In short
Episode Summary: TIVP011 - Nintendo (NTDOY): “Switching” It Up
In this episode of The Intrinsic Value Podcast, hosts Daniel Mahncke and Shawn O'Malley delve into Nintendo, the gaming giant known for its iconic franchises and evolving business model. They explore Nintendo's journey from a playing card company to a global entertainment powerhouse, analyzing its unique strengths, challenges, and future prospects.
Key Discussion Points
Introduction to Nintendo
- History: Founded in 1889 as a playing card company, Nintendo transitioned into the gaming industry in the 1970s.
- Innovation: Known for legendary franchises like Mario, Pokemon, and Zelda, Nintendo has maintained a strong brand identity.
Unique Business Model
- Differentiation: Unlike competitors like Xbox and PlayStation, Nintendo focuses on family-friendly games and innovative gameplay experiences rather than just high-end graphics.
- Ecosystem Growth: Nintendo is transitioning towards recurring revenue streams through digital services, enhancing financial stability.
The Gaming Landscape
- Shift in Business Model: Nintendo's strategy has evolved to reduce reliance on hardware sales cycles by focusing on digital distribution and subscription models.
- Impact of Online Services: The introduction of online gaming and services has reshaped competitive dynamics within the industry.
The Switch Era
- Wii U Failures: The Wii U was a significant misstep, with poor sales due to bad marketing and lack of third-party support.
- Switch Success: Launched in 2017, the Nintendo Switch has sold over 146 million units, revitalizing the brand with better marketing, a strong library of games, and improved features.
Nintendo's IP and Media Expansion
- Leveraging IP: Nintendo is increasingly utilizing its intellectual properties in various entertainment sectors, including films and theme park attractions.
- Future Projects: The success of the Super Mario movie and plans for additional films and attractions signify a strategic move to capitalize on its vast IP portfolio.
Financial Considerations
- Valuation Insights: Discussions around Nintendo's intrinsic value per share, with opinions on whether it deserves a spot in the intrinsic value portfolio.
- Investment Outlook: Suggestions to wait for a more favorable price point (around $60) before investing, considering potential future revenue growth and margin expansion.
Conclusion and Next Steps
- The podcast dives deep into Nintendo’s business structure, competitive advantages, and future growth strategies, while also analyzing the risks involved.
- The episode wraps up with a teaser for the next episode, where Shawn will present a different iconic brand.
Key Takeaways
- Nintendo stands out for its unique approach, focusing on innovation and family-friendly gaming.
- The transition towards digital services and a recurring revenue model is poised to strengthen profitability.
- Future success will depend on the upcoming Switch 2 and how well Nintendo can leverage its IP beyond gaming.
Additional Resources
- Books and Resources: The episode provides links to resources for deeper understanding, including Nintendo’s Annual Letters and investor relations information.
- Social Media and Community: Listeners are encouraged to follow the podcast on various social media platforms and join the community for discussions on investment strategies.
---
Overall, this episode provides valuable insights into Nintendo's business strategy, historical context, and future potential, making it a crucial listen for investors interested in the gaming industry.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Transcript
Automatic transcript. May contain errors.0:00You're listening to TIP. Hey guys, welcome to another episode of the Intrinsic Value Podcast. On today's episode, Daniel and I will dive deep into the creative and financial powerhouse that is Nintendo. This is a company that has really defined many people's childhoods, including my own. From Pokemon to Donkey Kong, Mario, Super Smash Brothers, Zelda, Kirby, and Animal Crossing, Nintendo has many beloved franchises as anybody, rivaled only by Disney. And those brand assets have been incredibly accretive to shareholder value, with Nintendo averaging 40 % plus returns on capital over the last five years.
0:39We'll break down how Nintendo transformed from a 19th century playing card company into a global gaming sensation, why its business model is on the brink of a huge shift, and whether its stock deserves a place in our intrinsic value portfolio. I'll be joined by my new colleague, Daniel Manka, who recently joined the Investors Podcast Network. Daniel is an incredibly smart investor, and he's going to present the case for Nintendo today. I'll introduce him here shortly. So with that, let's get right into it.
1:30every week, helping you uncover intrinsic value. And now, here are your hosts, Sean O'Malley and Daniel Manka.
1:47So before we get into today's company, let me just quickly introduce my new colleague and co-host, Daniel Manka. Each week, I've been hosting this podcast and building the Intrinsic Value Portfolio solo, but I'm very glad to have Daniel joining me to help with the mission of transparently constructing a portfolio of high quality and attractively priced long-term stocks. As part of that, I've covered a different business every week, trying to find compelling opportunities to invest in. And so far, only Ulta, Airbnb, and Alphabet have really moved the needle enough to earn a spot in the portfolio.
2:22But that's enough on that. Daniel is here today to pitch his own idea for the portfolio, and I'll just be providing him some feedback and questions for him. So welcome to the show, Daniel. Yeah, thank you, Sean. I mean, that was a very kind intro of you. And you know best, I'm excited to be back on the show. I'm following the Investors Podcast since about 2017. And it still feels kind of surreal being part of the team now, and especially being part of this great show. I think with you, Dan, in the last couple of months, and with this show, it's phenomenal. And I would have liked to listen to a similar show back when I started out.
2:54but I do know that people do not want to hear me rave about the show so I don't want to waste too much time and quickly get into today's pitch. I like to approach investing by looking at businesses that I find both interesting and attractive from an investing standpoint. So I thought today I would bring a company that fulfills both criteria. That company is as you mentioned Nintendo and it has played a significant role in my childhood too and in some ways maybe it even turned me into the person I am today. To me today's pitch feels like it's kind of a nostalgia trip but it's also obviously an investment case.
3:33Now I couldn't help myself though and I went through some of my old stuff and if you watched this on YouTube you might see some of the stuff I found in the background today. It's not very much it's just the original Nintendo DS that I played on. It's the Wii and and some small selection of my favorite games and characters. And I could imagine, since we're kind of the same age, that you have similar experiences with Nintendo, right? Yeah, it's funny because you've got the, I see the DS and the Wii behind you, and it definitely brings back some memories. But yeah, I grew up with older brothers, two older brothers, who were truly 90s babies.
4:12And I guess I kind of feel like you probably have, even though, like you said, we're kind of close to the same age, you probably have the newer end stuff, or grew up with the latest stuff, whereas I inherited all their old games. I had the original Game Boy with the first Pokemon games that ever came out, I think, which probably makes me sound prehistoric. I know I had a Nintendo 64 console, which again, probably makes me sound ancient, but I remember playing for hours on those things before my brothers, I guess, while my brothers had upgraded to Xboxes. So yeah, I totally get it. I'm excited for Nintendo today because there's a ton of nostalgia associated with it.
4:45I remember being in high school when Pokemon Go came out, and you might remember it was this huge viral sensation. Everybody's driving around with their phones out to catch Pokemon. And I was doing the same thing with my friends then too. So that was probably my last serious touch point with Nintendo, where it was a core part of my childhood. It made this redemption appearance in high school out of nowhere. And then, I don't know, I haven't done too much with the company since then. So I'm excited for you to teach me about the actual business behind this iconic brand and the set of franchises they own.
5:20I mean, for some reason, Pokémon Go didn't catch me at that time. Although I'm usually open, you know, to any nostalgia trip regarding Pokémon. I don't think it makes you old playing on the Game Boy. But I do have similar experiences with my older brother. I mean, I wouldn't call him a 90s baby because, I mean, technically he is, and he does let me know all the time. But we used to play on the same consoles and we both missed out on the game boy unfortunately but the fact that both you and me you know despite living in totally different parts of the world still have the same memories about nintendo and all of their games i think that does say a lot about the reach and influence nintendo had and and that's kind of where i picture today because this huge reach is now coupled with a massive business transformation that could make nintendo's business behind all their nostalgia immensely better than it was back then when we used to play all the old Pokemon games.
6:14And it would be less cyclical. It would have higher margins. And the unstable revenues that were historically tied to console releases, they would turn into recurring revenues, which just makes the business a lot more stable and also attractive for investors. Less cyclical, more profitable is always promising and sounds pretty good. And that's hard to do when your earnings cycle has historically been tied to the releases of new games and consoles, which just due to logistics of how much work goes into designing the hardware and the software, typically those come out every few years. So I guess before we get into all that, though, why don't we just start at the beginning?
6:52And why don't you tell us Nintendo's origin story? Yeah, sure. So the business was founded in 1889, which makes it over 135 years old. And although I'm not 100 % certain on this, I do also believe that would make it the oldest gaming company in the world. Like I said, I mean, I wouldn't bet money on that claim, but I'm pretty confident it's true. And a funny anecdote in connection to this is that they actually number their fiscal years based on the company history. So if you would open up an annual report rate, then you would see fiscal year 2022, but you would also see that they label it their 82nd fiscal year.
7:30To me, that just shows how much they value their company and generally their history. So I think that's maybe generally more valued in Japan. But I also looked at some other companies like Toyota, Sony, or Hitachi, and neither of them are reporting in a similar fashion. So I do still think it's unique to Nintendo. Yeah, no, it's funny. It's a way to almost kind of flex how old the company is and their durability. but I don't think I've ever seen that specifically. I'm looking at the filing right now. That's 80th, 81st, 82nd, 83rd, 84th fiscal year. And for people to know, Red Japan is kind of famous for having some really old companies, which is cool.
8:12I know there's at least one example of, I think, a construction company in Japan that has operated since something like the 1500s, and is now still publicly, it wasn't publicly traded back then, but is now publicly traded today. So this is a country with sort of a history of breeding, some very durable businesses, to say the least. On another note, I guess I'll be the first to admit that I'm not exactly great at math, but if Nintendo is 135 years old, how do we get to them being only on their 84th fiscal year? Yeah, yeah. No, I mean, I can assure you your math is not the problem here. And I kind of asked myself the same question.
