Nintendo is interested in knowing our opinión about Keycards.

There are so many stupid takes in this thread, starting with this one:

These are products we are talking about. Economics and logistics are exactly the two things Nintendo, and literally every single company takes into account. If you have an issue with that, take it up with the entire concept of capitalism.

Key cards are (sadly) a benefit to consumers.
If you want to know why, please read on.

I've worked in publishing for all four major platforms, and produced physical games for Switch, PS4/5, and Xbox. Here is the reality: game cards are far more expensive to manufacture than discs, and thus order minimums are harder to hit, and margins are slimmer for Switch games. It simply comes down to the form factor.

During the Switch 1 era, there were only two choices if we wanted to release a "physical" game. We could either risk producing game cards at a high quantity and slim margins, or we could produce empty boxes with download codes. For some of our games, many of which were unknown indie titles, we saw time and time again that the higher quantity minimums were not viable. We often even took chances, and ended up losing money and being stuck with inventory. Sometimes things would pay off, but other times they wouldn't. Companies like Limited Run deal with this all the time, which is why they're so selective about the games they manufacture.

If we went with download codes inside a box (or even just digital sales), that prohibits any form of resale or traditional lending of that game for the consumer. It's simply bound to your account, and that's that.

With key cards, we at least have a middle ground. You're able to resell a key card. You're able to lend out a key card. For all intents and purposes, so long as you have an internet connection and the servers remain in tact (which admittedly is a concern, but the same concern exists for all digital purchases or games that require any form of download to start), you have a physical copy of said game.

It is an ADDITIONAL OPTION for consumers, and one that is better than download codes.

The reality is that without key cards, there will be many games that simply will not see any form of physical release. Games that won't have a chance to live on a shelf, or won't be able to be resold.

Because Switch 2 games have a higher minimum storage, they are already more expensive to produce than Switch 1 games. That's the reality, and it's a necessity to have modern games in a portable form factor. So the problem is even harder to deal with for any smaller publisher that wants to release a product physically, but can't commit to absurdly high minimums, or razor thing margins.

I'm not saying it's a perfect solution. But short of expecting Nintendo to just eat the costs on lower quantity physical manufacturing (which is absurd to think any company would do so), I can't think of a better solution.

The alternative to the existence of key cards is that either A. We have fewer physical games, or B. We have far more boxed download code papers.

—————————

Okay, now let me address the gigantic downside to key cards: They can be abused.

As I mentioned already, key cards are a great alternative for a game that simply otherwise would not have a physical release. But, to my current knowledge, there is nothing stopping a big publisher (say Ubisoft) from releasing their next AAA game on a key card instead of a real game card in order to save money per unit. This ends up being the greed of publishers that decide to not release what is clearly a large enough game on a real game card, and I fully believe we should take issue with that practice.

My personal solution to that would be for Nintendo to implement an order maximum on key cards, something that I don't think has ever existed before. Let's say a publisher wants to order more than 100,000 units of a game less than 64gb, they should be required to manufacture that game on a game card. Nintendo controls all manufacturing of Switch cards, so this is absolutely something they could implement.

I haven't produced any Switch 2 games yet, so I don't actually know the stipulations, requirements, and restrictions on production, but I would hope that Nintendo has implemented some way to prevent publishers from abusing the key card system.
I kinda understand your problem, but when you publish indie titles... You have to produce the right amount of game cards, so why not only producing the quantity that got preordered ? That's something you could absolutely do, because those titles are often bought by a niche public.

I think a lot of small publishers just do that, especially when we're talking about retro games. Analogue does it for consoles, why couldn't you do it with indie games ?

But the topic is really about big publisher, and those, like Square Enix, 2k, Koei Tecmo, Bandai Namco, they could absolutely publish games with game cards.
Heck, the fact that they probably produced a significant amount of games on game key cards, and those not selling at all, because you still have to manufacture the box, may have harm them more than producing a game card in lesser quantities to reduce the risk.

Our humble opinion is, YES, big publishers just wanted more margin and thought, given the Switch consumers are not too regarding to buy a game, that it would sell no matter what, especially at launch, with only Mario Kart World. And you know what, Nintendo knew this. They marketed GKC for those big publishers and launched the Switch with only Mario Kart because they knew most people buy at least 2 games with a new console, for variety's sake. It was all planned.

In the same time, Nintendo only allowed 64 gb game cards to push this bullshit to little publishers.

But they just forgot one fact, that Switch consumers are much more attached to physical games than on other platforms. I mean compare Switch gamers and Xbox gamers and you easily see the difference in consumption habits. And their game in a digital format would have, of course, made the same results. But I hear you, yes GKC are better than strictly digital. But they hoped that it would really worked, and so in the future they could sell it too because people had validated it. It is just a first step, like gamepass at 1$, then you rise tremendously the price in case of success. Different product, same strategy. It's all a matter of getting the consumers used to it.

So now they are crying, and I'm here to laugh at them. Well deserved.
 
Nintendo is interested in knowing our opinión about Keycards.


