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Nintendo’s Reggie Fils-Aime on Wii U ‘stumbles’ and balancing nostalgia with reinvention – TechCrunch

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Nintendo is nearing its 130th birthday, and the company is once again in the midst of major changes as it embraces mobile platforms and online services. But Nintendo of America’s president Reggie Fils-Aime says that should come as no surprise: “We reinvent ourselves every five or 10 years. We have to. It’s in our DNA.”

In an interview at the GeekWire Summit in Seattle, Fils-Aime talked, in his immaculately Nintendo-promotional manner, about the company’s ups and downs over the last decade and what it took to get the Switch out the door.

“We focus on giving consumers experiences that they haven’t even thought of,” he explained. Anyone who has followed Nintendo for a few years certainly wouldn’t disagree — remember the vitality sensor? “By going down this path you create doubters. And we’ll be the first to admit that there will always be stumbles along the way.”

“The Wii had sold a hundred million units globally; the Wii U did not have that same level of success,” he admitted. That’s something of an understatement; the Wii U is widely considered something of a boondoggle, interesting but confusing and hugely outgunned by the competition when it came to what was valued by the rapidly growing mainstream gaming world.

“But in the words of one of our presidents — this is [Hiroshi] Yamauchi — when you’re doing well, don’t be excited by that high-flying performance, and when you’re doing poorly, don’t be sad. Always have an even keel,” he said. Not exactly catchy, but it is good business advice. The focus should be on the horizon.

And that’s where it was, despite the painfully low sales numbers and lack of third-party support. As he tells it, they just plowed ahead with new lessons under their belt.

“If we had not had the Wii U, we would not have the Switch,” he said seriously. “What we heard from customers was that the proposition of a tablet on which they could experience gameplay, coupled with the ability to play games on the TV, is really compelling. Users were telling us, ‘I want to play with this tablet, but when I get 30 feet away from the TV, it disconnects.’ The one point gamers all hate is the point where they have to put the controller down. So it was an important step for us to be able to deliver on this proposition.”

“When I first saw the embodiment of that system,” he recalled, “the hairs on the back of my neck raised up.” It was the same feeling, he said, that he had with the Wii Remote and the DS — both featuring technologies that people were highly skeptical of at first but proved versatile and compelling.

Touchscreens weren’t common when the DS came out, and motion controls weren’t common when the Wii came out, he noted. Both have since become mainstream — not entirely due to Nintendo’s success with them, of course, but it would be disingenuous to say that had nothing to do with it.

But while the company can rightly be said to be taking risks in some ways, in other ways it is uniquely stuck in the past. Its most successful franchises are well past a quarter of a century old.

As Fils-Aime sees it, however, this is exactly how it should be. Mario and Link are characters the way Mickey Mouse or even someone like Robin Hood are characters. New franchises like Splatoon can be established and cared for, but the traditional ones (though no one mentioned Metroid, predictably and unfortunately) should be recycled and brought to new platforms and generations.

Nowadays that includes mobile games, where Nintendo has been taking tentative steps in recent years.

Nintendo’s latest has been criticized for its unvarnished quest for players’ money.

“We see our mobile initiatives as a way to bring our intellectual properties and our gameplay experiences to a larger population than the tens or hundred million consumers that own a dedicated gaming system,” he said. “With Super Mario Run, we literally have hundreds of millions of consumers experiencing Mario, consumers in places where we don’t even distribute our gaming systems. Then maybe they buy that Super Mario t-shirt, they may eat that Super Mario cereal, they may buy a Nintendo Switch.” (Presumably imported.)

Here Fils-Aime’s comments rang a bit hollow, however. Nintendo’s mobile strategy has leaned hard on the “gacha” style game that massively incentivizes in-app purchases of virtual currencies and grinding levels to unlock new characters randomly in loot box style. This seems so far from Nintendo’s core mission of entertainment and so close to the current industry method of cash extraction that it’s hard to believe it’s what the company really wanted to create.

It does, as Fils-Aime said was the goal, allow them to be “effective” on platforms and marketplaces they don’t themselves own, and it does drive their “overall business agenda.” But it seems as though the company is still trying to figure out how to truly bring its games to mobile. Perhaps the upcoming Mario Kart game will be a better option, but it could very easily go the other way, as well.