8:47And the reason is pretty simply, it's just that Nintendo went through many many company changes so it started out as a playing cards company and allegedly and that's a kind of interesting part it sold Hanafuda cards to the Yakuza and Hanafuda cards are simply a version of Japanese playing cards and the Yakuza in case you don't know them is an organized crime organization that originated in Japan and as far as I know they are now kind of global but you know connect the most to japan and anyway this gaming connection is why nintendo's founder fuzajiro yamauchi came up with the name nintendo so it has multiple meanings and it's not known which is the correct one but they are all loosely tied to luck games and fortunes yeah well and then the 1940s came and in the 1940s i think we all know what happened it was world war 2 and nintendo struggled immensely under World War II, which obviously was a huge burden for almost all Japanese companies, right?
9:49But Nintendo made it through all these struggles because they had financial support from some family members, and they did not only survive that phase, they actually came out stronger, and they kind of turned from a family-owned business to a more modern and a larger company structure. That's a cool backstory, right? Anytime you can invoke the Yakuza and a company breakdown and a stock assessment. That's pretty good stuff. It's about as unique as it gets for a gaming company. I guess as I'm thinking back though, my first introduction to Nintendo was with the playing cards, specifically the Pokemon trading cards.
10:28I remember maybe just when I was on the brink of being too young to even inherit my older Brothers Game Boy to play Pokemon on. I was collecting Pokemon cards, trading them with friends. It was a very early 2000s thing to do. And as we think about how this company has gone from, let's say, that backdrop of trading cards, which is still part of the identity today, but that was their core focus as late as the 1940s, to being the truly console-based video game company with this vast array of powerful franchises. Fill in the gap there. How do you get from point A to point B in this huge makeover that the company gets?
11:09The 50s and 60s, like you said, they were still a little too early for gaming consoles. So in that time, Nintendo was still primarily focused on playing cards. And then in the early 60s, they even landed a partnership with the Walt Disney Company. Nintendo then started diversifying so they started with playing cards and then they started diversifying also into toys and they ended up having a collaboration with a company called magnavox i don't know exactly what it was i think it was some kind of a light a light shooting gun which they ended up collaborating on that's not really the point the point is that magnavox was the company that built the first ever game console that was back in 1972 and the game console was called magnavox odyssey and it's kind of fascinating i just stumbled across it a couple of weeks ago and it was the original tv commercial that magnavox odyssey has filmed and i think it just shows how far consoles have come and that's also kind of why i want to show it to you today and that's where we'll play a short 20 second clip and then we'll come back families who are content to let television do its thing often find themselves at its mercy for a choice of entertainment while people who want television to do their thing entertain themselves with odyssey the electronic game of the future and the family's best foul weather friend so since then there have been about nine generations of consoles and generations is a term that is used in the industry just to describe the cycles in which new consoles are released for example if there are three players in the industry each of them release a console and they don't necessarily do it in the same year but they do it kind of at the same time and those cycles usually last 10 to 15 years just seems like that's probably the time they need to have significantly improved the console and also turn profitable on it because in contrast to what I used to believe consoles do not sell at a profit from the get-go they mostly sell at a loss and then they only turn profitable because of the games they then sold later on.
13:24So the second generation featured a console called Atari 2600 and that was kind of the first ever console to use a joystick and as simple as that sounds right now this has been a huge leap of innovation back then. I mean if I don't know if you could imagine that but I didn't count I think every console I ever used and every console after that used a joystick so that was a huge leap of innovation back then but naturally each generation comes with less and less innovation so I like to use an iPhone comparison here just you know because everyone in the world knows the iPhone and I often say the first iPhone like it kind of changed the world right but the second and third iPhone, they changed the iPhone itself more than anything.
14:09And everything after that, I mean, I know I'll probably get a bit of hate from the Apple fanboys here, but I feel like the iPhones coming after that didn't change that much. I feel like I hear for 12 consecutive years now that the camera is better than before, but there's no actual leap in technology concerning the iPhone or it's not changing the industry, right? And there's a similar development kind of because of that in the console business. Although it obviously helps if you just have to release a new console every 10 to 15 years and not have come up with a new phone every year. And there's another industry dynamic that is kind of tied to that, which is the concentration of competition.
14:50And in the console business right now, you only have three major players. And that's PlayStation, it's Nintendo, and it's Xbox. Those three players kind of have the market for themselves. And in the smartphone business, it will probably be the iPhone and Samsung. And all other players, over time, they just disappeared. I don't know if you still know Sega or if you ever owned a console. I mean, maybe you did because of your older brothers. Well, I guess first, I just want to quickly say, I thought that point on the consoles was really, really interesting. It would almost be like, I had never considered that they weren't profitable.
15:27It'd almost be like if iPhones were sold at a loss and then they tried to make it back with just the app store, right? Until you commission on that. So that's an interesting point. But to your question on the Sega consoles, I had to actually Google what that looks like. I'm not familiar with it. So I don't know if you want to tell us about that. Yeah, well, just as you said, there's not too much to tell because nobody knows the Sega anymore, right? It used to be probably a player like PlayStation is nowadays. And it was probably three generations that Sega was a pretty dominant player in the industry.
15:57And then they had one flop after another. and in the console business that's actually enough to go broke pretty soon so for the last 20 years the market is like i said dominated by three players that's sony's playstation the microsoft xbox and nintendo and the main difference between nintendo and the other two so playstation and xbox is what kind of games they focus on and in that regard obviously what customers they attract so to keep it simple there are games that have the highest possible quality in graphics and gameplay and they more often than not also have pretty advanced multiplayer functionality those games are usually called triple a games and well-known examples include call of duty grand theft auto or the witcher i don't know if you have played any of those games but i know call of duty and grand theft auto are pretty much in every living room in the u.s probably i definitely have yeah i imagine that i imagine that well and then you have games that are simpler they do not necessarily have the best quality graphics and they have relatively simple gameplay and those are usually called single or double a games and of course they also come with a lot less costs right which is pretty obvious so the triple a game call of duty for example costs between 500 and$700 million in development.
17:20I think the title that is soon to be released is at the higher end of that, so close to$700 million. And maybe even more dramatic is Grand Theft Auto, Grand Theft Auto VI to be precise, which is probably the most awaited release ever for a video game. And they allegedly have a budget of up to$2 billion. Maybe to put that into perspective, Star Wars The Force Awakens, which released in 2015, I think, especially they did release when it was a franchise of Disney and not just Lucasfilm anymore. They had a budget of roughly 450 million dollars which made it one of the most expensive movies ever and that's only a quarter of the budget that Grand Theft Auto 6 was allowed to spend.
18:05Now maybe you're like me and you ask yourself how are you ever supposed to turn profitable on a game that costs two billion dollars but most of those games actually turn profitable. I mean sure not all of them do that's the nature of being a business but most of them do turn profitable and the reason is that games are totally different from what they used to be when you and I played them as a kid right there's a term that to describe that and that is gas maybe you know the term ZAS which is software as a service now they simply decided to put a G instead of an S and now you have gas which means games as a service and the whole idea behind games as a service is that you no longer have single sale products.
18:49So for example, if you buy a movie, or if you watch it in cinema, you go there once, you pay for the movie, you watch it, and then you go home. And games used to be the same way. But nowadays, you do not finish a game like you did back then. Today, games aim for longevity. They do so to upsell. And that can happen in many different ways. Some games need you to pay a monthly subscription. I've never played one of those but i think important ones or like famous ones include world of warcraft or final fantasy others have in-game objects that cost money and we could talk about skins then i mean i used to love to play counter strike which obviously might be one of the first players who who integrated skins on that high level and then obviously fortnite did it as well and probably fortnite turned it into this huge global way of making money with games right and then again others have additional chapters or prolonged stories that you can buy these are often called dlcs which just stands for downloadable content you could imagine it like a book maybe a book has 200 pages but then when you're about to finish it there's another chapter that you have to buy for five dollars and that's basically what a dlc is just in a video game format so very generally the higher the quality of a game is the more upsell potential you also have you know it's just a lot easier to sell an additional chapter of the witcher than it is to sell an additional chapter of a game that only has two functions i don't know maybe you ever played a farm simulator it's not that easy to sell an additional chapter of the farm simulator and playstation and xbox they are known to focus on these triple a games like call of duty grand theft auto but also fifa or madden and nintendo they kind of took another round so they don't have a real focus on what games they create you can play two-player games but you can also play nintendo's in-house games or just simpler games in general so they do not focus on these blockbuster titles instead what they are doing is they go for a more diversified audience nintendo took the second route i think that's because up until now, you kind of had to decide, do you go all out on your hardware, and then you can offer these blockbuster titles?
21:11Or are you diversifying games, and therefore also your audience, for example, be more appealing to the younger audience? And Nintendo took the second route, and then especially focused on this younger audience. Yeah, I definitely remember, and I guess I alluded to it earlier, but as I got older, it felt like Nintendo went from being a core part of my childhood experience to something that was almost very dramatically no longer a part of the picture, which in hindsight strikes me as a real loss of opportunity, it would seem like. I think it was like a light switch. I remember hitting maybe fifth or sixth grade and it was, okay, no one's playing DS anymore.
21:53You're not playing Super Smash Bros. Everybody is playing Call of Duty. And maybe that was just my moment in time growing up. and it felt like everybody had migrated pretty quickly to PlayStation or Xbox to do that. And all of a sudden, it wasn't cool to have the Wii anymore. And I remember when the Wii first came out, it seemed so groundbreaking that you could physically interact with games by swinging the controller around. We thought we were living in the future. And just those Wiis now seem laughably outdated. And like I said, when people kind of hit their teens and preteens, the interest switched really dramatically to more mature games that were mostly available on PlayStation or Xbox.
