Sep7
Opinion: Nintendo Live 2024 Sydney — Some thoughts on a underwhelming first showing Down Under
Now to be fair to Nintendo, we should have really seen this coming. The micro-site for the event did list every single thing that would be at the event... but really, that in itself was part of the problem. Attendees I spoke to said that they felt like the webpage was vague about what was on offer, to the point where they assumed that this was intentional, perhaps due to something that Nintendo might want to announce or reveal at the event. If someone had looked at information about Nintendo Live in Seattle last year, they would’ve seen that a lot of it sounded quite similar, but also that it got live concerts, and previews for upcoming 1st party and 3rd party games, amongst other things. Expecting that we might get something similar isn’t really that unreasonable. One example that came up a few times was disappointment over the lack of demo units for upcoming Nintendo titles, with the most recent title on the show floor being Princess Peach: Showtime! from March. This was particularly frustrating for some, given that demo units for both The Legends of Zelda: Echoes of Wisdom and Super Mario Party Jamboree were both present at PAX West 2024, which was being held that same weekend in the United States.
On that point, the selection of titles represented itself gave the impression of Nintendo Live’s show floor having been cobbled together from props and displays that had been used at previous events. The newest title on the show floor after Princess Peach: Showtime! was Super Mario Bros. Wonder from October 2023 (which as it happens was playable on the show floor at Nintendo Live 2023 Seattle ahead of its release). So given that, there was really nothing new or engaging for a lot of fans with the games available. Perhaps the strangest choice of all was the tiny space given to Pikmin Bloom, a game developed and published by Niantic rather than by Nintendo themselves, and which appeared to be largely ignored by everyone walking past for most of the day.
Speaking as someone who's worked as both a marketing academic and consultant, the overall impression from what was available was that Nintendo didn’t, or perhaps couldn’t, leverage the information they had at hand regarding their attendees. Given that attendees had to use their Nintendo Accounts to enter the raffle for their tickets, Nintendo should have known at minimum:
- The games attendees had played on their Switch, and for how long (including games registered/purchased but not yet played)
- Which merchandise attendees had previously purchased from the My Nintendo Store
- The proportion of attendees that were adults or children, and how many of those attendees were adults who would be attending without children
- Which parts of Australia and New Zealand attendees were coming from (if you don't have an address from My Nintendo Store, you probably have an IP from their Switch console connecting to the internet that gives you a rough location)
It’d be one thing for an event like this to be held as a local event, targeting primarily families who live in the same city. Heck, if that had been the case, I would’ve been praising this as an amazing day out for the kids during the mid-semester school holidays, greatly eclipsing the old Nintendo Connection Tours. But once you’ve got people traveling from as far away as Perth and New Zealand to arrive at your event, the expectations of everyone attending that event are naturally going to be commensurately higher. I’d also expect that families with young kids would typically be much less likely to travel such long distances for the event, simply given the expense, in which case most of the long-distance attendees with heightened expectations would be those adult fans. I don’t think it’s unfair at all for them to have expected more, or for them to have come away from the event feeling like they’ve been treated as second-class fans compared to those overseas.
Now granted, it could well be that Australia and New Zealand are a bit of an outlier here. Maybe the data they had from past Nintendo Live events overseas suggested they’d have a lot more families attending, and things went quite different to what they were expecting. If that’s the case, some of these decisions are more understandable. But even if that’s the case, there’s still a bunch of easily foreseeable issues here that Nintendo walked right into.
Another thing that has to be mentioned is the absolutely woeful situation with regards to food and drink. Which is to say, there basically wasn’t any. There was nowhere to purchase food anywhere inside the venue, and while there were a limited amount of water coolers near the Kirby and Mario Dojo areas, these quickly ran out of water and were not topped up in a timely manner. Given that attendees weren’t supposed to be able to re-enter after leaving (though there were plenty of conflicting messages about this from floor staff on the day), and that they couldn’t bring in any food or drink other than a plastic bottle of water, this left people stuck between a rock and a hard place. If this was all some kind of nudging strategy to encourage people to not linger too long, it was doomed to failure from the very beginning. In particular, the hardcore fans who were there for the tournaments were basically stuck having to tough it out, and hope they’d had enough before coming in.
So with all that said, let’s talk about what they did do right, and how could this event could have been improved.
The best aspect of the event, in my opinion, was the Mario Dojo, which had a clear and broad appeal to the entire spectrum of fans attending. This was easily the most interactive experience at the event, with participants competing in a series of challenges that narrowed the field down to 4 competitors who’d take to the small stage. You might have had to wait a while for a round to finish and your turn to start, but while you’re standing there in the queue you’re at least able to watch the previous round as it finishes up on stage, so you’ve actually got something making you constantly feel like you’re part of the event. Considering how much time the average Nintendo Live attendee probably spent in various queues throughout the event, that made a big difference. Each round had a different challenge for the final round on stage as well, so you always had something different to watch, and never knew what would be waiting for you if and when you qualified for the stage.
For the most part, I’d also say all of the events on the main stage, at least those I saw on Day 1, were done rather well. It was standing room only for most of the time with these, and I don’t think anyone who managed to catch them left disappointed.
