Welcome to Your Future: DLC Expansion Passes Scott’s Thoughts

Nintendo has been diversifying their income of late. Not content to only sell you a console per generation and a shelf-full of games, offerings have increased to amiibo, special editions, and add-on downloadable content.

Rather than earning $40 off of Metroid: Samus Returns customers in North America, Nintendo was given twice the amount by hardcore fans who bought the limited box-set and amiibo two-pack.

There’s a new pricing model on the rise, and Nintendo calls it the DLC Expansion Pass.
Some might remember Legend of Zelda: Breath of the Wild as the game that introduced the Expansion Pass to us, but this method of DLC delivery was first utilized in Mario Kart 8 on Wii U, where two major add-ons were sold in one bundle and fulfilled over time.

Of course, Nintendo is one of the last companies in the industry to adopt the practice, but now that they have, there’s no looking back.

Seeing the success of Mario Kart 8 and Breath of the Wild, Nintendo and Ubisoft created an Expansion Pass strategy for Mario + Rabbids and Fire Emblem Warriors.

It’s a brilliant business model for a number of reasons.

  • Players are encouraged to purchase additional content as early as day 1, when excitement for the game is at its peak.
  • The people most likely to give a business money are the ones who are already giving it money.
  • Revenue earned from advance DLC purchases fund continued development, where teams can keep working with existing assets for some time, rather than switching to a more expensive project from scratch.
  • Expansion Pass owners are extremely unlikely to sell their game for some time, delivering a blow to the used market.
  • 100% of DLC sales go straight to Nintendo, not split with a retailer.
  • Prevents the base sticker price from climbing.

The benefits are self-explanatory, but the final one could use some unpacking.
High-definition video games have been $60 for a considerable amount of time (over a decade). Nintendo gamers held onto the $50 threshold a bit longer thanks to Wii’s standard definition output.

The cost of a video game feels high. It’s the better half of a hundred dollars. But it has remained low relative to two major factors:
1) Development costs are rising, not declining. 2) Inflation is constantly active.

Watch our Pricing Through The Ages video to get an idea of how quickly the dollar loses value. You need more “money” to purchase the candy bar today than you did five years ago. Despite this, software prices remain steady.

That’s why Nintendo has been diversifying, and the Expansion Pass is a win-win strategy. Gamers get to support the developers of titles they care about, and Nintendo gets to stay in business!

Nintendo’s Job ≠ Parents’ Job Scott's Thoughts

I grew up with three parents: Mom, Dad, and Nintendo.

My mother and father were great—kept me out of trouble, let me earn trust, and gave me some slack on the leash.

Nintendo, on the other hand, has always been the stereotypical helicopter parent.

And still is.

When I moved out of my Mom and Dad’s house, I took my Nintendo games with me. Along with them, I brought some overbearing restrictions along for the ride.

I got my own place to live, my own car to ride, and my own job to cover my bills. That’s what we call “adulting.” Unfortunately, I still feel like a kid when I try to play online and use the limited internet services built into Nintendo systems.

This company from Japan thinks it’s their job to raise me. It’s not, and it never was.

If Nintendo wants to provide a parental control app—great. The one for Switch has some neat features. That needs to be the end of their responsibilities, so parents can do the rest.

It would sure be nice to talk to my friends… or even my competitors if I want to!

There’s a 2D Breath of the Wild on Switch eShop Scott’s Thoughts

On the Nintendo Switch eShop, there’s a 2-dimensional Breath of the Wild for sale.

It’s called SteamWorld Dig 2.

This is an indie title by Image & Form. You don’t have to like steampunk culture or have beaten the original to enjoy this title, it stands on its own as a must-play.

Everything that you loved about the the open-world Zelda adventure is here, in this little downloadable title.

Strictly speaking, Dig 2’s genre is most like a Metroidvania, but fans of Breath of the Wild will feel right at home in the game’s underground caverns.

