I bought Super Mario Odyssey on release day in 2017 and it's never asked me for more money. In fact I think it got a few free content updates. It's the tightly-made, quality video game experience that it was when it came out.
Speaking of Super Mario Odyssey, two of us have played it from beginning to end, so we definitely got a lot of fun game time out of the cost!
I bought a game (Spelunky) on the Switch online shop. Nintendo then proceeded to send me constant emails about how my “coins are expiring.” So they award coins for purchases which you can save up to get “free” games, but then make them gradually expire if you don’t use them. What kind of high pressure sales tactic is this?
I was really turned off. I can see how this would be highly manipulative to kids though.
Why is Nintendo doing this crap? They’re a privately owned, family-run company. They don’t have outside shareholders to please. They could just choose to be less profitable and focus on protecting their family-friendly brand. This excessive greed is highly unseemly.
This is not fun! This is straightforward psychological manipulation! It’s taking people’s loss aversion [1] and grinding it as hard as possible for as much profit as they can. This is especially bad when you consider that they are a family-oriented company that primarily markets to children.
So for example if you acquired 10 gold coins during July 2020 (it doesn't matter when or how many purchases or how spread they are through the month), all ten of those coins would expire simultaneously at the end of July 2021, while any coins you acquired later would remain. It's not a radioactive decay at all; it's a simple expiration date on each individual coin, like you get on coupons or other incentive programs.
The coins expire for the same reason that coupons expire, airline loyalty program miles expire, etc -- they're a liability on the company's balance sheet which potentially could build up infinitely if there wasn't some limit to how long they needed to be tracked and redeemable.
Regarding e-shop: I'd never let my hypothetical children have access to any kind of e-shop where you can purchase without me having to confirm. Parental controls FTW.
The alternative is to uncheck “save payment method for future purchases”.
Most japanese residents can tell you near every store will have a points card system where you get 1% back in points. Or 0.5% for the stingy super markets.
What is lesser known is that by law such points, and even digital in-game currency, must expire else be considered money and regulated as such.
A lot of the major Nintendo games are on sale this week (probably because of March 10 = MAR10), but even the oldest first‐party titles are only down to about $40 at the lowest.
Imagine how many more hours of labor goes into a modern game compared to a 1986 game. The 1986 game has nine people in the credits. Three people with the role "programmer". Two things kept prices in line. Reduced hardware costs, as the older carts are much more expensive. Increased sales, where more people buy the same software.
What age did you introduce video games to your kids?
My oldest is 5 and I let him tinker on the PS5 when I’m around playing things like Sonic or he really likes Astro’s Playworld.
We limit it to maybe 15-20 min a day but I swear it’s like I tell people I let him watch R-rated movies or something when I mention that I let him play video games at his age.
Curious what people here view as age appropriate.
I actually think video games did me a decent amount of good with reading and math skills. Lot of RPGs, minecraft, etc. I would definitely set time limits and try to push towards more "brainy" games
Our current limits for our 5 and 7 year old kids are one hour, three days a week.
In some ways it feels like letting them read visual novels. The media itself is usually great, I just worry about them getting used to the easiest forms.
We constantly played console games and board games as a family. The kids got their own handhelds about 7-8. We supervised what games they could play until high school, and limited their game playing/TV until 16 based on their grades and good behavior. After that, they really didn't need limits as they were responsible enough.
I was far more concerned about them having a cell phone. We resisted as long as possible, and then started with dumb phones without a data plan.
That being said, his reading and math abilities are quite good and we attribute that to videogames, and a healthy dose of Mo Willems books.