CNN: How the Wii is creaming the competition

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Xisiqomelir
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CNN: How the Wii is creaming the competition

Post by Xisiqomelir »

Nothing here anyone doesn't already know, but it's interesting that the mainstream is still following the console war.

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How the Wii is creaming the competition

Business 2.0 Magazine tells the inside story of how Nintendo outfoxed Sony and Microsoft and got itself back in the game.

By John Gaudiosi, Business 2.0 Magazine
April 24 2007: 7:30 AM EDT

(Business 2.0 Magazine) -- A year ago it looked like game over for Nintendo's storied console business. The Kyoto-based gamemaker--whose Nintendo Entertainment System ushered in the modern age of videogames--was bleeding market share to newer, more powerful systems from Sony and Microsoft.

Even as the videogame business grew into a $30 billion global industry, Nintendo saw its U.S. hardware sales shrink to almost half of what they had been nearly 20 years earlier.

Today, as anybody within shouting distance of a teenager knows, Nintendo is the comeback kid of the gaming world. Instead of joining Sony (Charts) and Microsoft (Charts, Fortune 500) in the arms race to pack their consoles with ever-higher-performance graphics chips (to better attract sophisticated gamers), Nintendo built the Wii--a cuddly, low-priced, motion-controlled machine that broke the market wide open by appealing to everyone from grade-schoolers to grandmas.

Unorthodox? Maybe. Effective? You bet.

The Wii is a pop culture smash of such dimensions that Nintendo still can't make consoles fast enough. Even so, it's outselling Sony's PlayStation 3 and Microsoft's Xbox 360--at least since January. (The Xbox had blowout pre-Christmas sales.) And while its competitors lose money on every console they build, expecting to make it back selling high-margin games, the Wii was designed to sell for a profit from the get-go.

Nintendo blows by forecasts

Nintendo's turnaround began five years ago, when the company's top strategists, including CEO Satoru Iwata and legendary game designer Shigeru Miyamoto, zeroed in on two troubling trends: As young consumers started careers and families, they gradually cut back on game time. And as consoles became more powerful, making games for them got more expensive.

Studios thus became more conservative, putting out more editions of Madden NFL and fewer new, inventive games that might actually grow the market.

Iwata and Miyamoto eventually concluded that to gain ground, Nintendo would have to do something about the game controllers, whose basic design had hardly changed since the first NES paddles. Changing how the controllers interacted with the consoles would mean changing how engineers designed a system's electronics and casing and eventually the games themselves.

The first product to test the new strategy was not the Wii but the DS handheld game system, released in 2004. To appeal to a broader audience, Nintendo abandoned the kid-friendly Game Boy name it had given its other popular handhelds, while building in Wi-Fi networking, voice recognition, and two touch-screens.

The idea was not to load the DS with technology but to help draw in new gamers by offering options other than the old button-based controls. Some DS games would work through the tap of a pen and simple voice commands.

The trouble with gee-whiz gadgets

The $150 gadget got off to a tepid start. Until gamers tried it, they tended to be wary. "People thought it was weird," says Perrin Kaplan, vice president for marketing at Nintendo of America. "It took about two years for people to warm up to it."

But warm up they did, largely thanks to Miyamoto. The creator of Nintendo's blockbuster franchises--Donkey Kong, Super Mario Bros., Legend of Zelda-- offered up Nintendogs, a Tamagotchi-like simulation in which players use every feature of the DS to nurture virtual puppies. The game struck a chord with female gamers in particular, says John Taylor, an analyst at Arcadia Research.

During the first holiday season after Nintendogs hit the market, Nintendo sold 5.6 million DS units--a standout performance that was nearly twice its total for the rest of the year.

Soon after Nintendogs, the company released Brain Age, a game designed for more mature players in which they solve a series of puzzles by filling in answers or speaking phrases aloud. "That further bolstered the market by attracting older boomers and even senior citizens," Taylor says. The DS surge encouraged Nintendo executives, who saw their strategy to grow the market taking shape.

They wouldn't have to wait long to put it to a bigger test. Work had already begun on the console, code-named Revolution, that would become the Wii.

Nintendo's top strategists knew early on that they wanted to build a machine with a wireless, motion-sensitive controller. But equally important was the chip that would be the brains of the Wii console itself. The more powerful processors that Sony and Microsoft were using would make the screen action look better but would also guzzle more electricity.

What if Nintendo used a cheaper, lower-power chip instead? After all, the DS, with its efficient mobile processor, had already proven that you could create new gaming experiences without the fastest chips. A low-power chip also meant that the machine could be left on overnight to download new content.

It was settled: The design team made the risky decision to build the Wii around a chip similar to the one that powered the GameCube, an earlier Nintendo entry that posted disappointing sales. If the Wii succeeded, it wouldn't be on the strength of breathtaking graphics.

Next, engineers settled on a new approach for the Wii's looks. Just as the DS shunned the Game Boy name to appeal to a broader audience, the Wii would adopt a sleek white exterior instead of the toylike loud colors used on the GameCube. Even CEO Iwata got involved in the design process; at one point he handed engineers a stack of DVD jewel cases and told them the console should not be much bigger.