Did you like defeating shrines? You’re in luck; with caves, puzzles must be completed to earn collectibles and power-ups. Just like shrines, caves feature additional hidden secrets apart from the main objective, for explorers and completionists.

Like Link’s stamina mechanics, the main character (Dorothy) has meters for water and light that the player has to keep an eye on and take into account while trying to reach new areas.

The game can be played nonlinearly, any time you wish to take a break from the main plotline to enhance your strengths.

Filling in Hyrule’s map by locating towers is not unlike uncovering new caverns and locating fast-travel points.

Special abilities can be unlocked that are very similar to the Champion Abilities in Zelda. I activated an especially helpful modification in SteamWorld which I lovingly referred to right away as “Mipha’s Grace.” Even the HUD elements share attributes in common, like how the special abilities indicate on-screen when they are ready to be used.

Don’t miss this title! Even if you don’t feel like you’re ready for “another Breath of the Wild,” keep in mind that this game is much smaller. SteamWorld Dig 2 doesn’t overstay it’s welcome.

It’s also plenty unique, with a creative world, interesting characters, and fun gameplay loops that keep you coming back and digging deeper.

The Devolution of Paper Mario Scott's Thoughts

I remember being drawn to the first Paper Mario like a magnet.

It was in a video rental store, and I saw the N64 cartridge sitting on the bottom shelf. I didn’t know why Mario was paper, or why it was turn-based, but I immediately brought it home.

Of course, an RPG like Paper Mario can’t really be explored and beaten during a rental period, so I ended up buying it. I had to! The story, the characters, and the gameplay were so compelling that I had to see the adventure through to the end.

The Thousand Year Door was a beautiful follow-up on GameCube, which I first laid eyes upon at a WalMart. It was one of those demo kiosks where you had to stare up at the ceiling and snap your head backward to see. It continued the wonderful characterizations, thickened the plot, and introduced exciting new transformations for Mario that shook up the gameplay.

Super Paper Mario was memorable. Although stripping out the beloved traditional RPG elements, the game introduced a compelling tale of love and tragedy, alongside an interesting 2D-to-3D mechanic.

And then it all went downhill.

Unique, lovable, captivating characters were replaced with gimmicks of stickers and paint.

This image sums it up well.

The modern entries have their own merit, and bring some amount of charm. But along the way, the franchise lost focus. Paper Mario became more about churning out a quick win for sales and marketing than it was about world-building.

It might have been when the father of Mario gave the Sticker Star team these directions:
There were two main things that Miyamoto-san said from the start of the project—”It’s fine without a story, so do we really need one?” and “As much as possible, complete it with only characters from the Super Mario world.”Iwata Asks

Miyamoto was wrong.

The Secret Selling Point of the Switch Scott’s Thoughts

It’s not what you think it is.

It’s not the games. It’s not the price. It isn’t the user interface or the branding.

The secret selling point is that the Switch is fun to use.
It’s physically fun to play with.

That dumb snapping noise that plays in all the commercials? It underscores one of the core benefits of the experience.

Seeing the hardware’s multiple configurations raises intrigue, then the tactile feedback received when sliding the pieces together does all the convincing.

Nintendo used to say Playing is Believing, but they advanced this concept a step further by creating believers before the console even powers on.

The Copious Console Color Curse Scott’s Thoughts

If you’ve ever bought a Nintendo handheld, this has happened to you: you saved up, bought your system, and seemingly the next day Nintendo releases the hardware in a different color.

This is becoming a problem for Switch owners as well. Early adopters had the choice between grey or Neon Joy-Con, but little did we know that Nintendo would release not one but two console bundles with exclusive controller colors… in just over 6 months!

It’s just common practice for the Big N. They revitalize sales by injecting new collectible colors into the market.

People say that the install-base for 3DS is 60-70 million. It’s not.
That’s how many systems have sold, period, not unique users.