22:38And there was definitely, I mean, there was a huge rivalry between PlayStation players and Xbox players. You know, it's funny because you tell the story now, and it's basically the same story I had too. And it's interesting, but it also has so many business implications because it has been the same throughout every generation and every country that at a certain age it just seemed that nintendo was appealing anymore to any of the audiences and then playstation xbox kind of took over and as you said they you know kind of had a rivalry but i think that was mostly about some branded communities and i mean if your friends own the playstation then you bought a playstation as well and if they owned an xbox you also bought an xbox and once again that's not just a side comment here but that has business implications because it was the upcoming importance of multiplayer functions in games and the longevity of games that had a huge impact on the entire industry xbox 360 which was the console in the seventh generation and probably the one you were talking about when you said there was this light switch when nobody was interested in nintendo anymore.
23:45Well, that was the generation of the PlayStation 3 and the Xbox 360. And what Xbox did is they launched a service called Xbox Live, which basically they launched it in, I think, 2002, but it didn't have any implications for the actual business until that moment. And this service cost about$8 per month. And PlayStation later on released another one, I think about five years later, they launched PlayStation Plus, which kind of is the same premise. what these services are doing is they put playing games online so the multiplayer function behind a paywall and that has been a huge shift now fast forward 10 years there are multiple tiers at different prices i think the standard one which stands at 10 offers playing games online which is obviously the core of it all and then it also offers cross-gen gameplay which means that old and new generations of players can play together so if i own a playstation 4 and you own a playstation 5 and the game is compatible with this we can still play together which was not possible before and you have limited access to an online game library and the more expensive tiers they also include backward compatibility which means that you can play games that were released on old consoles and not on new ones.
25:05So for example, if you used to own a certain game that you liked on the PlayStation 4, you can now still play that game on the PlayStation 5 without needing to buy it again. And that development really marked a major shift in the industry because that's where it started, that stable earnings countered the cyclicality that businesses like PlayStation or Xbox had before. Correct me if I'm mistaken here, but obviously Nintendo did not follow suit and never really had a similar service, right? So why do you think Nintendo didn't take the same path at that time? Yeah, I mean, that's kind of why I've given such a long intro, right, to the industry and the dynamics between PlayStation, Xbox, and Nintendo.
25:48Because the main difference is in the customer base, which evolved differently because of, like I mentioned before, the different games they used to focus on. So if you wanted to play GTA or Call of Duty, you bought a PlayStation or an Xbox. If you wanted to play Nintendo's in-house games like Super Mario, The Legend of Zelda or Animal Crossing, then you were just happy with playing these simpler games and you probably just bought a Wii. When others improved graphics, Nintendo wanted to innovate how games are played on their console. So I think Nintendo's CEO, Satoru Iwata, once famously said, when we considered what to do with the graphics capability of the wii we put more attention and focus on the ability to create new experiences rather than the quality of the graphics the wii therefore never really competed with the playstation 3 or the xbox 360 many people including me they owned a wii and a playstation 3 or an xbox if you were an xbox kid and i think you mentioned it before, and it's completely right if you say that.
26:57In some ways, Nintendo operated in its own niche because of that. Let's take a quick break and hear from today's sponsors. Even Einstein had blind spots. That's why modern science is built on the idea of peer review. Investing may be more art than science, but that doesn't make peer feedback any less valuable. The tricky thing is finding qualified people who are interested and willing to help vet your investment ideas. That's why we built the Intrinsic Value Community. It's a place to connect, share ideas, learn, and get feedback. Nobody ever wishes they'd spent more time buried in spreadsheets, but connecting and building relationships with others who may be smarter on a topic than you, but who are also schooled in value investing, that's valuable.
27:39We make spots in this exclusive community available in cohorts every few months. And last time around, our 30 available spots filled up pretty quickly. If you're interested in our next cohort, which will be even smaller, you can join the waitlist at theinvestorspodcast.com slash intrinsic value community. That's theinvestorspodcast.com slash intrinsic value community. Support for the show comes from public.com. You're thoughtful about where your money goes. You've got your core holdings, some recurring crypto buys, maybe even a few strategic option plays on the side. The point is you're engaged with your investments and public gets that.
28:14That's why they built an investing platform for those who take it seriously. On public.com, you can put together a multi-asset portfolio for the long haul. Stocks, bonds, options, crypto, it's all there. Plus, an industry-leading 3.8 % APY, high-yield cash account. Switch to the platform for those who take investing seriously. Go to public.com slash TIVP and earn an uncapped 1 % bonus when you transfer your portfolio. That's public.com slash T-I-V-P. Paid for by public investing, full disclosures, and podcast description. Just like everybody else, there was a time when I was a beginner investor, and I have to say, investing is particularly filled with jargon that can just make it so difficult for new investors to understand what is going on.
28:57But it's never too late to get smarter about stock investing from the ground up. At The Investors Podcast Network, we've made a habit of studying the world's best investors, and now I'm distilling those learnings into a simple course for you or for anyone in your life who you might want to share the gift of knowledge with. With my How to Get Started with Stocks course, you can master the principles of excellent lifelong investing with valuable insights for both beginners and pros. The course covers 10 different sections, beginning with the basics of what a stock actually is and how the stock markets work, to strategies to optimize your retirement savings, how to pick great companies for the long term, what to look for in ETFs, and how to monitor your investments, plus so much more.
29:36To begin getting smarter about investing, just visit theinvestorspodcast.com slash get started with stocks. That's theinvestorspodcast.com slash get started with stocks. And for a limited time, you can use code STOCKS15 for a 15 % discount at checkout. All right, back to the show. Niche is probably a little bit of an understatement, right? I mean, we are still talking about a nine-figure player base. But I mean, this has been, you know, I did my own research on the company a little bit just because I knew you were going to pitch it. And I saw that this has been a setback, right? The release of the Wii U was by far the worst release I think Nintendo ever had for a console.
30:19The number is better than me, but maybe 13 million units were sold, whereas the original Wii had, I think, over 100 million units. So, I mean, that's just a huge gap. And it's a question of how you recover from that. And maybe the question is, maybe Nintendo really hasn't recovered from that. My impression is that there was several years of underperformance, even some difficulties paying staff. I think I read somewhere that the CEO had a 50 % pay cut for a number of months. And then other executives are taking pay cuts at the same time too. So I mean, this is a rough period for Nintendo that we're talking about.
30:55And I guess the question is, what was it that changed about the Switch when it came out that made it such a big success in light of the failure with the Wii U. It's not easy to recover from something like that, but you could imagine that customers lost trust in the brand and they had to bring that back, bring those people back. The numbers suggest Nintendo didn't have any problems with it after selling, I think, 146 million units of the Switch. That's mostly because bouncing back from the Wii U debacle wasn't too difficult since the Wii U failed mostly because of bad marketing. and second it's not too difficult to recover from a console that nobody bought so there weren't really customers that were disappointed in the wii u because there were just so few units sold and that might actually have been an advantage or a tailwind because if you have skipped an entire generation of consoles there were a lot more people who were willing to buy the switch after 10 or 15 years of not upgrading after the wii despite bad marketing though there were obviously also other reasons for the failure of the wii u so there was the bad integration of new features such as the touchpad which was a good idea and was later also integrated into the switch but it wasn't successfully integrated into the wii u it just didn't work out well with most of the games that came out and the second factor is the online function which was of pretty little use since games that could make the best use of it like fifa gta or call of duty were never playable on the console anyway and for many other games that were playable the online function just wasn't necessary at all so game developers actually ended up stopping production for the wii u entirely which is why it only ended up offering i need to get this number off the back of my head but i think about 600 third-party titles while the playstation 4 had about 4 000 and the xbox one was like 3 ,700 so significantly more third-party titles and nintendo's in-house games i mean they were always great and they were also great for the wii u i think there were legendary titles like mario kart 8 or super smash brothers released specifically for the wii u but no matter how great those games were they are not the kind of titles that push console sales right it's not a gta which many people would just buy a playstation to play grand theft auto there so the switch basically improved on all the weaknesses the wii u had it had way better marketing which is mostly just about telling people what the console is doing so they had these people in the marketing campaigns outside playing on the handheld part which never happened with the wii u you didn't even know why there was a handheld part for the wii u out there right so better marketing was one point then you had a better integration of the touchpad like i said when people sat outside on the handheld the handheld of the switch than was possible because the touchpad was integrated way better than it was before and you also had more third-party games which benefited the online function immensely and although those third-party titles were not the likes of gta or call of duty you still had a lot of very great indie games that many many people enjoyed and therefore you could say that the Switch was kind of like Nintendo's Xbox Live Moment, which changed the entire business model.
34:22And since then, Nintendo started building on that and kind of developed an Apple-like ecosystem. I find myself in these situations where I've studied a business and then it keeps reminding me of another business, right? We've invoked Apple a few times at this point, right? And at some point, maybe the takeaway is like, you know, hey, go buy Apple. Not to say that I'm recommending that, but when the gold standard, the golden goose of like, oh, Nintendo found the light, and it was because they kind of started following a model that Apple's been doing. Then the question is like, okay, well, what's more compelling, Nintendo or the company that has been the gold standard that everybody references against?
Read the full transcript
35:00And that's another conversation I don't want to get into. But I think that there is something very compelling from a user perspective about just being able to pay for a virtual subscription and that granting access to this vast game library with backward compatibility and cross-gen support to use all kind of the gaming lingo. But then assuming this is like an Apple-like ecosystem, I guess that sounds maybe great on the surface. But my question is, doesn't this kind of fundamentally mean that Nintendo is at risk of selling fewer consoles going forward? Because I guess, at least previously, the main reason to upgrade your console or the latest generation of games is kind of gone, right?
