A new game usually costs about 60€ nowadays or more. Add about fifty Amiibo statues to it at about 17€ per pop, that’s 850€ worth of stuff, and somebody out there will be buying all those.
Now, imagine if a company would sell you a full game and then allow you to access its contents on their whim rather than at your leisure. No, I don’t mean addons from the net or via physical means like Amiibo. I mean actually on disc, waiting time for them to be unlocked. No, not like with fighting games where you unlock characters by beating the game over and over again.
Nintendo actually wants you to wait nine days to fully access all the content on Mario Maker. If I pay a full price for a game, I well damn expect to be able to access the full game.
The whole DLC rumba CAPCOM had with Street Fighter X Tekken and some other of their fighting games was absolutely stupid for sure, but this is just downright offensive to the customer. Why should the customer wait nine days to access the whole game? What possible valid reasoning could they have? To let the consumer get used to the tools? That’s not Nintendo’s part in the deal, that’s up to the consumers themselves. This is artificial limitation at its worst, and whoever supports this sort of move should have a nut crushed.
This isn’t alcohol or drugs.With those things you have a limitation how much you and your body can handle before you crackle down. You can take too much of those and die, literally speaking. Games and food make excellent points of comparison because both are enjoyable pieces that require a master to make them the best possible pieces, and the only limit you really have with food is how much you go empty your bowls. However, games aren’t important to life, like food is.
What Nintendo is doing here is absolutely stupid. They are giving you only bits and pieces of the meal you purchased. Why should anyone be required to pay a full price for a product they can only access a tiny bit at first, and have the rest of the content trickled down to them? Well, outside consumer stupidity, there’s no reason.
If you’re selling 1/9 of a game, you better expect people to pay only 1/9 for the game.
Then you have the Amiibo. People will argue that they add very little to games or content you won’t miss. That’s an awful excuse, and if we take with the face value like intended, the question still ends up being why the hell should we pay fifteen goddamn euro for an overpriced piece of plastic riddled with paint application errors, barely mediocre sculpting and constant factory errors in construction. With some fifty Amiibos out there with varying prices, and there’s no doubt more to come, the price to access all the content in Mario Maker will be around one thousand euro. Sure, you can unlock the costumes going through a challenge, but you don’t see the advertising telling you this.
It’s an absurd limitation. No matter how small the content is, the fact that it is behind a physical paywall and can’t be accessed by anyone who doesn’t own particular pieces of overpriced plastics.
Manufacturing costs are typically 50% less than the wholesale cost. In addition, retail price is around 150% more than the wholesale cost. If an Amiibo would sell at 20€ pricepoint, their wholesale price is 7,50€, and manufacturing an Amiibo would be 5€. However, it’s more probably that producing an Amiibo at this range would be closer to 2€.
You can estimate the production price properly by comparing it to similar products, but not with similar functions. Amiibos have a quality of a 7€ gachapon, the larger ones out there with similar size and complexity. Another point would be Skylanders at around 10€ the last time I checked, but even that is rather high price in the end. The NFC chip production goes from 15 to 30 cents per piece, thou a new method from 2011 could make that cost about two cents to produce.
There are other factors in the price you need to take into consideration as well, the above was solely concentrating on the very basics. The design and development time, the tooling costs, material costs and manufacturing costs as well as shipping and advertising. The amount of units you’d be producing, and in Amiibos case, it is well in hundreds of thousands of units, bringing the price down even more. The difference in price with high amounts of units can lower the production costs for the customer, Nintendo in this case, by a large margin with tens or hundreds of thousands of dollars. Comparatively speaking, you may produce a prototype through 3D printing for some 7€, but by mass producing them in China in thousands of pieces, the price drops somewhere around 15 cents a piece if you’re lucky.
You’d think these would be high, and relatively speaking they can be. However, with modern production methods these costs have been cut down to the smallest possible price point, and that shows especially with Amiibos with pretty damn bad quality control overall. Hell, the Donkey Kong Amiibo looks like that shit weasel from Food Fight!
If we take all that above as is, the Amiibos also need to make money, thus the real price of an Amiibo is most likely lower than what there’s above. Whatever the real price is will most likely never be revealed, thus the comparative points.
Back to a point, somebody will say that missing the Amiibo content isn’t a big thing because it adds nothing of value to the game. If that would be the case, why was time dedicated for it? Because money, and having the possibility to play as Kirby in Mario Maker for 15€ is absurdly high price. Sure, Amiibos work with other games as well, but the only one that actually uses them to a larger extent seems to be that Skylanders crossover and Smash.
Back to the first point, the solution for Nintendo trickling down the content, we consumers should have the possibility to trickle down our payment in the same vain.
Only an idiot would play a full price for a product that’s missing pieces.