The question becomes, when do you buy the system? When do you wait for a different color or edition? Galaxy, Samus, creamsicle, you name it… it could be on the way; right around the corner, three years from now. Or never.

Lucky for you, I have the perfect answer!
Oh wait—no, I don’t. It’s entirely subjective, but here’s what I personally like to do: as an early adopter, purchase one of the first editions. Skip all the other bundles and plastic dyes until the actual internal hardware is improved.
For example, I bought the original blue 3DS (the one that looked like a tiered cake). I didn’t upgrade until the New 3DS XL was released (and no, they haven’t convinced me to downgrade to any model of 2DS).

In a perfect world, Nintendo would handle this a lot differently. See, releasing the best stuff midway into a platform’s lifecycle is bad for your early adopters. It teaches fans the lesson “always wait to buy—the best is yet to come.”

To combat that: release all the best editions at the start. Make them “limited,” invite the masses onto the platform and let them choose from many different configurations. Once early adopters have been satisfied, narrow down the offering. Make it simple and easy for latecomers to choose a SKU.

The objection here is that console launches are hard, and releasing multiple colors complicates the production and fulfillment side of things.
I acknowledge that, but Nintendo already has production issues, so why not work on those and kill two birds with one stone?
They need to start sitting on inventory until they have enough to appease day-one buyers anyway. A conversation for another day.

I propose a method that will reward Nintendo’s loyal customers, not punish them and teach them to wait and buy.

Switch 2.0 Inbound Scott's Thoughts

I’ve seen the pattern.
Nintendo releases a new console, which is disruptive and revolutionary in the gaming industry (innovate).

Next, they follow it up with a system that refines and advances their previous console (iterate).
Then the cycle repeats.

  • NES: brought arcade-level gaming to the home | SNES: improved graphics, added buttons
  • N64: introduced 3D gaming, rumble, 4-player | Gamecube: improved graphics, added a c-stick
  • Wii: debuted motion control, wireless gaming | Wii U: improved graphics, had some good games

Switch followed in the footsteps of NES, N64, and Wii, changing the way we think about and interact with games.

It’s also experiencing an outstanding amount of success, with a warm reception from core gaming enthusiasts.

There’s no doubt in my mind that Nintendo will continue the trend and stay on the trail that Switch is blazing. Their next console will be a Switch 2.0.

It will be more powerful, will have a few of those features that we wanted but did not get, and will be an easy upgrade. VR is a no-brainer, but time will tell if that’s the main focus.

Mark my words!

When Ignorance Isn’t Bliss Scott’s Thoughts

They say “ignorance is bliss,” which can be true.
If you’re enjoying a meal that accidentally touched the ground, you’re probably better off not knowing that.
We’re always within a small distance from insects, but if they’re not bothering us… ignorance is bliss.

Other times, being ignorant just leaves you feeling left out. Like for the gamer who’s never played a Final Fantasy title in their life, and the discussion turns to the series.

Here’s what it sounds like to me, someone who has never touched the popular RPG franchise:
“Oh man, when are we ever going to get the proper follow-up to Twelve?”
“You know, Three is actually Six in Japan.”
“I’m holding out hope for Fifteen Two.” (What is this, Cribbage?)
“Why did it take so long for Seven to get remastered?”
“One and Four are available on iOS, but you’ll have to buy an original PlayStation to access Five.” (Clearly, I’m making all of this up.)

Final Fantasy games are referred to simply by their number designation, which makes conversations around them even harder to follow for newcomers.

When people start talking FF, my eyes glaze over.

Sometimes I wonder if I should play the entire series just to be in the know.

How to Make a Non-Horrible Movie Tie-In Game Scott’s Thoughts

You can sell a kid a movie ticket for $10, a DVD for $20, and plush of their favorite character for $15. But a video game tie-in to your movie franchise? That’ll run ‘em $60.