35:44So how does this change things for Nintendo? Technically, that's a risk. And I also thought about that. But maybe, I mean, you referenced iPhones and I did it and people still buying them, right? So I think there's just something about upgrading that people generally like, but that's a weak argument. So we should go into the numbers as well. If we look at what happened at PlayStation, for example, because they did it already, like many years ago, and we see that it didn't impact their sales at all. I think the PlayStation 5 sold about 75 million units until now, and it should be about 17 quarters it's on the market.
36:18And the PlayStation 4 sold about 1.5 million more in the same time frame. Now that's the difference of about 2%, and 2 % could be caused by many different factors. I don't think, and I haven't read anything that would suggest it's about the cross-gen support. And with only two consoles per decade, and maybe sometimes even less, there's still enough room to make significant upgrades that should attract new customers. Especially since Nintendo focuses on actually innovating the consoles. So they are not just, I mean, the Wii U and the Switch, they were kind of alike. But if you consider the Wii, the first generation Wii before that, you know, it was a complete innovation and a leap of technology.
36:58just as you mentioned with all the motion control and those features and since nintendo is focusing on that i think there should always be enough arguments for buying the new console and even if volume should drop slightly more stable earnings and the higher margins such an ecosystem can provide to you would definitely compensate for that and you also that's the most important part you keep your customer base and with the customer base you have tremendous upside potential because of all the upsell opportunities that you have. So that's pretty much the main objective for all those three players who transfer to this new model.
37:34You enhance the customer lifetime value instead of just selling a new console. And as I said before, the console itself is often even sold at a loss anyway. You now have the opportunity to be a lot more profitable on the customers. And that's where the big money is, right? It's in selling games and other content through the online ecosystem. no matter the generation of the console. I think it's about a 30 % share they all take from a game sale, which is to have another connection here. Also about the share that Apple takes in the Apple App Store. To keep the Apple comparison going, that sounds like Apple's App Store, right?
38:12I mean, you just mentioned it. So how do you think about that? Yeah, it's pretty much the same premise. You have high margins once the ecosystem is up and running, and those margins seem also to be pretty safe. there's the anecdote of epic games and apple where epic games which is the developer behind fortnite tried to create its own in-game mobile payment system integrated into fortnite so they could bypass the 30 fee that apple is taking through its app store now i could elaborate on the whole story but to make it short and get to the point that is important for us apple won in court and that kind of showcased the potential to not only have high margins in that business model, but also to defend them if any developer or any game tries to bypass them.
38:59It is a promising model, right? I mean, it does sound like there's considerable earnings potential there. And you also mentioned that Nintendo's Wii U did not offer many third-party games, that could generate in-game revenues. So I guess, while I think this has already changed with the Switch, the third-party games available there are maybe less demanding than the typical PlayStation or Xbox titles and therefore also offer less upsell potential, right? And if that's the case, do you expect that to change? Yeah, I mean, you just mentioned it. The Switch already offered like 11 ,000 third-party titles, which is a huge amount, but they were mostly single A and double A titles.
39:40So not the likes of GTA, Call of Duty, et cetera, but mostly simpler games. So they're relatively cheap to develop, which also causes this huge number like 11 ,000. I think I mentioned 4 ,000 for the PlayStation 4 before. So it's a lot more, but also games where you cannot make the same amount of money off as with these huge titles. But those are games that just fit Nintendo's system and style pretty well. They work great for the handheld part as well. So with the Switch being used in handheld mode pretty often, it's important to have games that actually make sense on the handheld. But as I said, they do come with lower in-game revenues and add-ons that can be sold.
40:19so there's not too much that nintendo can take a share of so it's important for them to maybe also upgrade the kind of games that you can play on the switch too so that nintendo can sell more and insiders expect the switch 2 to be a lot more powerful than the switch one and that means that the switch 2 could potentially play even the most ambitious titles like grand theft auto call of duty or the witcher although i personally would have my doubts that we see titles like grand theft auto but even if we see something like the witcher which is a pretty ambitious triple a title i do think that would drive significantly more sales also at the customer base that usually and historically belongs to playstation and xbox we will talk about some technical details later but if it's true and i do think it is true it will make the switch to like i said appeal to a whole new audience so triple a adoption can be a game changer if either nintendo creates demand within their current customer base or if the games do perform on such a high level that nintendo could actually take market share from playstation or xbox and i think xbox is especially vulnerable they decided to no longer offer any exclusive titles i think one of the titles i love most ever is the halo franchise which used to be an xbox exclusive and they do not sell those anymore and said what they do now is they sell all the used to be exclusive titles also to playstation and if the switch 2 is able to play them also to the switch 2 and this decision probably came because they have a decline in sales and subscriptions for quite some time now and i still don't think that xbox would stop making consoles but they do seem to be hurt and maybe that's a chance for nintendo you know to grab some of their customers Two questions come to mind for me.
42:13Firstly, with the Xbox business decreasing, and we've already talked about maybe how consoles are not even necessarily what make money for these companies. Is there a scenario where they would ever just stop releasing new consoles and break that release cycle? This is the console as it exists, and it's not worth our time to continue to launch these things every single year. Secondly, I guess coming back to Nintendo, Do you think the release of Xbox games on Nintendo consoles could also drive Xbox players to Nintendo consoles longer term? To the first question, the subscription model is just so great that Xbox doesn't want to lose it.
42:55I think they currently have 34 million subs, and if they would stop making consoles, those subs would probably be gone. And Nintendo and PlayStation won't sell their Game Pass. So Xbox might say, okay, you have games here that you can sell for me. And Nintendo and PlayStation, they will like to take those games because it's an extension to their library. But if Xbox stops making consoles, Nintendo and PlayStation will not sell the subscription service of Xbox, right? That just wouldn't make any sense. So I do not think that Xbox will stop making any consoles. They also didn't initiate anything that would make you seem they would stop eventually.
43:34And maybe it's even just a short-term slump in the subscription numbers, because PlayStation kind of has the same. I mean, it's not like there's a decrease, but there's definitely a slowdown for PlayStation as well in the subscriber numbers in recent months. Yeah, I mean, it seems like there could be maybe some subscription fatigue there. And this is kind of something we saw sort of famously with Netflix two or three years ago, when there was all this concern of, you know, they have these high content costs, Are people going to continue to stay subscribed to the service coming out of the pandemic?
44:07Is it something that people still want to use when they're not locked down? And how much demand got pulled forward? Obviously, I think Bill Ackman famously exited his position after a really bad Netflix quarter. But here we are today, and Netflix is arguably doing better than ever. And so there's this question of whether there is subscription fatigue and how much that is a real thing with a brand and service as robust and compelling as Nintendo. So considering, I guess, that slowdown you mentioned around PlayStation, could it be that Nintendo missed the right moment to start a subscription service?
44:41I don't think so. I don't think that would happen because Nintendo has a very different audience, like I said before, and that's mostly untapped. I think I mentioned that Xbox had 34 million subs and Nintendo has the same amount. So they have 34 million subs but on a much larger player base they have about 130 million active players so if you put that into comparison i think there's a lot of untapped potential which shouldn't be explained by subscription fatigue because there's just so many people who never even had a subscription in the first place that they could benefit from if they should start doing that and with even more benefits coming to the subscription and the potential release of some of these blockbuster games i think there's just so much leeway left for nintendo that i don't see them having any problems in the near future there's also a huge potential for their own titles if they would keep leveraging the brands they already have there should be a huge conversion possible from the audience they have right now because everyone loves those franchises if they would have something more about the mario brand or even pokemon or something like that i could imagine there would be a huge wave of new subscriptions if they use it correctly.
45:50Now, I lack a bit of creativity to say exactly, okay, this is what you should do and it will work out. But I think while I lack creativity, I do not think at any second that Nintendo is a company that would lack creativity to do that. If we were to assume a more conservative scenario in which AAA adoption of the Switch 2 is not the success that is expected. Despite that, does Nintendo have any other advantages that could support a subscription model going forward? And if so, do those advantages differ materially from PlayStation or Xbox? I guess another way to put that is the bigger picture question here that I think is really important to understand Nintendo and their earnings power going forward is how can they leverage their IP?
46:39You're totally right. I mean, that's kind of the most important question when talking about Nintendo. And I think there are quite a few options. Now, AAA is something, so games like Grand Theft Auto, Call of Duty, etc. is more like an immediate catalyst. Whereas if you would be able to play those games and you would be able to play those games on a high quality, maybe there's a huge wave, a short-term wave, of people coming and buying the switch to to play those games while leveraging the ip is something more long-term and we shouldn't forget that people who bought nintendo consoles historically but also the switch they didn't buy that console to play call of duty right they bought the console because they wanted to have the innovation that the switch is offering which xbox or playstation are not and they wanted the titles that they love and know from nintendo and i know i repeat myself here but the biggest level nintendo has is its customer base i just said they sold 146 million switches they have about 130 million of those players to be active and when i say active active means they've played at least once in the last 12 months so you could argue with me that's not that active if you really just played one time in the last 12 months but still it's counted as an active player and like I said they only have 35 or 34 million subscribers on that huge player base and I just mentioned that Xbox has the same level of subscriptions on a much lower player base so the biggest level really is focusing on the IP and we'll get to it later but Nintendo is really doing that they are really taking part of Disney's flywheel concept of Disney's playbook and they're trying to leverage what they already have to get into this new business transition but the second strategy would also be to increase digital distribution further.
48:30So Nintendo is still the king of physical copy sales. And I could imagine that's a crown or a title they would want to pass on because it's not very much a profitable business. I mean, it's profitable, but if you compare it to digital sales, it's a lot less profitable. And they're going in the right direction. Nintendo is currently on the path to reach more of a 60-40 split in favor of software sales. and that has multiple advantages. So digital sales can firstly drive subscriptions to Nintendo's online service because it would build a habit of buying a Nintendo's online store, right? Which makes it more likely that at some point you feel the urge to want access to all those games you see in the library all the time, right?