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Google isn’t moving Legacy G Suite users again, despite admin console warnings

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Google

Grandfathered-in “Legacy G Suite” users got a scare recently when another new “transition” message started popping up in the Google Admin console. “The transition to Google Workspace has started,” said the new message that suddenly appeared in people’s accounts. This was after Legacy G Suite users went through a contentious transition last year, where Google’s opening position involved shutting down their accounts if people didn’t start paying, but eventually, it was talked into not doing that. A Google spokesperson tells us the Workspace transition message was “a bug that surfaced an old banner from earlier in the process last year, and our team is working on removing it. More changes are not happening at this time, and those who previously opted-in for personal use are not expected to take any further action.”

We’ve received a few questions about this message, and this Reddit post has people wondering what the deal is, but it’s just a bug. That’s great because Legacy G Suite users have gone through enough already. To recap, Google currently offers businesses the option to pay a monthly fee for a Google/Gmail account that ends in a custom domain name instead of @gmail.com. Today this is called “Google Workspace,” but due to Google’s constant rebrands, it was first called “Google Apps for your Domain,” then “Google Apps,” and then “G Suite.” Google’s custom domain service was not always paywalled and not always exclusively aimed at businesses—it was free from 2006 to 2012. Google even pitched these accounts to families as a way to let everyone have similar email addresses. Some people did so, which means today they are getting a paid service for free.

Don't believe a word of this message.
Enlarge / Don’t believe a word of this message.

Last year, the Google accounting department turned its Eye of Sauron on these long-term users and threatened to take away their nearly 16-year-old accounts if they didn’t start paying a business rate for these formerly free and not necessarily business accounts. After a public outcry, Google eventually left these “Legacy G Suite accounts” alone after making users confirm that they were using their accounts for “non-business” purposes. After that, everything was settled.

Legacy G Suite users are specifically not a part of “Workspace,” which is a paid service. So this new message that popped up yesterday suggests they would have moved to another new service. Even though Google says it’s an error that users could see this message, actually following the prompt would lead you to another error message about “Google Workspace for personal use” which is a product that does not exist. Workspace has tiers like “Business Starter,” and grandfathered-in users are on “Legacy G Suite”, but “Workspace for personal use” is not a thing. Apparently, this was all the beta branding for the original plan last year, and somehow it all got published yesterday.

Enlarge / “Google Workspace for personal use” is not a thing that exists.

Lee Hutchinson

Google Workspace for personal use would be a great product for Google to sell, by the way. We’ve complained before that while Apple and Microsoft both sell custom domain email services to consumers at a reasonable rate, Google does not, only offering business email at much more expensive rates. A big part of the Legacy G suite problem is that these personal users have nowhere to go inside Google.

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Apple Q1 earnings miss the mark almost across the board

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Enlarge / Apple CEO Tim Cook.

Apple reported its earnings for Q1 2023 today, and it was one of the company’s poorest-performing quarters in recent years. It was the company’s biggest decline since 2016 and the first since 2019. Overall revenue was down more than 5 percent year-over-year as the company failed to match sales from the same quarter last year across most of its hardware categories.

iPhone revenue was $65.78 billion for the quarter, down 8.17 percent year over year. Similarly, “Other Products”—which includes the Watch, AirPods, and some other outliers—was down 8.3 percent year over year at $13.48 billion. The real underperformer was the Mac, which was down almost 30 percent at $7.74 billion.

The two parts of the business that did grow were services— which include things like Apple Music and TV+, iCloud, and AppleCare—and the iPad. Services were up 6.4 percent at $20.77 billion, while the iPad grew 29.66 percent to $9.4 billion.

CEO Tim Cook said in the company’s earnings call that Apple faces a “challenging macroeconomic environment.” Besides that, he named two other main factors behind the down quarter: production and supply issues in China and a strong US dollar. Apple struggled to meet consumer demand across many of its products, with shipping sometimes running several weeks behind. Cook said that while Apple might have met analysts’ estimates had the supply issues not been a factor, it’s impossible to know for sure.

