In business, growth is the more usual measure of success. Not that I agree with that, but a stupidly profitable company that isn't growing year on year is often considered less mipressive than a company seeing massive growth. Point being, success is measured against a criteria. I agree that a profitable platform is a good one to have. That said, if the investment in it yields less returns than could be had by investing in a different product/service, it's not necessarily the best option and not intrinsically one should stick with just because it's working okay.In business, Profit is the measure for success.
Like I said before, I think Nintendo could test the waters with NES software and see how it goes.[/QUOTE]Which is a flawed test. "Let's try all our outdated, overplayed content. If it's not popular, that proves there's no interest in new content." You can only test a new business strategy by actually doing it. Create Mario Mobile Worlds or something, back it with the same investment you would a Wii U or 3DS title rather than treating it like the ugly stepchild (which would only have consumers treat similarly), and structure it around a business model that people like. If that's free to play with $10 gem packs, God forbid, that's what Nintendo should probably do as a pure business, although I hope they'd stick to just charging a flat fee for a proper game. Say $5 for the game, delivered in several episodes for people to spend $20 on it overall, just not in one up-front lump that'd put mobile users off. Local multiplayer seems a great place for Nintendo too, and that's a easy way to sell content. Nintendo aren't averse to selling highly priced add-ons like software content unlocked with a $13 plastic figurine, so a game like Mario Mobile Worlds with $5 characters to buy in game seems a good fit and very mobilisitic.
Sure, but one of Nintendo's problems is being so slow, and that has consequences. Notably, they risk their IP losing relevance and value if they wait too long to port it over (although I doubt that'd happen to a significant degree). When Mario et al hit mobile, it wants to be with fans of those IPs enthusiastically following them. That means kids who no longer play their DS because they play on their iPhone getting the latest Mario game. If they've lost touch with that DS/Mario experience, Nintendo will just be lost in the sea of impossibly numerous choices.Nintendo has been in business for 125 years, and I am confident they will exhaust all their options before going out of business.
If they're not working on a top tier mobile game now, it'll be a delay-until-they-start plus one year+ to complete it before they have something on the market. If they wait two years and then decide to make a mobile game, it'll be three years from now distance between Nintendo and their old fanbase.
At the end of the day, what are the financial arguments for and against? The against is that mobile software would cannibalise their hardware sales. Ergo, they should not release mobile software if it would mean the profits from mobile are less than the profits from their hardware platforms. It comes down to a question of whether can monetise 1 billion mobile devices successfully or not in my mind. Something like Animal Crossing should be a beautiful fit for mobile. If it can sell over 7 million units to 40 million 3DS, I see no reason to doubt it could reach tens of millions of mobile gamers buying in game costumes and house improvements and such.