49:16I mean, if you go in and you see a game that you like and you buy it online, maybe you already saw two or three other games that you also like. And I think the more games you see in the library, the more appealing it becomes to actually end up having the subscription one day and get access to all those games. I think that makes sense. I could also imagine that this is somewhat of a self-reinforcing cycle where you're more likely to play more games and be more active in general because getting the games online removes a lot of that friction you have when buying a game offline. You don't have to drive to a local game shop anymore or even order it online and wait for it to be delivered.
49:54It's just a much cleaner process. So if you see a game that looks interesting, you quickly download it, give it a try, and there's no frictional kind of transactional costs and there's no waiting time or other risks involved in case you don't like it. Yeah, sure. And it's kind of like a win-win, which is always the best value proposition, right? It's a win for Nintendo and it's a win for the consumer because it's way more comfortable for the players and nintendo makes a lot more money on those digital sales maybe i should also mention because it's not that intuitive why do digital sales make more money than physical ones well the margin on digital sales is a lot better because there's not a middleman involved right nintendo doesn't have to pay the game stops or the walmarts of the world a share because of the sale that happened in their store so and then you have the online subscription itself which can also work as a teaser to drive more game sales later on because when games are taken away from the library because the general idea is that a game might get added to the online game library and you can play it for about two or three months and then it can take it away again and when that happens you might have played that game for two or three months and you might have played it with a couple of friends and you like that game so much that you all decide to just buy it and keep having your progress and keep having all the fun that you had before, right?
51:14So it's kind of also like a teaser function to sell more subscriptions in the long term. And then you would have a third strategy, which would be about the blockbuster titles like Call of Duty or FIFA. I think we went through this so often again, you must have to tell me if I should stop talking about those type of games, right? No, I think it's fine. In the end, right, if it is such an important driver of subscriptions for the business and the success of this new model that Nintendo is trying to push forward with, I think it would be wrong to just ignore it for the sake of doing so. Also, I think your last point there was on Nintendo's IP.
51:51You can make one more last point on the AAA games. I give you permission, but I am excited to hear more about the IP. Trey Lockerbie What I'm talking about now are hardware and online infrastructure investments. After high-quality games didn't look too good and were kind of shaky on the Switch One, This is supposed to be a big change now on the Switch 2. And therefore, Nintendo uses a new NVIDIA hardware. And I know whenever you drop NVIDIA right now, it seems to be a pretty good sign. So I'm apparently doing this also to show the audience, hey, they're really trying to get somewhere, right? It's a hard name.
52:25Exactly. And this new NVIDIA chip is called Tigua 239. and it's a processor that allows the switch to to reach over three teraflops when docked and 1.7 teraflops in handheld mode i know if you're like me those numbers won't tell you anything and even if i tell you that teraflops are a unit of computing speed it doesn't change anything you have no idea what's going on and i don't have either i had never heard of a teraflop before this for the record me neither right i went to do this research then i saw those numbers and i was like you kind of have to integrate them because maybe there are five to ten people out there who understand them i'm not one of them so i will explain it now i think the best way to do that is putting them into perspective the switch one only managed to work with 0.5 teraflops when dark so that's a six-time increase now for the switch 2 and the standard version for the playstation 2 for the playstation 4 which might be the best comparison because i think people who played those high quality games mostly did so on a playstation 4 that playstation 4 reached about 1.8 teraflops so it's still a little more than a double for the switch 2 but generally the expectation is that the switch 2 level is now comparable to a playstation 4 pro on xbox series s and that's why all the big game developers like ea or ubisoft decided to come back and start producing games for the switch 2 again after they kind of you i mean there's no other way to rephrase it but they kind of abandoned nintendo when the wii u fiasco happened right in my opinion the switch 2 shouldn't compare to its predecessor so the switch one if it actually wants to attract customers that play games like grand theft auto madden or the witcher then it needs to compete with PlayStation and Xbox.
54:18And if the new Nintendo console is still weaker than the PlayStation 5, I'm just not so sure it's actually doing that job well enough. And although I've watched some The Witcher gameplay actually on the Switch 1, I think it was 30 frames per second, which is the industry standard for how fast a game should run, but with relatively low graphics, the game was playable which made me kind of hopeful since if it's playable on the switch one it's unquestionable that it should be a lot better and massively outperform the switch one on the switch two so i do expect ambitious games like the witcher to work on a high level and without any shakiness on the switch two i just don't know if it's good enough or if the disadvantage is so huge that no PlayStation player would say, I give the Switch to a try.
55:11And a total unknown for me is what part the handheld console could play here. Imagine you could play blockbuster games sitting on the bus or sitting on the train. I think that would kind of be like mobile gaming on steroids, right? I mean, that would be a great thing for the Switch and definitely an argument to buy the console right out of the gates. I would never consider this a base case though. So for me, it's more like an asymmetric option. If it works, it will be phenomenal. But if it didn't, I never expected it to work anyway. Not that I'm a huge video gamer by any means, but I would think that if you could play Madden, FIFA, maybe on the bus or the train, commuting to work or whatever it is, I mean, that's hard to beat.
55:58That mobility aspect, it's kind of the best of what mobile gaming promises to offer and and what console gaming can deliver in terms of graphics and that sort of thing. So, I mean, that seems unbeatable. And that's a real differentiator that maybe we've stumbled across here with Nintendo. To be totally honest, just like you, I kind of feel like the person teaching people here about gaming. And I'm out of the gaming sector for like at least five or six years. And I have a lot of friends who still play. So I also asked them, okay, how big of a leap would it be if you could play? I mean, we're in Germany.
56:29so I asked him how big of a leap would it be if you could play FIFA on the handheld console on the bus but they would all say that's kind of like a home run right there's nothing comparable and nobody would actually expect it to happen I do know that you can play FIFA on the handheld of the Switch 1 a legacy version of it they call it a legacy version I would call it dump down version because there's no multiplayer functionality and the game is basically a FIFA 18 version which is sold to you as a 2025 so nobody would do that and you know that's kind of what it depends on something like fifa if i could definitely imagine playing something like fifa if that would be playable on the handheld console and not as a legacy version but like as an attractive version of the current game i think that would be a huge huge thing for nintendo Hello.
57:21Yeah, it's hard to do that with a game like Call of Duty, right? Because it's such a big, there's so much information you're trying to process. You just fundamentally need a bigger screen to see everything that's happening. But I don't want to go down this rabbit hole too much more. And I guess I'm kind of insisting we go back to Nintendo's IP, because I do think that is the crux of what I find potentially most compelling about Nintendo as a business. And I know that you've researched Disney before, and I had you on five or six months ago now at this point, whatever it was. And we did do a whole episode on Disney together previously.
57:58So there's some obvious parallels here. And I'm curious to hear how you think of the similarities between brand power that is behind Nintendo and how it compares with Disney. And at least with the movie release of Super Mario Brothers in 2023 and its huge success, that was a real great kind of test run of how Nintendo can make good use of their IP outside of just video games and kind of step on Disney's toes in the world of movies and TV. I'm sure the answer is maybe yes, but I'll just ask it for you. Is that something they want to focus more on in the future? Well, as you said, I mean, the answer is obviously yes, but we do have to say that I feel like it's not only people outside of the company or like the general customer base, but it's also nintendo itself who are a bit surprised by the phenomenal success that they had with the movie right i mean it was the second most successful animated movie of all time beating frozen one but getting beaten by the sequel so frozen two but still it's a huge huge success for them and also one of the very few successful game adoptions right actually one if not the first game adoption was also a mario movie and was made in 1993 and was a huge flop i think both the production and the movie itself were a huge chaos there were like nine writers for that movie before the filming even started i mean fortunately nintendo tried again even if it apparently took like 30 years to gain the courage to do so i think everyone would now say it was it both nintendo and definitely also the fans the movie generated 1.36 billion dollars in revenues and it might as you mentioned also be the start of many more movies to come you have a mario sequel announced anyway for 2026 already so that's definitely in the works and you also have a zelda movie coming which is another franchise that could get a lot more adoption not only with the movie but maybe you know in the future something else too this time it will be a live action movie and they do not even have a cast yet so i wouldn't imagine it to come out anytime soon maybe we are two or three years out so that's promising and they also and i think that's the most important part they have shigeru miyamoto and i hope i didn't butcher that name on board and he's the original creator of zelda and i think the most important part if you have movies like that or if you have game franchises in general is to get the people who are actually into the game and who are developing that game into the same boat right to have all that what they usually pay attention to and what the fans love also in the movie and just generally as you mentioned i think we will see nintendo now making much better use of its ip in the years to come and i expect many similarities to disney's flywheel concept although of course for nintendo the focus will be on video games and despite this huge success as a movie they will not suddenly switch into Disney 2.0 and focus on making movies as the core of their business.
1:01:29flagship podcast. And we've made a name for ourselves over the years by interviewing the best investors in the world, including Ray Dalio, Howard Marks, Joel Greenblatt, and many, many more. My colleagues Stig Brodersen, Clay Fink, Kyle Greve, Preston Pysh, and William Green each hosts their own We Study Billionaires episodes and bring their own unique perspectives. A whole new world of insights awaits you. Just go ahead and type in We Study Billionaires into your podcast app and see what you've been missing out on. Seriously, go ahead. I promise you'll like what you find. Bonus points if you show your support for our work by clicking follow.
1:02:05If something piques your interest, just start listening. No hard feelings. I'll be waiting for you back here. Just like everybody else, there was a time when I was a beginner investor, and I have to say, investing is particularly filled with jargon that can just make it so difficult for new investors to understand what is going on. But it's never too late to get smarter about stock investing from the ground up. At The Investor's Podcast Network, we've made a habit of studying the world's best investors. And now I'm distilling those learnings into a simple course for you or for anyone in your life who you might want to share the gift of knowledge with.