On the bright side, Apple says it has resolved many of those supply problems for now and that there are now 2 billion active Apple devices in users’ hands worldwide. And obviously, $117.15 billion in revenue for the quarter is still huge, even if it didn’t meet expectations or match last year.

Apple declined to give guidance on what it expects for the next quarter. It has not done so for any quarter since the pandemic began in 2020.

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Razer’s $280 mouse is covered in gaping holes 

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Razer

There are a lot of cookie-cutter mice out there that, although made by different manufacturers, have the same shapes and features but rely on mild changes in color or sensor specs to differentiate themselves. So when Razer announced the Viper Mini Signature Edition (SE) today, a wireless mouse that looks like it forgot to get dressed, we took notice.

The Viper Mini SE uses a magnesium alloy chassis “exoskeleton,” as Razer describes it. Lines of dark gray stretch across the mouse’s palm area, creating a web-like design and bold, gaping holes. Razer’s using an extreme take on the honeycomb design, which has holes drilled into a mouse’s chassis to reduce weight. However, the typical honeycomb mouse, like the Glorious Model I, has many more holes that are smaller, while the Viper Mini SE has holes that are so big, it looks like you could poke your finger through them.

It'll be easy for dust to fall into those openings.
Enlarge / It’ll be easy for dust to fall into those openings.

Razer

At first look, I’m immediately concerned about the mouse’s durability. Despite what Razer claims, I still think I’m more likely to break a mouse with 18 holes in it than one with none. Large openings can also attract dust and debris, but bigger holes should make the mouse easier to clean with, for example, an air blower than a  honeycomb mouse topped with more, smaller openings.

Razer graciously gives the mouse a three-year warranty, which is one year longer than it usually gives mice. We’ll be keen to check out reviews and long-term experiences with the Viper Mini SE to see how it fares, especially among power users, like gamers, who tend to use their mice aggressively.

From a glass-half-full perspective, the cavernous mouse could have the benefit of helping the hand on top of it stay cool. With less contact between the user’s hand and the electronics, plus more air flow, users may find their hands clamming up less easily during long hours of intense use. Razer didn’t go so far as to install a cooling fan in the mouse like Marsback’s Zephyr, though.

Big holes help make the Viper Mini SE Razer’s lightest mouse. It’s 1.73 ounces, which is about 30 percent lighter than the Viper Mini (2.15 ounces) with the same form factor and nearly identical dimensions. It’s still not the lightest mouse around, however. For example, Cooler Master’s MM720 is also 0.11 pounds, and Finalmouse has sold mice weighing as little as 1.48 ounces.

With the weight savings gained, it would have been nice if Razer added buttons to the mouse’s right side so it could be truly ambidextrous, like the Razer Viper Ultimate.

Razer's mouse uses a 2.4 GHz USB-A dongle.
Enlarge / Razer’s mouse uses a 2.4 GHz USB-A dongle.

Razer

Razer used magnesium alloy for the mouse because it had the preferred “strength-to-weight ratio.” Plastic, it said, was less sturdy with drilled holes and had minimal weight reduction comparatively. And titanium, while lightweight, stronger, and sturdier, had fabrication limitations. Finally, fabrication limits, plus a heavier weight than plastic, precluded Razer from making the Viper Mini SE with carbon fiber.

According to Razer’s press release, the mouse is made “with an injection-molded exoskeleton that is then CNC machined and polished. The exoskeleton shell then undergoes passivation to reduce any susceptibility to corrosion, after which it is painted and assembled. At each step, each unit is meticulously inspected…”

The Razer Viper Mini SE targets gamers seeking a mouse that’s as easy as possible to flick around their desk. But a featherweight mouse with a high dots-per-inch (DPI) spec (up to 30,000 DPI in the Viper Mini SE’s case) can also appeal to users of increasingly high-resolution monitors and multi-screen setups, or those who find their arm or hand getting tired while mousing.

If you’re looking for a lot of chassis for your buck, this isn’t it. The wireless peripheral will cost a whopping $280 when it debuts February 11.

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