San Francisco Chronicle - (Sunday)

Nintendo finally online, but lacks crucial features

- By Yuji Nakamura Yuji Nakamura is a Bloomberg writer. Email: ynakamura5­6@bloomberg.net

Good things come to those who wait. Except, maybe, for Nintendo gamers.

The company that created Super Mario and Zelda is finally embracing online gaming with the debut of its first online subscripti­on service, charging $20 a year for users of its Switch console to play each other across the web. The move comes more than a decade after Sony and Microsoft started similar products that today generate billions of dollars in subscripti­ons.

But Nintendo’s late arrival is being met with jeers, not cheers, by many gamers. Users have had 18 months to try the service for free and the response has been decidedly negative. Lacking must-have features for today’s multiplaye­r titles, such as in-game chat, consumers are slamming the service as frustratin­g to use, susceptibl­e to cheating and prone to connectivi­ty issues. With the holiday season riding on the success of online brawler “Super Smash Bros. Ultimate,” analysts say improving the network is more critical than ever.

“Nintendo is at least five years behind, probably more,” compared with Sony and Microsoft, said Piers Harding-Rolls, head of games research at IHS Markit. “It works, but it is the minimum you would expect from an online service.”

The paid service officially kicked off last week. Nintendo declined to comment for this story or respond to criticisms of the Switch Online service. A spokesman said it’s monitoring the situation and referred questions to the company’s previous statements.

In June, Nintendo’s U.S. chief Reggie FilsAime said the company is still “learning about the technical infrastruc­ture” and gameplay design. He promised the issues would be ironed out before the official launch.

“You have to expect some challenges when you do that. When we launch the game, it’s going to perform,” FilsAime said at the time.

Nintendo has long ignored online gaming, for philosophi­cal and financial reasons. The company became a powerhouse through titles designed to be played alone, such as “Zelda” and “Metroid,” or face-toface with friends in “Mario Kart.” There has also been concern that strangers could use the internet to reach children playing its family-focused titles.

Another factor is the cost of building online networks for a company that has traditiona­lly been financiall­y conservati­ve. But with multiplaye­r gaming now a huge part of the $138 billion games industry, the company had little choice but to embrace online.

To replicate the type of platform used by Sony requires investing in servers around the world and constantly upgrading the network to ensure speeds keep up with game developmen­t and user growth.

Sony’s PlayStatio­n network has evolved since it was launched in 2000 and in the past five years it has spent aggressive­ly to build its network assets. That includes investing in servers to enable gaming on its PlayStatio­n Now service that was unveiled in 2014 as well as a web TV service. In the last financial year, it’s network business generated more than $9 billion.

Nintendo eschewed the dedicated server approach, and instead embraced a cheaper design called peer-to-peer.

“With P2P, because players are essentiall­y connected to each other, the speed of the game is restricted to the slowest player’s connection. So if they have a bad internet connection, the entire gameplay scenario will run slow,” said Penny de Byl, founder of online games education provider Holistic3d. “If Nintendo want to address the needs of their gamers, then they will have to consider providing dedicated servers or players will just go elsewhere.”

One advantage of using P2P is that it’s cheaper to build and maintain, a key reason Nintendo’s online service is charging about one third the price of Sony’s and Microsoft’s.

“You can see online isn’t really in Nintendo’s DNA.” Serkan Toto, founder of Kantan Games

Users also question other features, or the lack of them. Nintendo’s system doesn’t come with built-in voice and text chat, forcing people to use a smartphone app. Its process for matching gamers to each other is rigid while players have also cited an archaic code system for adding friends. Gamers also don’t get the ability to browse the web or watch videos, a key attraction for those used to viewing contests on services such as Twitch.

Most recently, users have lashed out because in-game progress isn’t automatica­lly backed up to the cloud for all titles, meaning if a player lost or damaged their Switch, all their hours of play could be lost.

“You can see online isn’t really in Nintendo’s DNA,” said Serkan Toto, founder of consultanc­y Kantan Games.

Despite the criticism, gamers are using the online service. Digital sales through the service jumped 68 percent from a year ago in the latest quarter. Ending the free trial may upset gamers, but it is a necessary first step, according to IHS’ Harding-Rolls. The recurring revenue stream will let Nintendo fund further developmen­t and address concerns. “This is why Nintendo has to start charging,” he said.

For a company that has traditiona­lly been able to keep gamers on its side, Nintendo’s challenge will be maintainin­g goodwill and appeasing critics.

This year, a player frustrated with rampant cheating on the flagship “Splatoon 2” hacked into the top of the game’s leaderboar­ds in July and added the simple message “Please Add Anti Cheat.”

An embarrasse­d Nintendo banned the user and removed the message. Since then, multiple outlets have reported that the company has quietly implemente­d measures to try to solve the cheating issue. Nintendo declined to comment on any efforts to stamp out cheats.

After the start of paid subscripti­ons, the next big test will be on Dec. 7, with the release of “Super Smash Bros. Ultimate,” the latest installmen­t in the decades-old fighting series. A botched launch wouldn’t just hurt sales of this year’s biggest game, but increase pressure from short-sellers who have raised skepticism over Switch’s long-term viability.

“I’ll consider it when we see what Smash online is like, but there’s no way I’m purchasing it any time soon,” said Bryce Knox, a gamer from North Carolina who spent about 10 hours a week playing online titles on the Switch. Comparing Sony’s online offering to Nintendo’s, he said “It feels like an iPhone to a flip phone.”

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