥倫比亞廣播公司(CBS)互動總裁吉姆·蘭佐內(Jim Lanzone)表示,“電子競技是影片...
...上比賽,以防你無法實時檢視。 對於那些需要每時每刻觀看的dota2迷來說,還有國際多播,它可以讓你一次流4場比賽,在繁忙的前幾輪比賽中非常完美。根據Valve的說法,多播將把“所有有趣的遊戲、意外的挑選...
...們試圖解釋什麼是傳奇聯盟,以及競爭對手為了贏得勝利需要做什麼。我跟著,但它經過得太快,我無法想象沒有任何事先掌握遊戲的機制的人,它提醒我為什麼電子體育永遠是一個利基奇觀。 傳奇聯盟的基礎很簡單,但普...
...戲。所以是的,我從小就學會了使用Alt-Tab。我也是一個任天堂64男孩,所以我花了很多時間在那些遊戲上。 我真正開始玩遊戲的時候大概是在2003年。我剛從高中畢業,在大學開始學習。當時我在上教育課,我說“好吧,我...