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1) It's a nightmare for game conservation, as the games are only located on Nintendo's servers. Once that server is phased out, which it will be eventually, access to that game just poofs into thin air. That's not good.
The idea that Nintendo will ever phase out a platform with >150mil online consoles in the wild is absurd.
If the big consoles (PS2, SNES) had been online from the start studios would still be making games for them and users would still be buying those games.
Users won't ever abandon a console that keeps getting new games and studios won't ever stop making games for a platform that has lots of users.

A smarter Nintendo could've made their "SNES Classic" console an online only SNES console with 5GB of storage (1GB holds the entire existing SNES library) and sold it for $200 with one wired SNES controller.
If it looked exactly like an SNES and had the exact same wired SNES controllers - hundreds of millions of people would buy it, regardless of what it actually does.
Brand new AAA SNES games would start rolling in from studios because users would buy them.
They could sell new collectible carts (box, manual, extras) that just tell the console which digital game to play and rack up an another $10-20 per game from people who want the full SNES experience.

Nintendo could launch or relaunch additional online consoles but it would be insane for them to ever stop selling games to users with existing ones.
Nintendo being publicly traded means that an obviously counterproductive move like that would effectively be impossible.
 
Oh man the multi billion dollar company defenders are surely something 😂 Still can't comprehend how you can feel any attachment let alone loyalty for a company you're not even part of. At the end of the day, in a free market economy it shouldn't even matter if the customer has a legitimate point or anything, the customer is always right. What happened to that?
 
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What's the point of buying Elden Ring and RDR 2, if you can get those games on PC or PS5/PS4 where their versions look bette
Switch 2 means you can play in bed. It might run better on Switch 2 than Steam Deck too. And maybe you don't have the PC in the living room but want to play in the couch. Etc
 
Weird since the internet is under the impression that physical is dead. Why would they care if it satisfies physical gamers?
 
Key cards are (sadly) a benefit to consumers.
Yeah you're completely right! Screw those porer countries who don't have affordable Internet access, still have data caps, or no consistent internet access to begin with.

It's not a real concern that Nintendo won't keep these servers around forever right? It's not like they have literary shut down every other single online service that they have come up with right?

Heck let's all just forget about the idea of game preservation altogether and embrace our corporate overlords and not own anything that we buy anymore.

We don't need to think about the future we just need to live in the moment.

/S
 
Key cards are (sadly) a benefit to consumers.
If you want to know why, please read on.

I've worked in publishing for all four major platforms, and produced physical games for Switch, PS4/5, and Xbox. Here is the reality: game cards are far more expensive to manufacture than discs, and thus order minimums are harder to hit, and margins are slimmer for Switch games. It simply comes down to the form factor.

During the Switch 1 era, there were only two choices if we wanted to release a "physical" game. We could either risk producing game cards at a high quantity and slim margins, or we could produce empty boxes with download codes. For some of our games, many of which were unknown indie titles, we saw time and time again that the higher quantity minimums were not viable. We often even took chances, and ended up losing money and being stuck with inventory. Sometimes things would pay off, but other times they wouldn't. Companies like Limited Run deal with this all the time, which is why they're so selective about the games they manufacture.

If we went with download codes inside a box (or even just digital sales), that prohibits any form of resale or traditional lending of that game for the consumer. It's simply bound to your account, and that's that.

With key cards, we at least have a middle ground. You're able to resell a key card. You're able to lend out a key card. For all intents and purposes, so long as you have an internet connection and the servers remain in tact (which admittedly is a concern, but the same concern exists for all digital purchases or games that require any form of download to start), you have a physical copy of said game.
sounds like they are only a benefit to the game companies. Oh no, selling years old games at full price on a switch cart eats into their profits! Can't have that! Yakuza 0 came out in 2015 and is routinely on sale for $5. But the switch 2 version is $50 for some reason and ISNT on cart. They can seriously go fuck themselves with that.
 
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So how long until a Nintendo made game is released in a key card format? Probably not right away, but at some point they're going to test the waters for sure.
 
I'm not even sure what they are or do but am quite aware its supposed to be a shit concept. And I'm a Nintendo fan. Apart from a lack of games I'm interested in its one if the reasons I haven't bought a S2 yet.
 
I dislike them - but also understand that for some games it might be inevitable (the alternative is code in a box).
What I despise is those publisher with 20 GB of a game not putting it on a cart.
 
I dislike them - but also understand that for some games it might be inevitable (the alternative is code in a box).
What I despise is those publisher with 20 GB of a game not putting it on a cart.
This is always the argument I see from Nintendo fans trying to defend the keycards. No, it isn't any better than a code in a box. These things aren't going to retain any value.
 
This is always the argument I see from Nintendo fans trying to defend the keycards. No, it isn't any better than a code in a box. These things aren't going to retain any value.
? Of course it's better, it factually is, because you can at least resell it (at least until servers die in 2050 or whatever).
This has nothing to do with "Nintendo fans", it has to do with reality.
 