You see why businessmen mandate development projects like this. It’s lucrative. Kids get home from the theater singing songs from the animated film, pretending to be the heroes, and talking to all their friends about how awesome it was. All manner of merchandise make their way onto Christmas lists, but none so expensive as _________ The Movie The Game.

These titles are purchased based on their cover, not their contents. These are not developer passion projects, instead, they’re corporate cash-ins. That’s why they are utter shovelware.

Speaking generally, you’ll find this to be true. For the rare developer who actually puts effort into making a compelling product, unfortunately, the industry doesn’t always pay attention because wolf has been cried too many times.

There is a way to create a movie tie-in that isn’t complete garbage, and it’s simple: Build off one aspect of the franchise’s world.

The most common mistake is recreating the movie beat-by-beat and trying to make the same story playable. That’s wrong, boring, and not fun. Movies are made to be watched, not played. The film is always better than the game that tries to recreate it with lower-paid writers, worse graphic engines, junior voice actors, all directed by people who don’t love video games.

Rather than churning out a sub-par interpretation of the movie, get into that world. Grab ahold of one fascinating thing. Make a game about it.

These ones did it right:
Quidditch
Podracer
Battlefront

Quidditch is a sport from the world of Harry Potter. The movie-to-game adaptations are trash, but Quidditch stands on its own as a unique and compelling experience. It’s perfect for a video game; competitive, full of fantastical elements, and featured heavily in the movies.

What kid coming home from the movies wouldn’t want to race on a broom or in a podracer? The best way to do that is through video games.
And let’s be honest, this isn’t just about children. Star Wars: The Force awakens debuted in winter of 2015, and a huge portion of the Earth’s population were in the mood for some wars of the star variety. Look no further than Battlefront.

The movie-game is a trap. Instead, look to people who are passionate about the source material and want to bring the world to life in a tangible way through gaming. Put them in charge.

What if Classic Editions were Switch Cartridges? Scott’s Thoughts

“It’s so hard to find the NES Classic Edition! Why can’t Nintendo just put all those games on a cartridge and call it a day?”
It was the same story with the Super Nintendo version.

Nintendo fans and collectors, left baffled by supply issues, often bemoan the fact that these collections of retro games aren’t made available for Switch.

What if Classic Editions weren’t miniature reproductions of the original consoles, but simple game carts or eShop downloads?

Pros:
+ More convenient
+ Cheaper
+ Portable
+ Easier to purchase
+ Less clutter

Cons:
– You don’t get the original controllers
– Only lasts one console generation
– Less of a collector’s item
– Not as nostalgic
– Well… you can’t hack it to add more games.

Personally, I’m really glad Nintendo chose to recreate the consoles. I’ve been wanting NES to return to store shelves for a decade, but I never predicted the genius of shrinking it down to the size of your palm and preloading it with games.

I can also now say that I own an SNES, which is the only console I missed while growing up.

It’s easy to beg Nintendo to make things more convenient and cut some corners, but the experience just wouldn’t be the same.

Picross S is NOT Competitive Scott’s Thoughts

Full disclosure: I have a Picross addiction. If Pavlov is Nintendo and Picross is a bell, I’m the salivating dog.
They release a new game in the series, I buy it, and the next 20 hours of my life are a blur as I perfect every puzzle.
Having said that, my excitement for the sudden release of Picross S on Switch was huge!

An important new feature was touted: multiplayer. New to the series, two players would be able to “play cooperatively, or compete to see who can place the most tiles!”

This was a game-changer! I have a friend from Picrossers Anonymous who would love to relapse with me and go head-to-head!

Well, Nintendo wasn’t fully honest with their description of this functionality. Technologically, it’s all there: two players can control cursors on the same screen, and it works. It’s fun to help each other out and solve puzzles together.

Competitively, the structure is non-existent. There’s no separate “Vs. Mode” or anything of that nature, it simply tallies up the number of tiles filled in by each player. The game doesn’t keep score over multiple rounds or celebrate a victor. The players are left to point out that their score was higher and rub it in their “opponent’s” face.

