Nintendo says the success of its new Switch console will help it to double annual profits.
It has become the fastest-selling games console in the Japanese firm's history, with 2.7 million units bought in March - the first month it was available.
But Nintendo's profit estimate of 65bn yen ($583.9m; £453m) for the year to March 2018 was below market forecasts.
Like other console makers, Nintendo is having to counter the rise of the smartphone as a tool for gaming.
And because - unlike Sony and Microsoft - Nintendo relies on games and consoles for almost all its sales, it is arguably more vulnerable to this trend.
Does gaming on phones really cannibalize gaming on consoles and PCs, or is it in addition to?
(Score: 2) by Pino P on Friday April 28 2017, @01:35PM (1 child)
Mobile phones are good for point-and-click games. But I don't understand how the flat sheet of glass that is a mobile phone's primary input device substitutes for precise physical buttons for movement, jumping, and firing in games like Mega Man series. On-screen gamepads fail when the player accidentally presses outside the active area of a control because he's looking at the action in the center of the screen, not the buttons in the corners, and the player can't feel the edges of the active area to align his thumbs. Really the only reliable blind input on a touch screen is treating the whole screen as one button, or perhaps one per half of the screen, but not all games can be simplified to one or two buttons.
(Score: 2) by damnbunni on Friday April 28 2017, @02:01PM
While buttons are still a problem, movement is actually pretty well solved: Where you first touch your thumb to the screen is the center of the joypad, and wherever you move it, that's the direction the stick goes.
I'd still far rather have real controls, but it works better than you'd expect.