As for what could be improved, let’s start with some of the low hanging fruit. Nintendo really needed to have better parity between this event, and the previous Nintendo Live 2023 event in Seattle, with proper on-floor presence for their upcoming titles. Both The Legends of Zelda: Echoes of Wisdom and Super Mario Party Jamboree desperately needed large, dedicated demo areas. Having both of these present at PAX West (held on the same weekend in the United States) and not at Nintendo Live demonstrates at best a lack of co-ordination between Nintendo’s various divisions, and at worst a failure of imagination and forward planning. Even if they each only got relatively bare-bones sections on the show floor like Pokémon Scarlet and Violet did, with minimal decoration and maybe an associated photo opportunity, having a selection of demo units for these upcoming games would have gone a long way to making people feel better about the event. Spaces for other recent releases honestly wouldn’t have gone astray either. While I can understand not wanting one for Emio – The Smiling Man: Famicom Detective Club in the context of a family friendly event (though that didn’t stop them having it available for purchase from the My Nintendo Store), the Nintendo World Championships: NES Edition really needed a full on Mario Dojo style area rather than being relegated to a single 60 minute session on the main stage at the end of Day 2. If Nintendo wanted to take an extra step, demo units for titles that are a bit further out, like Mario & Luigi: Brothership (due early November) and Donkey Kong Country Returns HD (due mid-January 2025), would also have made a huge difference. Obviously that would be highly dependent on the start of the games being sufficiently polished, but this close to release (and given the necessary lead times before that with logistical concerns for the physical carts, etc), you’d hope that things should be at that point now.
Speaking of demo units, just as Nintendo Live 2023 Seattle devoted some space to 3rd parties, it would’ve also been nice to have had some space for games from local indie developers at the event. Even if each game only had a single unit tucked away in a corner somewhere, that still would’ve made a significant difference for a lot of these small devs, who can often struggle to gain attention in the crowded eShop. As an example off the top of my head, Rainmaker Productions released Omochapon just at the start of last month, and that game would have been a perfect fit for the kind of family friendly atmosphere of this event.
Still on the point of maintaining parity, the Main Stage should really have been properly utilized instead of being left to sit idle for so long. International Convention Centre Sydney (ICC Sydney), where Nintendo Live was held, will be hosting a Hatsune Miku concert later this year. Given that, there presumably shouldn’t have been any technical issues preventing an appearance by K.K. Slider, or one of the groups from Splatoon. I would have appreciated seeing more Q&A’s with people besides Charles Martinet as well. There were a number of observers wandering around the event from both Nintendo HQ in Japan, and Nintendo America, and if the budget existed to bring them here you would’ve hoped that someone a bit more recognizable and public facing could have showed. Perhaps in conjunction with promotion for one of the upcoming games? Imagine if they'd had a segment with Hidemaro Fujibayashi, discussing his long involvement with the Zelda franchise, and showing off Echos of Wisdom. Or if they really wanted to be adventurous, maybe a session with some of the developers from Mario & Luigi: Brothership who also worked on the previous titles in the series at Alpha Dream?
The My Nintendo Store’s issues were also pretty obvious. They needed more staff available to handle order fulfillment to avoid that massive delay at the end of Day 1, and more stock available for all the plush lines in particular. If space for that amount of stock was an issue, I suspect they could’ve removed the physical Games and Nintendo Switch systems and accessories entirely. Possibly the Amiibo too. While I don’t doubt the Amiibo sold in some numbers, just because of how much harder it’s gotten to find those in stores here, particularly for the older figures, it’s not like those aren’t normally available on the My Nintendo Store online. Focusing just on the merchandise that’s not normally available in the Australian market, and possibly expanding the range of event exclusive merch, would have gone down quite well. Though I’m glad we all got the event-exclusive pins in our bags for free on entry, additional small products like those could have also helped to round out the store. After all the plush under $20 sold out, there wasn’t really anything in the way of an impulse purchase left outside of maybe Animal Crossing Amiibo cards.
Speaking of merchandise... I realise this is a long-shot given the issues regarding dealing with The Pokémon Company, but a Pokémon Center pop-up store would have been amazing. I honestly wouldn’t have even suggested this if not for Pokémon Center opening the Australia and New Zealand store earlier this year. We still don’t have the full catalogue of the US Store, and shipping costs are rather high, so having that there would have been extremely popular.
Finally... food and drinks. I can understand if this issue was due to limitations put in place by the venue, but from my experience attending conventions elsewhere I would’ve assumed that it should be possible to have something available, even if only something run by the venue itself. If Nintendo Australia were able to sell food and drink themselves directly though... well, know this is another long shot, and it’s certainly not something Nintendo Live in Seattle had to my knowledge, but I feel like there’s a huge missed opportunity here for them to sell Nintendo-themed food and drink. It doesn’t even need to be anything as elaborate as pop-up stores for some of the various Nintendo-franchise themed café’s in Japan, though that would certainly be amazing if that could have somehow been arranged. Even just a little stand where we could buy various Nintendo-themed small snacks and confectionery items would have been nice. Despite that there’s quite a few Asian supermarkets already selling some of these products in Australia, it’s probably safe to assume most local fans have never seen them before, let alone tried them, so it would’ve been a nice little unique experience for them. Plus, given that there’s clearly some company already importing them for those stores, it’s not like it should have been that hard for Nintendo Australia to acquire them.
I think I’ve ranted enough at this point, so just to bring things to a close... this was Nintendo’s first time running this specific event in Australia, and to my knowledge the first time they’ve run an event locally at this scale. Given that they are a global company however, with global expertise that they should have been able to draw on from other regions that have run Nintendo Live events, I would have expected more out of them. If this is simply a case of Nintendo Australia being under-equipped to run an event like this, then I can only hope that in future, Nintendo will give its Australian division a little more love, and the resources it needs to properly grow and prosper.
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