That’s not the extent of the issue, either. This game is impossible—I repeat—impossible to be treated competitively. It leaves the door wide open for cheating and unfair play.
I mentioned my fellow addict above. We got to playing a few rounds of Picross S together and it wasn’t long before he had outsmarted the game. Whenever I placed a tile, he would follow behind my cursor and overwrite it with a tile of his own color, taking my points for himself.

Picross S lets competitors get away with whatever they’d like, and also creates another problem by not awarding any points for blocking off tiles. Placing an X on a space that won’t contain a colored title is a critical part of Picross gameplay, but gamers are punished in multiplayer mode by not receiving any points, leaving their opponent to score off their work.

My advice to Switch owners: Purchase this title and enjoy it as a single player or cooperative affair.
Words to Nintendo: Be careful how you advertise your games; it’s important to be honest about what’s included in the package.

Update: Nintendo has adjusted the wording on their Picross S online listing to read ‘Unique to the Switch version, 2 players can now play simultaneously! Enjoy with friends and family!’
That’s better.

Where the Metroid Series Needs to Go Scott's Thoughts

Samus has been all over the galaxy, answering distress calls everywhere from overrun space stations to giant baby bottles.

Her contemporaries (Mario and Link) have had huge shake-ups in their respective series, much needed to avoid fatigue and bring something fresh. Where does Samus need to go from here?

Earth.

Samus needs to land on planet Earth and defend it from invading aliens.

That’s how this series can mature and raise the stakes all in one fell swoop. It’s great that she’s a solitary and silent hero, and I know the Metroid series is lauded for its isolation and atmosphere. But…

We can’t just keep fighting Ridley and Space Pirates over and over, acting surprised when the Metroid race is not extinct (again).

The entire game doesn’t have to be set on Earth, either. She can speed off in her gunship to stop a planetary attack from being launched—that kind of thing!

I don’t expect a monumental shift like this to occur in Metroid Prime 4, because that wouldn’t be a logical way to proceed after the trilogy. However, the Metroid franchise will need to take a big step sooner or later.

Although this series of games was born at the same time that most of Nintendo’s IP were created in the NES era, Metroid titles always sell surprisingly low compared to their peers. The Big N needs to shake things up and attract mainstream attention to this series, or it will probably always exist in a state of sales flux with long periods between sequels.

Metroid could also benefit from dropping the “Metroid” name. It’s weird to have a franchise named after a common enemy (like Goomba Odyssey or Bokoblin of the Wild) and only serves to box in the developers’ creativity.

But now I’m just talkin’ crazy.

Don’t Forget the Fun Factor Scott’s Thoughts

I often see newly released games being appraised for their graphics, controls, music, and price.

What the industry needs more of a focus on is simple: fun.

A game can have terrible graphics, no soundtrack, and clunky controls, but still be a lot of fun.
Conversely, a beautiful and imaginative game can be boring and punishing.

Video games are a form of art, but that doesn’t mean they need to be treated with as much weight and gravitas as other mediums.
Some critics don’t understand this and neglect to consider the fun factor, so take review scores with a grain of salt. A 7/10 game might be the most fun you and a friend have ever had.

Yes, I am Intimidated by Pokemon RPGs for Kids Scott’s Thoughts

Have you ever been on the outside, looking in on a pop-culture phenomenon?

While the Pokemon games are some of the most popular titles in Nintendo’s stable, I’ve never played a full mainline entry.

I’ve had a weird history with this franchise, and beaten just about everything except the main RPGs: Stadium 1&2, Snap, Colosseum, XD Gale of Darkness, Pokken, a little GO, even Hey You! Pikachu for goodness sake.

I grew up a little bit after the huge wave of Red/Blue/Yellow hype, and have always felt that I missed the bandwagon.
People who have been with the series since its inception are still trading their pocket monsters from game to game, amassing a huge army!

