Salvation, Thy Name is Amiibo: The Quixotic Challenge of Nintendo’s Collectibles
I am a thirty-three year old married man. Yesterday I drove to a job interview. On the way home I noticed a Toys ‘R Us approaching. I was hungry. I wanted to get home, feed my cat, and make a sandwich. I wanted to beat traffic. I had a million reasons to keep driving. But I turned on my blinker, checked my blind spot, switched lanes, and turned into a giant parking lot in front of a giant toy store for one reason that somehow negated all the others: Amiibo.
Nintendo’s Amiibo figurines are small plastic statues based on their popular characters. Each statue has an embedded Near-Field Communication (NFC) chip that, when pressed to either the Wii U GamePad or the New Nintendo 3DS XL, interacts with certain games. The in-game rewards thus far range from “neat” to “ho-hum.” You can unlock a cool racing suit in Mario Kart 8. You can train a battler in Super Smash Bros. The recently launched Amiibo Tap: Nintendo’s Greatest Bits for Wii U is free software that, upon tapping a figurine on the GamePad, unlocks a series of ten scenes from a classic NES or SNES game. You then have 180 seconds to play each scene. For around half of an Amiibo’s MSRP ($12.99), you could buy the entire game from the eShop. What I’m trying to establish is, as far as value to the software on offer is concerned, the figures are limited.
And yet. Nintendo has shipped over ten million of the things across the world since last November. The majority of those units came to the United States. President Satoru Iwata, in his end-of-fiscal-year presentation, expressed optimism for continued growth: “Our assessment is that people purchase additional Amiibo figures without any seasonal bias, as they are relatively more affordable than videogame titles.”
But this does not answer why I pulled over. Thirteen bucks could buy a lot of things: A new paperback book, say, or an expensive burger and fries, or a bag of Hanes undershirts from Target, or Super Mario Bros. 3 plus Super Metroid on the Wii U Virtual Console. The strange allure of Amiibo is a confusing mix of long-suppressed demand (Nintendo has often outsourced manufacturing and distribution of their characters’ toys; these feel “official”), zeitgeist-y trends (Skylanders and Disney Infinity have popularized such figures, such that the category now has its own name: Toys-to-Life), and that most intoxicating of elixirs: rarity.
I pulled over because, maybe, in the aisle of toys next to videogame software, hanging on a hook would be a box with an Amiibo I’ve never seen in a store. Little Mac from Punch-Out!! came out in December; I’ve never seen him in a store. Pit from Kid Icarus, too, has been “available” for months yet I’ve not once had the opportunity to buy him. I don’t even really want these figures. Though they are quite attractive, and I enjoy the odd totem here and there, I simply don’t need them. They take up space I don’t have in my cramped townhouse apartment. They don’t add much appreciable value to any software. But if I saw one on that spontaneous venture to a warehouse filled with distractions built for human beings one-fifth my age, I would have bought them.
My illness is only one of a spreading affliction. Fans and would-be consumers have expressed their dismay with what, on the surface, appears to be an issue of low supply and under-predicted demand, but feels like something more mysterious or vaguely sinister. There is something in the water, friends, and it’s making good people go bad.
On Nintendo’s social media channels, the first comment is often a single word, often in caps: “AMIIBO.” Nevermind the party-line of using only lowercase letters for the product, a decision wrapped in similar voodoo connotations; perhaps the sharp edge of the capital A will cut our fragile selves. The caps are an equivalent of our shared, shouted rage: Why can’t I buy this plastic figurine that I want? The question we ask ourselves, more quietly, is no less confounding: Why, though, do I want to buy this plastic figurine?
Some respond to the collector’s drive: To complete a series; to check every box. For these unfortunate souls, the fact that certain figures are near-impossible to find on store shelves due to small manufacturing runs, like Animal Crossing’s Villager or Fire Emblem’s Marth or Super Mario Galaxy’s Rosalina, is the equivalent of a nagging itch, an OCD sidewalk-walker who can’t help but step on every crack except that one, and then forced to walk on, looking back, wondering why their shoes feel on fire.