Toys Are For Kids, Games Are For Adults, and Amiibos are for… Everyone?
What do Street Fighter fans and Skylanders fans have in common? Not much, but that particular Venn Diagram does have at least one overlapping group: collectors.
Some fans of games simply care more about collecting than competition, be it collecting and displaying copies of games both old and new, collecting characters in-game (fighting games in particular tap into a completionist instinct to unlock every last hero), stacking up costumes and armor and weapons sets, or – of course! – collecting figurines. This “collector” subset of gaming fandom is considered, without a doubt, to be just as “nerdy” as the rest – but it isn’t necessarily seen as “hardcore,” since sometimes these Collector types don’t care about playing competitively. Sometimes they do, of course. But not always.
I wasn’t born with the Collector gene, so when I first heard that the Skylanders aesthetic was about to invade my fighting games, I felt annoyed. There aren’t going to be figurines associated with Street Fighter – not yet, anyway – but there will be a set of figures called Amiibos for the newest iteration of Super Smash Brothers, a fighting game that already bridges the gap between “casual” and “hardcore,” as well as the gap between young gaming fans and adults.
I always find this type of gap-bridging fasinating. I wrote last year about the Ouya’s attempt to bridge these same divides (between casual and hardcore players, as well as between young and old) – although at this point, I’d say the Ouya has failed in that particular mission. Nintendo’s Amiibo idea could work, however – unlike the Ouya, Nintendo already has an established fanbase of players who are diverse both in age and investment. Even though “hardcore” (read: adult and/or hyper-competitive) fighting game fans might not understand the purpose of the Amiibos, I can already see Nintendo’s intended trajectory here. Amiibos are intended to tap into the Collector fandom, which crosses the divide between all different types of gaming fans.
This tactic has worked in the past, at least when it comes to selling games to the younger set. Games like Skylanders and Disney Infinity already have successfully incorporate figurines into co-operative and single-player adventures; players buy as many figurines as they wish (or as many as their parents allow, assuming they’re younger players), and then scan in the toys to designate them as playable, virtual heroes. In Skylanders, you can switch figurines at any time, so long as you have multiple toys to swap out. In Disney Infinity, the appeal is not only swapping out characters, but getting to play as recognizable heroes from the Marvel Universe or Pirates of the Carribean. Instead of marching Iron Man around your living room and merely pretending that he’s fighting an enemy force, kids can just scan their plastic Tony Stark into a virtual world and move a joystick around. Blah blah, death of imagination, blah blah. The concept may be soulless, but it does seem to sell a lot of toys.
Nintendo’s idea to introduce Amiibo figurines into Smash Brothers (as well as Mario Kart 8, Hyrule Warriors, and probably a bunch of other games) seems like the exact same idea as Disney Infinity and Skylanders at first, but the difference is that Nintendo is introducing these figurines into competitive games that aren’t geared solely towards children. That’s not to say that adults don’t still enjoy Disney Infinity or whatever – on the contrary, Nintendo is catering to those very adults by normalizing the existence of figurines in association with slightly more “adult” games. Kids play and enjoy Smash Brothers, too, of course, but unlike other fighting games, Smash offers enough varying modes to cater to every kind of gaming fan, be they old, young, hyper-competitive, or overwhelmed by other fighting games’ less accessible learning curves.
Nintendo intends to release an Amiibo to correspond with every single Super Smash character, but there isn’t any competitive edge that comes along with buying the figures. If I purchase, say, a Samus Amiibo, then I can scan her into my Wii U, customize her stats, and bring my toy to a friend’s house (provided they have a Wii U and Smash as well). Then, we can each duke out our customized virtual Amiibos against one another. However, we don’t actually get to play as our figurines in-game. The figures fight each other – and we can fight against them, or alongside them – but we can’t play as them. Amiibos are more like virtual pets than fighting game characters … hence the popular theory among fans that Amiibos will later be introduced into the upcoming Pokemon fighting game, Pokken Tournament.