It definitely feels like I would have a hard time just jumping in, although I know they create these games for a younger demographic and take into account franchise newcomers to some extent.

You know what still scares me? It’s all the nuance that’s built up over generations. Developer GameFreak still builds on mechanics that have existed for decades, resulting in an imposing collection of the unknown.

A crossroads approaches. When the Pokemon series debuts on Nintendo Switch, I feel like I’ll have my best shot yet of hopping aboard the speeding train. If I let it pass me by again, I may never catch up.

For Real Though—The Joy-Con IR Sensor?! Scott's Thoughts

$50. That’s how much it costs to buy half a controller in the Nintendo Switch era.

Don’t get me wrong! I like the Joy-Con. They’re packed with a lot of technology with plenty of inputs, HD rumble, NFC read/write, and weirdest of all: an IR camera.

This useless feature was announced in January, and was shown off with the ability to detect rock-paper-scissors motions.
I don’t know about you, but I can play rock-paper-scissors in real life, and I’m not particularly eager to face off against a computer opponent.

Oh, and I can’t forget the 1-2-Switch implementation in Eating Contest, which totally works and no one is ever frustrated with.

Sigh.

As usual, Nintendo went overboard and had one too many ideas with their new hardware. The Wii Classic Controller clip comes to mind.

Infrared has been used successfully on Wii, for pointer controls, and on 3DS for amiibo accessory connectivity. This is not one of those times.

Prove me wrong, Nintendo! Your move.

Retail Vs. Digital Pricing Scott’s Thoughts

There is a discrepancy.

When you walk into a store and purchase a new video game, you get more in return: a display case, a printed cover and (sometimes) instruction manual, a cartridge housing the game’s data, the ability to lend the copy to a friend, and the option of selling the copy when you’re done with it.

Downloadable versions provide none of the above benefits (though you could definitely argue for the convenience factor). They cost the same as a physical version, but take up more space on your hard drive or memory card, and are far cheaper for the publisher to distribute.

With digital games, creators don’t pay for printing discs or cartridges, packaging, shipping, or shelf-space at stores. They also don’t split any profit with retailers.

You would almost think the downloadable version should be cheaper.

Further confusing the matter are stores like Best Buy and Amazon, where you can actually get retail releases at a steep discount. It feels backward.

The reason Nintendo and its competitors are afraid to cut gamers a deal on digital versions is that it would make retailers upset. Their relationships with WalMart, Target and others would be severely damaged as gamers flocked to online offerings to get the lowest price.

Why doesn’t Nintendo just cut its retail ties and only offer their games digitally?
They’re not ready yet. The majority of sales still take place in brick and mortar, but that is starting to change.

Someday, a Nintendo console might not come equipped with a cartridge slot. And just maybe, downloadable games will be a little cheaper.

(Or not because of inflation, the rising cost of development, server infrastructure, and Nintendo being a business trying to make money. But one can dream.)

What is it about Launch Day? Scott’s Thoughts

I’m younger than you might guess. I was only 12 years old as I was saving up for the launch of Nintendo Wii.

I had never been more excited for a video game console, and I was literally counting down the days. On my wall calendar, I flipped forward to November 19th, 2006 and wrote “WII DAY” in big marker. I then proceeded to work backward and mark a countdown on each preceding day, up into the 60s!

Many families lucky enough to locate a Wii on store shelves would get to open their shiny new system for Christmas that year, but that wouldn’t do for me. As a 12 year old, I performed every extra chore I could find until a stack of $500 ensured I could buy the console and whatever games and accessories I wanted, on launch day.
Ever since then, I’ve been hooked on getting my games the day they come out.

Release date announcements go straight into my Google Calendar (sadly, I no longer hang a physical one on my wall) and I receive reminders as the launch comes nearer.