1:02:35With my How to Get Started with Stocks course, you can master the principles of excellent lifelong investing with valuable insights for both beginners and pros. The course covers 10 different sections, beginning with the basics of what a stock actually is and how the stock markets work to strategies to optimize your retirement savings, how to pick great companies for the long term, what to look for in ETFs, and how to monitor your investments, plus so much more. To begin getting smarter about investing, just visit theinvestorspodcast.com slash get started with stocks. That's theinvestorspodcast.com slash get started with stocks.
1:03:11And for a limited time, you can use code stocks15 for a 15 % discount at checkout. Trey Lockerbie, Ph.D.: Not to be cliche, but building a market-beating portfolio really doesn't have to be a mystery, at least with the right tools. If you've listened to our podcast for a while, then you know we spend a lot of time learning from savvy investors. So why not use the same tools we do? With TIP Finance, you can. Screening for great companies, calculating intrinsic value, keeping up with legendary investors' portfolios, and more are all not just possible, but easy to do. TIP Finance was created by investors for investors.
1:03:49It's quite literally the tools we wanted to use ourselves when researching investments in a simple-to-use interface. You can get started by creating an account for free. Who knows, maybe TIP Finance will help you find your next 100 to 1 investment. Between the screener and Legend Investment Portfolios to reference, I've gotten a ton of ideas from TIP Finance. What are you waiting for? Take the next step in your investment journey today with the right tools at your fingertips. Grab your device and type into your browser, theinvestorspodcast.com slash tip-finance to get started. That's theinvestorspodcast.com slash tip-finance.
1:04:29All right, back to the show. It is funny because Disney is sort of a company that's in hot water right now. Its returns over the last few years are pretty uninspiring. And you have these activist shareholders trying to make change with the company. But that said, though, we all recognize that there are some really compelling economics behind Disney and some features of what have made it such an enduring part of entertainment culture globally. And so if Nintendo can just tap into maybe some of the best of what Disney has been able to do without getting distracted by the cruises and the theme parks and some of the other stuff that are way more capital intensive.
1:05:12If they can specifically harness their IP in the right way, that is a really compelling narrative for maybe why Nintendo would be a good company to buy today. I guess just briefly that it took a step back. I am guilty of throwing the flywheel concept around as this kind of buzzword that never really gets explained and people in the audience might not even have any idea what it means. So why don't you just take a moment and tell us what is the flywheel concept? I mean, first of all, maybe it's important to say that while Disney does have its struggles right now, the flywheel concept is not part of that, right?
1:05:48I think it's more of a cultural thing. And that's something that Nintendo does not necessarily have to experience too. But coming to the flywheel itself, at the core of it, you have creative talent and theatrical films. So that's what everyone knows Disney for, right? The movie releases and all the phenomenal franchises they built through it. And then you have many other business segments surrounding that core. So that's Disneyland, which everybody knows. You have TV or merchandise licensing. You have some, you know, historical relics like comic strips, which is not a big business anymore but used to be and then you have also something like music and music is actually an important part that is mostly underappreciated and i would like to take the music and movie release connection to kind of explain how nintendo used the same concept so i don't know how many people here watch the mario movie but maybe if you didn't even watch it you could have heard about a song that was played in the movie and also released before the movie which was by bowser and was called peaches and this song got hundreds of millions of views online i think it was about 120 million on youtube alone i don't know have you listened to it no i mean i first listened to it a couple of days ago to be honest but i did see it before and i know that many many people especially younger kids heard this song like for about a year now so it was a huge thing it definitely brought a lot of attention to the movie and the movie itself has been watched about 170 million times as well at the box office so besides being very profitable i mean profitable in terms of i think the budget was about 100 million compared to 1.3 billion in revenues you know that sounds like a pretty good profit but it also put many many eyeballs on the entire world and on the Mario franchise and the movie and the music kind of did it in a similar fashion but they benefited from each other so maybe you've watched the song before and maybe you're a parent right and you've heard the song before and then you showed it to your kids and your kids got all excited and they wanted to go to the cinema that's kind of how music is a teaser for the movie that's supposed to come out.
1:08:07And then you also have this other connection, which is that after you watch the movie, the content of the movie mostly doesn't stick in your head for too long. I mean, you probably watched Star Wars. I watched Star Wars. I couldn't tell you what happened in movie four, right? But if you would play me any soundtrack of Star Wars, I would immediately recognize it. And that's what Disney did in almost all of their franchises. They created iconic movies, iconic characters but also iconic music and it's kind of what nintendo is doing now too i just think that's a fascinating because you never think about it you just have these soundtracks in your mind and nintendo is actually trying to benefit from that even more because they released an app which is kind of like spotify for nintendo where they release all these soundtracks of those movies i mean i don't know where exactly they want to go with that but it's just an interesting thing because it shows how much more they want to leverage their IP than they used to like 10 years ago you know and the movie itself I talk now about music and the movie and of course you have the core of Nintendo's flywheel and that wouldn't be the movie it would be game sales and there's an interesting anecdote here as well because immediately after the movie released they also released a game called wonders which was a super mario game and that game became the fastest ever selling mario game it was 4.3 million units sold in the first two weeks and just shows the huge impact a movie can have because everyone knows mario right there's it's not like a surprise if a game comes out and you are asking yourself what do i get here everybody knows what they get but this movie just created such a big hype that people thought now i also gotta get the game and then became you know the fastest ever mario game setting and then you have like kind of the last pillow which are the mario attractions in the universal studios so that's super nintendo world and japan and also in california there are no official financials because nintendo doesn't report on them i mean it's not the same as disney where they own the parks but for nintendo it's just that they do have attractions in the universal studios but obviously the universal Studios owned by Comcast and not by Nintendo.
1:10:20So what I did do is I looked into Comcast financials and they reported 17 % revenue growth in the first quarter after the opening of the Super Mario Nintendo World and 12 % in the second quarter after the opening. And they even said themselves that's mostly attributable to the Mario attraction. So it kind of had a serious and tangible impact on Universal Studios, and you could imagine even more so on Nintendo. I know a few minutes ago, on the one hand, I said theme parks are very capital intensive, and they are. I would imagine the success with the Mario attraction here sort of implies that Nintendo is going to be pretty tempted to lean more heavily onto theme parks as a way to leverage its IP.
1:11:05And I mean, I do see how it factors into the flywheel, even if it gives me pause. If I'm not mistaken, I think another attraction has already been announced in Florida pretty soon. Is that correct? Yes, that should be the Nintendo World at the new Universal Epic Universe, which opens in about three months. And it should feature the Super Mario Land and the Donkey Kong Country. I think a huge difference in Disney and Nintendo at the capital intensity is Disney owns its own parks, right? and nintendo only has attractions in the universal studios or maybe eventually they will have attractions at other parks now you could think that nintendo might be tempted to also own their own theme parks but i wouldn't be so sure if that actually happens and if so how much or how far into the future that would happen so right now i wouldn't assume they will get a lot more capital intense because they build attractions like that so it's more of the it's more like they make money of it but all the the risk and the capital intensity lies with the universal studios and nintendo also more or less quietly owns the highest grossing media franchise of all time and i think most people are not even aware it's that big at least i wasn't and we've talked about it at length today already and the franchise i'm talking about is pokemon since inception in 1996 pokemon has generated about 140 billion dollars in total revenues and another surprise might be that video games for which we all know in pokemon i mean you and me we both spent like five minutes talking about pokemon games but they're actually just a relatively small part of those revenues i think it's about 28 billion of those total 140 billion the biggest chunk by far is merchandise value, which stands at over 100 billion.
1:13:00So it is huge for the Pokemon brand. And actually, just because you mentioned it, Pokemon cards should have been about 12 billion dollars, which is also a lot more than I would have thought. Maybe to give one size comparison, because that always helps. I mentioned Call of Duty today repeatedly. I mentioned Mario even more often than that. And I would think you all also know about Marvel. Now, if you would combine all those three franchises, you would get a combined value of 105 billion. So only to match Pokemon, you would need to add the entire Harry Potter franchise and Looney Tunes to get to the same amount, to like 140 billion.
1:13:42It's insane, right? That's a really cool way to think of it. I like the way you put that. And Pokemon is just such a powerhouse. It brings back so much nostalgia for me. Immediately, I think everybody probably thinks of different things when they hear Nintendo. For me, it's Pokemon, right? Some people, it's Mario or whatever it is, but for me, it's Pokemon. I'm probably embarrassed to say that I was playing those games at an older age than maybe I should have been. I think I was probably well in the middle school and maybe even parts of high school. Whether it was the actual games or I remember sitting in class and you could download these, probably technically illegal, these simulators where you could play the original their games entirely for free.
1:14:26So Pikachu is at this point as famous as Mickey Mouse, I would argue. And if that sounds crazy to anyone older in the audience, I would just say it's a generational thing, but I would almost guess with pretty high certainty that the average Gen Alpha and maybe some Gen Z probably relate more to Pikachu than Mickey Mouse. And I did just want to ask, why does nintendo have a share in the pokemon company right because i don't think they're the ones who originally created it so maybe we could just paint some color around that but did they acquire it at some point and and do we know how valuable that share is or how big it is that's a good question nintendo was actually involved pretty much from the get-go so they they technically did buy a share if you want to say so but they were involved quite from the get-go when Pokemon was not really a thing, but more of an idea.
1:15:21And they were never on the development side. So the original idea and the game development came from a Japanese company called Game Freak. And Nintendo's part was more of the publisher and distributor for those games. And Nintendo and Game Freak were even joined by a third party a bit later, which developed Pokemon's trading card game. You know, the one that you were talking about and the one that's 12 billion of the revenues. And that company that came in for that is called Creatures. So together, those three created a joint venture called The Pokemon Company. And for that company, the shares were split evenly between all three parties.
