No thanks, ill stick to the latest versions I can actually get games im interested in for.
One of the reasons they wouldn't do it is because emulators and ROMs are already rampant on PC and mobile (less so). So the idea of all of a sudden releasing a bunch of classic games in your pocket is heavily diminished.
Then why do many other game developers and publish make PC ports of their old titles which use emulators?
Why is Nintendo different?
That you can emulate old titles for free isn't stopping people paying for them, clearly.
So to answer your question - because those businesses have looked at the financials and decided that the lost potential sales due to people who use emulators are worth the effort do develop games. Nintendo has decided differently. It's possible that the other publishers weren't simultaneously pushing a hardware platform which also comes into play.
I never said emulation prevents all people from paying for virtual consoles. I simply was pointing out that it diminishes the value. For example, if Nintendo released virtual console on PC today, I wouldn't buy it when I've already got emulators and raspberry pi's running arcades. If there was no way for me to technically play emulated games and VC was released on PC - I'd buy it immediately.
So there ya go. One lost potential sale, how many more?
Nintendo and other copyright holders want to act like you're licensing software (so they don't have to be beholden to first-sale doctrine, laws concerning the ability to make local backups and other consumer protections), but they also want to prevent you from using that licensed software on newer hardware and want you to pay for 35 year old game over and over and over and over again. It's downright absurd, how many times do you want us to pay for the same piece of Super Mario code?!
When I buy a game on my iPhone 6, it works on the new iPhone 7 and it works on my iPad. Apple isn't perfect either but at least they understand that once a consumer "buys" a digital product, they don't like being told they have to buy it again and again.
Who is supposed to pay the salaries of the development team that wrote the Switch version?
So all digital assets are supposed to be pay one take two model?
They don't make a meaningful amount of money by requiring some people to buy two copies on the same account. They make a marginal amount of money as a tradeoff for being visibly customer-hostile.
> So all digital assets are supposed to be pay one take two model?
This is already a buy one take one hundred model, in that you can redownload it as many times as you like on as many sequential devices as you like. The only difference is that the downloads are restricted to one flavor of device.
What I do expect is for it to be available anywhere a Steam client is, and indeed almost every game for which a port exists can be used on any Windows, Mac, or Linux computer (with different processors, GPUs, etc.) for no additional cost.
Valve has set a standard for the behavior of downloadable games across platforms, and it's totally understandable that customers would feel "ripped off" by Nintendo's approach.
It's true Nintendo had to spend effort creating a port of Zelda. But they didn't do it for the sake of customers who have both consoles. They did it for the sake of customers who only have a Switch. For customers that have both consoles, the effort of porting the game was already wasted. So they are not losing value by offering those customers a new license, except the minor value gained by being able to use either console and having access to any minor improvements in the newer edition of the game. That is not worth the price of the full game.
I had the opposite experience with Apple. My iPhone 3 got unacceptably slow when the next major version of the OS came out. There were games/apps I couldn't use anymore unless I wanted to do a factory reset to the older OS. That was after only 2 years. I got off the platform a long time ago and haven't had that problem since.
There was a specific effort to include hardware from the previous generation in the next, for at least one step of backward compatibility. The GBA had a separate Z80 in addition to the ARM7TDMI to do that. The DS and DS Lite had dual processors and dual cartridge slots, but the DSi ditched the GBA slot. Thus, those were technically capable of running ROM images of GBA games if you found a way to load them and start the ARM7 processor in the correct mode. The 3DS can, of course, play DS and DSi cartridges, having both ARM11 and ARM9 processors.
So it is apparent that Nintendo has supported backward compatibility by essentially packaging two hardware systems into one box. That isn't what I would do, but that's what they did.
They burned goodwill with me for not writing decent SDKs for their hardware, such that about every game has to do a roll-your-own reach into the hardware. Which doesn't translate to the next generation of hardware. Stupid. Just write a damned SDK, and make the 3rd party dev shops hate you less.
I always keep my old cartridges, even though most of my old hardware is no longer capable. It's my proof of license, for when I download the ROMs to play on emulators.
I'd really have to be a sucker to pay for movie tickets given all those reasons not to, right? I think I'll still do it, though.
And piracy is not the same thing is downloading something you already have a license to.
e.g. I live in Canada. Pretty sure HBO Go doesn't support Canada, and I'm sure as hell not wasting my money on cable TV just to see Game of Thrones. I'd rather pirate it. But if I can watch something on Netflix, obviously I'd rather just do that and pay for the service.
Purchases of their Virtual Console games for one console do not transfer across platforms. If you bought Mario 3 for Wii, you'll have to buy it again if you want to play it on the go for your 3DS. Furthermore, licenses for digital purchases on the 3DS (and maybe other consoles?) were tied to hardware IDs, resulting in a super-tedious license transfer process for anyone unlucky enough to need a repair or for those who had the nerve to voluntarily upgrade their system to one of Nintendo's hardware revisions.
So in some sense, they _do_ or, at least, reasonably _should_ have the infrastructure to manage digital purchases in a customer-friendly way, but instead settled for a system which forces people to re-purchase the same title for different platforms. Compare this to Sony and Microsoft, whose digital shops allow cross-platform purchases for many titles.
To add to all of this, Nintendo has a very confusing maze of different account systems for their different services and it is very tough to navigate which accounts serve which purpose. I have at least 3 accounts for Nintendo services at this point and it's still not clear to me what the deal is.
All of these factors combined make re-purchasing Zelda several times over a harder pill to swallow.
Good original games sell consoles, the PSP had PS2 ports with worse graphics.