Whenever Nintendo launches a new title, you can find me at the store either at a midnight launch, or right when I get off work.

It’s an event. Every time.

But why—why is it so important to me that I experience new games on the first day? Wouldn’t it be smarter to wait and read some reviews? Delaying my purchase even longer could land me a discount.

The game industry moves fast. Conversations online quickly turn to the latest and greatest, so participating in gaming communities is easier when you’re up to speed.

There’s also a heavy dose of excitement that comes with being an early adopter. You get to go into a brand new, creative piece of art before it’s talked about like common knowledge on podcasts or had its surprises spoiled in YouTube thumbnails (our channel doesn’t do that, by the way).

It’s fun to be on the cutting edge. Sure, you get cut every once in awhile, but the thrill is worth it.

Which Games are “Perfect for the Switch”? Scott's Thoughts

“That game is perfect for Switch!”

I’ve heard that phrase every day since the system launched. But what does it mean?

What makes a game perfect for Switch? I started getting a little confused when I heard it simultaneously applied to games like Legend of Zelda: Breath of the Wild and Picross. Two completely different, polar opposite experiences.

  • Is the Switch perfect for long, single-player adventures because you can chip away at them whenever you have time, on the go?
  • Is the Switch perfect for bite-sized games that you can boot up and score a quick-win in a couple minutes?
  • Is Nintendo’s new console a match made in heaven for single player games that you can hold up close and personal?
  • Or is it perfect for multiplayer, competitive games in a LAN setting?

The answer, of course, is yes. Yes to all of the above. Nintendo seems to have caught lightning in a bottle and created a piece of kit that’s begging to have every new release, multiplatform game, indie title, and definitive edition developed for or ported to it.

There has never been a home console or portable that draws games toward it with such a magnetic force, attracting a diverse collection of titles at that.

A new phenomenon has started to happen where multiplatform announcements are discussed as “coming to Switch and other platforms.”

#NotMyNintendo Scott’s Thoughts

Nintendo’s reward program has evolved and devolved over the years. There was a really nice sweet-spot during the Wii era, where lots of great games earned you points and those points could be redeemed for awesome physical prizes. I enjoyed that period and collected a lot of exclusive merch that made me feel like a part of the—well—club.

Things are different with today’s program, My Nintendo. The approach pivoted from rewarding surveys to gameplay accomplishments and task completed instead, which is a sensible exchange. However, with the new program, we’ve firmly waved goodbye to physical goodies like tote bags and hanafuda cards, left to spend our Gold and Platinum coins on in-game outfits, themes, and digital wallpapers.

Turns out, it’s no replacement. I was excited at the onset of My Nintendo, as a few games were offered for redemption: WarioWare Touched!, a DS title, and a Zelda-themed Picross game exclusive to the loyalty service.

Eager for more rewards like this, I quickly became disappointed when I found nothing worthwhile to spend my coins on.

Worse, the digital currency was a ticking time-bomb. Expiration dates loomed over my Nintendo piggy-bank, which threatened to disappear if I didn’t hurry up and spend it on a bunch of themes I would never use.

I don’t feel particularly rewarded by Nintendo, which is a problem when you consider that I’m their best customer: a day-one early adopter, a collector, a completionist, and a brand ambassador dedicating my life to working for them free of charge.

If their customer loyalty program isn’t for me, then who is it for?

Lessons for Animal Crossing: Pocket Camp Scott’s Thoughts

1. If I earn something, just give it to me. Don’t tell me I earned it, then explain how I have to tap through menus to retrieve my reward. Just give it to me.

2. Crafting is not the best thing since sliced bread. Just because Minecraft was super popular doesn’t mean everything needs to be crafted from now on.

3. Simplify the exchange rates. I don’t want to pay real money for leaf tickets to buy a mining pass to collect gold in order to exchange that for bells so that I can use the bells to purchase digital furniture. The expression is “cut out the middleman,” not “let’s create an army of middlemen.”