There are so many stupid takes in this thread, starting with this one:

These are products we are talking about. Economics and logistics are exactly the two things Nintendo, and literally every single company takes into account. If you have an issue with that, take it up with the entire concept of capitalism.

Key cards are (sadly) a benefit to consumers.
If you want to know why, please read on.

I've worked in publishing for all four major platforms, and produced physical games for Switch, PS4/5, and Xbox. Here is the reality: game cards are far more expensive to manufacture than discs, and thus order minimums are harder to hit, and margins are slimmer for Switch games. It simply comes down to the form factor.

During the Switch 1 era, there were only two choices if we wanted to release a "physical" game. We could either risk producing game cards at a high quantity and slim margins, or we could produce empty boxes with download codes. For some of our games, many of which were unknown indie titles, we saw time and time again that the higher quantity minimums were not viable. We often even took chances, and ended up losing money and being stuck with inventory. Sometimes things would pay off, but other times they wouldn't. Companies like Limited Run deal with this all the time, which is why they're so selective about the games they manufacture.

If we went with download codes inside a box (or even just digital sales), that prohibits any form of resale or traditional lending of that game for the consumer. It's simply bound to your account, and that's that.

With key cards, we at least have a middle ground. You're able to resell a key card. You're able to lend out a key card. For all intents and purposes, so long as you have an internet connection and the servers remain in tact (which admittedly is a concern, but the same concern exists for all digital purchases or games that require any form of download to start), you have a physical copy of said game.

It is an ADDITIONAL OPTION for consumers, and one that is better than download codes.

The reality is that without key cards, there will be many games that simply will not see any form of physical release. Games that won't have a chance to live on a shelf, or won't be able to be resold.

Because Switch 2 games have a higher minimum storage, they are already more expensive to produce than Switch 1 games. That's the reality, and it's a necessity to have modern games in a portable form factor. So the problem is even harder to deal with for any smaller publisher that wants to release a product physically, but can't commit to absurdly high minimums, or razor thing margins.

I'm not saying it's a perfect solution. But short of expecting Nintendo to just eat the costs on lower quantity physical manufacturing (which is absurd to think any company would do so), I can't think of a better solution.

The alternative to the existence of key cards is that either A. We have fewer physical games, or B. We have far more boxed download code papers.

—————————

Okay, now let me address the gigantic downside to key cards: They can be abused.

As I mentioned already, key cards are a great alternative for a game that simply otherwise would not have a physical release. But, to my current knowledge, there is nothing stopping a big publisher (say Ubisoft) from releasing their next AAA game on a key card instead of a real game card in order to save money per unit. This ends up being the greed of publishers that decide to not release what is clearly a large enough game on a real game card, and I fully believe we should take issue with that practice.

My personal solution to that would be for Nintendo to implement an order maximum on key cards, something that I don't think has ever existed before. Let's say a publisher wants to order more than 100,000 units of a game less than 64gb, they should be required to manufacture that game on a game card. Nintendo controls all manufacturing of Switch cards, so this is absolutely something they could implement.

I haven't produced any Switch 2 games yet, so I don't actually know the stipulations, requirements, and restrictions on production, but I would hope that Nintendo has implemented some way to prevent publishers from abusing the key card system.

Additional option??? How many games are readily available in both full on cart and key card??

Let's be real, this will further erode the physical market and is inherintly flawed still relying on online infrastructure.

We may get a few extra titles now, but in the long run media choice and long term viability of collections will be eroded.
 
It's probably "expensive" to put out 64GB cards, but then again I have no clue on the actual cost on Nintendo's side. 10 bucks? Probably even less. These things are mass-produced on a ridiculous scale. On smaller cards the cost is even less significant. I understand the state of the industry is doo-doo at the moment, and any margin is welcome for publishers, no matter how small, especially for titles that do not shift massive amounts of units. But from my perspective, key cards and codes in boxes aren't any different from digital downloads. Ultimately, it's about removing choice for the consumer.

Obviously the servers will be turned off somewhere in the future where all these things turn into bricks, although the Wii shop still allows for re-downloads, so it's not like Nintendo is trigger happy with the off-button. We're almost 19 years in on that thing. That's only a year longer than when Steam got third-party titles.
 
If you could buy a empty card and download the thing into it, things could be different. I guess that SD cards came first, so eh
 
Seems like plenty of Nintendo fans here are in favor of them since they rush to the defense of them whenever some one brings up an issue with it. So I don't see anything changing.
We went through an entire generation of games that were codes in a box or partial codes in a box where one game was on the cart and the others were download codes (Capcom was guilty as hell for this). GKC is 100% an improvement on what third parties were doing on switch. Dare I say, it's a much better pro consumer option.

Are GKCs perfect? No. But they much better than what companies were doing.

Where was all this energy the last 8 years when companies were releasing incomplete discs on PS/Xbox that made the discs a glorified GKC? Are people only mad because Nintendo was upfront and gave a name to this type of business practice whereas other companies still just don't care and push out useless discs?
 
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