1:16:00So Nintendo's share there is reported with 32%. However, Nintendo owns all the trademarks involved in the game. And holding your hand over the trademarks is kind of like owning the keys to the franchise. You know, I cannot phrase it differently. It's a huge thing. Because trademarks, they include everything. All the names included in Pokemon. The name of Pokemon itself. I mean, you just mentioned Pikachu. Pikachu can only be named Pikachu because Nintendo allows it to, right? Otherwise, it would be, I don't know, Yellow Mouse. I mean, sure, they would come up with a better name than that. But just to give you an idea, they own everything.
1:16:38I mean, even the iconic Pokemon ball that you see in the background here. Everything is owned by Nintendo. If you want to say, gotta catch them all. Nintendo has to allow you to say that. We're not going to get sued for that, are we? Probably not. If Game Freak or Creatures would do it, they would get sued by Nintendo. So, you know, it's just, it's a really powerful tool to have those trademarks. So, regarding Nintendo's stake in Pokemon, it is also likely a lot larger than just a third. Since the Pokemon company, it is not equivalent to the Pokemon franchise. And I know this might sound a bit complex now, but listen to me.
1:17:14I think in two minutes, or maybe three, I should break it down pretty concisely. I think you could imagine it as the Pokemon company being somewhat of an agent that works for the Pokemon franchise. So what does that mean? They are managing all the licenses. They are organizing third-party collaborations. So for example, if Lego says, hey, we want to build a set for Pokemon, then they could do it, but they have to talk to the Pokemon company and then they can say, you're allowed to do it or you're not allowed to do it. If McDonald's says, hey, we want some Pokemon toys and the Happy Meals, then they go to the Pokemon company and they say you're allowed to do it or you're not allowed to do it.
1:17:53And they also do all the marketing and publishing for the video games. So that's basically their job. But the Pokemon franchise itself, that is what at the end of the day generates all the money. You know, that's what we all know. And that's what generates the revenues. And Nintendo's share in that franchise is very likely to be much higher than just 32%. Many people who understand the industry a lot better than I do expect it to be closer to 50 % or even beyond that. Now the reasoning is pretty simple. When Nintendo and Game Freak entered into their deal somewhere in the late 90s, Nintendo was this huge global and successful company and Game Freak was just a small independent a developer.
1:18:39So just by that, you probably know the leveraging power was obviously on Nintendo's side. And Game Freak also just had a lot more to gain than Nintendo had. Nobody would know how big Pokemon became, right? So Game Freak had this idea. And if it works out, it's huge for the company. And Nintendo had many franchises that were already working pretty well. So they weren't reliant on Pokemon working out. I think what I want to say in the end is, as long as the Pokemon company is private we will probably never really know the detailed stake each company has in the pokemon franchise unfortunately you can also not reverse engineered by looking at nintendo's financial statements because on the spelling sheet the stake is pretty much valued at zero and on the income statement they kind of did the trick of putting all the profits into one basket and kind of hide it away that way so they report the pokemon profits with all the other profits made by companies where Nintendo has a stake in.
1:19:38That way, you can never really know how much of those profits actually come from Pokemon, and how many of those come from totally different companies that nobody of us knows. Obviously, I feel that the Pokemon franchise is kind of the anchor of a lot of Nintendo's IP here, and it could really, at least arguably, significantly increase the subscriptions they're able to sell and just generally increase customer lifetime value as a part of that flywheel we've described. And I think there are a lot of ways with these new games and everything they're doing now to include more microtransactions in-game or sell battle passes or whatever it is to just juice as much money as possible from everybody who interacts with the content.
1:20:22We've been going on for a while now. So it's probably a good moment to just summarize, take a step back and say, this is where we are. And that is to say, Nintendo has the largest active customer base. They have this trend toward digital distribution that is high margin, right? Because not only are you cutting a middleman, but you're reducing the hardware costs. And you have these software investments that will hopefully make the Switch 2 powerful enough to actually enable direct gameplay for the Call of Duties of the world, or whatever it is. Maybe not Call of Duty, it's a bad example. But these big, more robust AAA games on their console.
1:21:02And we've already discussed the importance of third-party games. And now we know about Nintendo's IP and Flywheel. So that's a pretty holistic picture of everything with Nintendo. Is there anything else that you think deserves mention as we consider it for the intrinsic value portfolio? There's one more thing, and that's the generational aspect of Nintendo's customer base. And I've mentioned it before, and it's kind of also visible in Nintendo's IP and franchises, but they do focus on younger players than playstation and xbox and that's part of the reason why they are not in this big blockbuster segment it's not that they couldn't be i believe if they wanted to they could have a new console which definitely plays all those games but every decision comes with a trade-off and when nintendo faced that trade-off they decided to go for a more diversified audience not necessarily geographically diversified they are just a global company like playstation is also but generationally you know they have a lot of young customers but i would say they also have a lot of old customers not the 30 to 40 year old people playstation has but it's more like maybe parents play together with their kids on a wii but they would not do it on a playstation 5 and call play call of duty with their son right at least maybe not as often and of course a younger audience also has implications for the business so playstation's older audience has a lot more purchase power.
1:22:27If you have players who are in their 30s or 40s, they have a full-time job. It's probably one of their main hobbies to after work play some games and they want to spend a lot of money on them. But the Switch initiated this huge change that I first realized in, I think it was 2020, because there was the pandemic and it drove a huge increase in console sales many people did buy a switch as well it was the first time that i realized that people in my age are starting to buy nintendo consoles again i mean you said it it was like this light switch and nintendo was just out of our head and then suddenly in 2020 it came back and i was like this could be a huge change that i just never expected and the switch too if anything i would expect that trend to continue and then you suddenly have nintendo with complete dominance in the kid space and suddenly also competing for the grown-up segment, right?
1:23:25And as we mentioned repeatedly now, this would be huge for Nintendo. Their business transformation does not depend on it, but it would be a huge catalyst to see immediate increases in subscriptions, in digital assets, and just in the overall business. I want to get to Nintendo's valuation next, though I think it is important to cover some of the qualitative risks facing Nintendo. Can you just elaborate on some of the risks before we get into the valuation for thinking about what can go wrong with this investment? Sure. I mean, there are some exceptions when there's a huge mispriced opportunity, where you can take a little more risk on that side.
1:24:06But in this case, Nintendo has a phenomenal balance sheet. They have like 15 % of the market cap just in cash and they have no debt. So there's no risk on that front. And when that's the case, the next thing I'm looking for is the price. And I try to figure out what the market is currently pricing in, and if I see a disconnect to what I think will happen. So what could the market currently be pricing in that I would consider uncertain? Well, first, the market could price in higher margins than I do, and they could expect to leave cyclicality behind completely in a matter of a couple of years, or maybe just in a matter of this generation of the switch to cycle as you will see in my valuation in a minute those are two things where my assumptions are probably below the average nintendo bull i think my margins will end up lower than they would expect them and i still do think that you will have some sort of cyclicality in the business so i do think that for example at the end of the switch 2 cycle revenues will come a bit down and maybe some boards would disagree with me on this but i think this is a more conservative scenario that also includes the risks of for example the triple a adoption so games like call of duty not playing out as well on the switch 2 and maybe even digital sales not arising as fast as we want to like i said nintendo is still the king of physical copy sales.
1:25:33And maybe it's just about the customer base wanting to buy games physically, which just makes it more difficult to go into this Apple-like ecosystem with more digital sales and higher subscriptions. All right. Well, shall we do the valuation? I think to some extent, this is what everybody's been waiting for. And I'll be curious how you approach it because you're taking this company that has previously been very cyclical. And it reminds me of the episode I did on John Deere a few weeks ago, where it's like, you have this very cyclical business that's trying to transition away from that. And there's this question of how well can they do that?
1:26:12And then how does that change? If you have a more stable business, typically you would expect people to pay a higher premium for that because there's just less uncertainty around it. And I don't know the picture around Nintendo seems anything, despite all the wonderful things we've had to say about it, it's anything but certain, right? They have this big Switch 2 release, and we're not really sure how it's going to perform, and we don't know how this bigger business model transition is going to unfold. So tell me, Daniel, did you come up with a good way to value Nintendo stock? I apologize for putting you on the spot, but I want to hear what you have to say.
1:26:45That's kind of the most important question of the episode, right? I mean, many different outcomes are possible, and nobody really knows how it will all play out. And that uncertainty always makes it difficult. You're forced to make many assumptions. That's just the nature of it. But still, I want to go further than just stating that margins will generally improve and revenues will generally grow with the Switch 2 release, because that doesn't really help anyone who wants to understand Nintendo's intrinsic value, and that's what the two of us are here for. So I've decided to take the following path.
1:27:17First, I identified the main drivers for Nintendo's financial success, which ultimately is also the success for investors. And the most important one would be margin expansion. obviously because even if we assume that nintendo's revenues will still be tied to console cycles i believe that margins will increase steadily going onward so they will not just come back after the end of the cycle and history shows that nintendo went from 39 gross margins in 2015 to close to 60 percent in 2024 and operating margins improved from only seven percent in 2015 to the high 20s and sometimes even the low 30s now.
1:27:58I expect 2 % annual growth for both the gross and the operating margins over the entire switch 2 cycle, which would give us 43 % operating margin at the end in 2032. I want to say the switch cycle, then I'm talking about an eight-year period in which the peak is reached in 2029 or 2030. I come to that conclusion by analyzing the switch 1 cycle. which started in March 2017, and it immediately more than doubled the year-on-year revenues. But as I said, it came from the Wii U, and the Wii U basically sold no consoles. I mean, 13 million compared to other Nintendo releases is nothing. So there was a huge tailwind where many people just upgraded the console for the first time after 15 years, until 2021, and that's when sales peaked.
1:28:50And after that, revenues and profits were actually quite stable, and they only more dramatically decreased in 2024 which i expected given it was known that switch 2 would be released soon and even though nintendo says the impact is not that big the impact of the switch 2 release i do think it's the major factor for less demand in recent months my valuation model suggests that nintendo is actually pretty much exactly fairly valued at its current price. So if that's the case, your returns would mostly depend on the multiple investors are willing to pay for Nintendo at the end of the cycle. Right now, the PE stands at 40, which is pretty expensive.
1:29:34However, if one believes that Nintendo can go on the path that you and me discussed today, this model is pretty conservative. And that would suggest that there's still a lot of room for upside especially long term. Now in terms of an investment decision I feel inclined to wait for a price somewhere in the low 60s. I think it's not too unrealistic that Nintendo's price is coming down slowly but steadily after the Switch 2 release even if it's successful. As you know stocks trade on expectations and expectations right now they're pretty high for Nintendo. Of course, that comes at the risk of missing out on some potential gains for the sake of more certainty.
1:30:19But in my opinion, I think that's worth it. I would be interested in your take. I would say a company that is becoming increasingly capital light, which is actually kind of the opposite of Disney in some ways. But we keep bringing up Disney because it is the closest pure comp, even though they do make these massive investments in their streaming platform. And they have a whole division of theme parks and cruises that soak up capital in a way that just isn't the case with Nintendo, or at least not yet. I think Disney is sort of an inspiring comp because we've talked about how Disney's stock has had some trouble, but all in all, it is one of the first things people think of as the epitome of a really high quality company.
1:31:03It's not like we're comparing it to some dying media brand. right? If Disney is Nintendo's pure comp, I mean, there are a lot worse things out there in the world. And generally, I've been starting to get really excited about the Japanese market, which is also why I was really excited for this episode on Nintendo. And in part, that's just because the valuations are so much lower than in the US. And also, as you know very well, and probably a lot of listeners know, Buffett has become increasingly bullish on Japan. And I think there are five conglomerates there in particular that he's built pretty sizable stakes in.
1:31:40Japan has certainly long had these issues around corporate governance where you had a management culture that was very risk averse coming out of the real estate and financial crisis they had there in the late 80s, early 90s, and people just didn't want to take on debt. Debt is kind of a dirty word, but in a lot of ways, at least in some cases, it is critical to the growth of a business. And there has to be some amount of risk-taking, right? If you don't want to take any risk, we'll just buy corporate bonds or government bonds. And in that same fold, there's this risk averseness. They're not necessarily inclined to take on debt, to feel growth, and they're not really prioritizing shareholder interests.
1:32:22Or again, at least historically, that was the perception of Japanese companies over the last 20 years. And I don't want to go too far down that rabbit hole and completely distract from the conversation on Nintendo. But in short, a lot of those things are showing some early hints of structurally improving in Japan. And in some ways, maybe that was all for nothing because Nintendo is probably more like a typical American tech company than truly a Japanese business, at least if we're going off of stereotypes. And I actually see that as a good thing. And also why the stock is so richly valued, even by US market standards, but especially by Japanese standards.
1:33:01So to me, Nintendo falls in the basket of being something like an auto zone, where it's probably a really compelling hold long term. And it's a really high quality business of really, really great assets on its balance sheet that have probably been under monetized. But I think there's just enough uncertainty and the shares are priced just richly enough that I don't feel that it's a screaming buy to go out to the intrinsic value portfolio today. But that's just my two cents. Yeah, you know, I agree with almost everything you said. I mean, I love the business, as you probably could have heard today, and I would like to be a shareholder.
1:33:42And if the stock were to drop to the low 60s again, while the long thesis obviously remains intact, I would revisit it again in an instant and I would most likely also open a position. I think at that price, surprises are just much more likely to the upside, while today, I also see surprises to the downside. And one of those positive surprises could be caused by Nintendo's substantial cash position. And you just, you know, you just elaborate on it. Over 15 % of the market cap is currently held in cash. While you could argue that buybacks or special dividend would make better use of that cash, historically, I do think it made sense for Nintendo to hold a larger cash position, considering the industry's cyclicality.
1:34:28Who knows what would have happened after the Wii U disaster without that cash. With less cyclicality going forward though, and even the Japanese government now encouraging companies to increase buybacks or dividends, Nintendo could change that strategy. And one last thing to consider, we mentioned it like multiple times today, is also Nintendo stake in Pokemon because as I mentioned, it's not valued on the balance sheet yet. So maybe it makes sense to do a quick and dirty evaluation to see just how much value that could also add to Nintendo. And assuming Nintendo holds a 50 % stake, and I would just say, I will just act as if that's a fact right now.
1:35:11And we value the Pokemon business at a P of 20, which to me seems pretty conservative. I mean, it's the highest grossing media franchise of all time. That would imply a total brand valuation of$8 billion. So that's an extra$4 billion for Nintendo. I mean, I wouldn't bet too much on it because I don't expect this day to materialize and a tangible value besides the profiture at any time soon. I mean, maybe that's somewhat of what you said about Japanese companies in general. I think an American company would just make a lot more of such a stake. I mean, they would tell you they own the biggest media franchise of all time.
1:35:51Nintendo seems to kind of hide it away. And I just don't think that is a positive net for investors. But anyway, I'm really glad I researched this business. now before we close it for today let me quickly mention that you can actually track the intrinsic value portfolio that sean and i build on the show every week you can see our position sizes and holdings in our newsletter and you can sign up for it for free in the show notes below or at theinvestorspodcast.com slash newsletters to get weekly outlines of our company breakdowns our portfolio, and even the valuation models that we do for each stock that we cover.
1:36:33Now, last but not least, Sean, without giving too much away about the company you will pitching next week, maybe you can just give us a little teaser on what the audience and me can expect. Yeah. What did I tell you guys? Daniel is a savvy investor, and I think he showed that today. And And I'm glad you're on our team. We're going to be continuing to break down a ton of compelling companies going forward. But next week, we'll sort of alternate roles. And I'll be pitching to Daniel on a brand that is arguably as iconic as Nintendo, but sort of operating in a totally different realm. And that's all I'll say for now.
1:37:13But despite being such a powerful brand, the company is much more of a value play than Nintendo is. So I think that is going to be interesting. but listeners will just have to tune in to see my pitch and daniel will give me his feedback and questions on it all right now let me close with a quote by nintendo ceo satoru ivata on my business card i'm a corporate president in my mind i'm a game developer but in my heart i'm a gamer with that said we will see you all again next week thank you for listening to tip make sure to follow the Intrinsic Value Podcast on your favorite podcast app and never miss out on our episodes.
1:37:54To access our show notes and courses, go to theinvestorspodcast.com. This show is for entertainment purposes only. Before making any decisions, consult a professional. This show is copyrighted by the Investors Podcast Network. Written permissions must be granted before syndication or rebroadcasting.
From the publisher
In today’s episode, Daniel Mahncke and Shawn O’Malley break down Nintendo (ticker: NTDOY), a global gaming powerhouse. With its legendary franchises, expanding digital services, and a growing presence beyond gaming, Nintendo is evolving into a broader entertainment empire. As the company focuses on building an everlasting ecosystem and shifting toward recurring revenue streams, it appears to be achieving greater financial stability while maintaining its reputation for innovation.
In this episode, you’ll learn why Nintendo is such a unique gaming and entertainment company, how it has built one of the most loyal fan bases in the industry, why its business model is evolving beyond traditional console cycles, what Nintendo can do to strengthen its long-term profitability, plus so much more!
Prefer to watch? Click here to watch this episode on YouTube.
IN THIS EPISODE, YOU’LL LEARN
00:00 - Intro
03:57 - How Nintendo evolved from a small playing card company into a global gaming powerhouse.
07:48 - Why Nintendo's consoles and games are unique in the industry.
10:03 - Why Nintendo differs from competitors like PlayStation and Xbox.
21:20 - How the introduction of online services has changed the gaming industry forever.
26:57 - How Nintendo survived the Wii U failure and stepped up its game.
35:29 - How Nintendo is turning its consoles into an everlasting gaming ecosystem.
47:04 - How Nintendo is leveraging its IP to expand beyond gaming.
01:27:14 - What is Nintendo’s intrinsic value per share?
01:31:51 - Whether Shawn & Daniel add NTDOY to The Intrinsic Value Portfolio.
And much, much more!
*Disclaimer: Slight timestamp discrepancies may occur due to podcast platform differences.
BOOKS AND RESOURCES
Get smarter about valuing businesses in just a few minutes each week through our newsletter, The Intrinsic Value Newsletter.
Crossroad's 2021 Annual Letter: Nintendo Breakdown.
Nintendo's Investor Relations Information.
Daniel Mahncke’s appearance on the Millennial Investing podcast to discuss Alibaba.
Shawn and Daniel’s 2024 podcast on Disney
The Original 1972 Magnavox Odyssey Commercial.
Check out the books mentioned in the podcast here.
Enjoy ad-free episodes when you subscribe to our Premium Feed.
NEW TO THE SHOW?
Follow our official social media accounts: X (Twitter) | LinkedIn | Instagram | Facebook | TikTok.
Browse through all our episodes (complete with transcripts) here.
Try Shawn's favorite tool for picking stock winners and managing our portfolios: TIP Finance.
Enjoy exclusive perks from our favorite Apps and Services.
Learn how to better start, manage, and grow your business with the best business podcasts.
SPONSORS
Support our free podcast by supporting our sponsors:
Netsuite
Shopify
CFI Education
TurboTax
Airbnb
Connect with Shawn: Twitter | LinkedIn | Email
Connect with Daniel: Twitter | LinkedIn | Email
HELP US OUT!
Help us reach new listeners by leaving us a rating and review on Spotify! It takes less than 30 seconds and really helps our show grow, which allows us to bring on even better guests for you all! Thank you – we really appreciate it!
Learn more about your ad choices. Visit megaphone.fm/adchoices
Support our show by becoming a premium member! https://theinvestorspodcastnetwork.supportingcast.fm