Why so small? To work with the motion-sensitive wireless controller Nintendo planned, Iwata reasoned, the console would have to sit directly beside the TV. Make it any larger and customers would hesitate to leave it there.

While the console team worked on the shell, Miyamoto and another team perfected the controller. He was determined that its design be as simple as possible--he insisted on several revisions that enlarged the "A" button to make its importance obvious.

When design work was done, players could arc the Wii remote to throw a football in Madden NFL 07, tilt it to steer off-road vehicles in Excite Truck, and swing it to play sports like Wii tennis and baseball. Market tests suggested that the product was everything its designers hoped: engaging enough that nongamers might give it a go, and simple enough that newbies could quickly get up to speed.

Finally it came time for Nintendo to market the Wii to the world. In addition to its standard TV campaigns targeting schoolkids, the company pumped 70 percent of its U.S. TV budget into programs aimed at 25-to 49-year-olds, says George Harrison, senior vice president for marketing at Nintendo of America.

He even put Wii ads into gray-haired publications like AARP and Reader's Digest. For Nintendo's core users, he took a novel, Web-based approach: "To reach the under-25 audience," he says, "we pushed our message through online and social-networking channels" including MySpace.

But Nintendo's most effective marketing trick was to give away its killer app, Wii Sports, with every $250 console. It was a calculated attempt to speed up the process that brought success to the DS. And because Nintendo makes about $50 in profit on every Wii sold, it can afford to give away a game.

To be sure, not everything has gone according to plan. Although Nintendo shipped more than 3 million Wiis in 2006, supply-and-demand problems have plagued the machine since its launch. Demand continues to outpace supply and may continue to do so until summer.

It's a problem many businesses wouldn't mind having, but it means that Nintendo might be leaving money on the table--something no company can afford to do for long, not even the newly revived Nintendo.
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Post by Count Dooku »

That was a pretty good article about the Wii. Hopefully we'll see a slew of cheap games that are a blast to play in the next year or so.
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Post by Ace Pace »

Count Dooku wrote:That was a pretty good article about the Wii. Hopefully we'll see a slew of cheap games that are a blast to play in the next year or so.
You missed a prior thread where I pointed out that both Namco bandai(sp) and EA are massively pushing Wii. So yes, theres going to be alot of games coming.
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Post by Adrian Laguna »

I'm not surprised EA is pushing the Wii, they make primarily mass market games, and the Wii is showing to have mass market appeal. On top of that, it's not as expensive to develop for as the PS3 and X360, as the article mentions. This means the investment loss risk of every game is lower. So we have high gain potential coupled with low loss potential, what every investor dreams about.
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Post by Stark »

In this way, isn't the PS3 the exact opposite? Difficult and expensive to develop for, with the weakest of the three userbases?
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Post by R.O.A »

Stark wrote:In this way, isn't the PS3 the exact opposite? Difficult and expensive to develop for, with the weakest of the three userbases?
Yes, and its twice as expensive and its games are in the 'meh' quality thus far.
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Post by Vendetta »

The only exciting looking PS3 game until the Big Franchise Cavalry arrives is Lair.

Anyway, yeah, the Wii is selling great. Unfortunately, the majority of games are still shovelware at the moment.
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Post by Scottish Ninja »

Big Franchise Cavalry
I read that and thought you were talking about some sort of actual cavalry game that was coming out, and I thought, "I want that".

Then I realized what you were really talking about, and was disappointed.
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Post by Hamel »

R.O.A wrote:
Stark wrote:In this way, isn't the PS3 the exact opposite? Difficult and expensive to develop for, with the weakest of the three userbases?
Yes, and its twice as expensive and its games are in the 'meh' quality thus far.
Same could be said about the Wii games.
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Post by Vendetta »

Stark wrote:I own more Wii games than 360 games? :)
I haven't touched my Wii since about February. I think I've played about 4 games this year that weren't on the 360. (barring handhelds, which tend to be on at the same time as other things, so whilst I'm recovering from Madhouse induced wanker's cramp I can bring justice to the world as Phoenix Wright)
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Post by SirNitram »

Great, we've devolved into 'I think PS3 games are meh! I think Wii oens are! I play Wii games! I don't!'.

I should just make you stand in a line so I can slap you all more efficiently.
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Post by Vendetta »

If Xisiq's posts consisted of more than a news article restating things we already know and a pithy one line comment, they might stay on topic longer ;)
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Post by MKSheppard »

Lets all get in line to slap Xissy! A nice compromise for everyone! Nitram gets his slap action!
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Post by Xisiqomelir »

MKSheppard wrote:Lets all get in line to slap Xissy! A nice compromise for everyone! Nitram gets his slap action!
I was just going to post about how if it works for you in N&P, it should work for me here. Image
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Post by Hotfoot »

I don't own a Wii, primarily because I have a strict rule about never buying any gaming system (or graphics card) unless it's been out for a year. By then, you know if it's going to be good, bad, or mediocre, there's a chance for a price drop (with graphics cards more than consoles, obviously), and the games that use the hardware have a chance to really show what the stuff can do.

So far though, the Wii looks like a fantastic little system, but if I get one or not depends on if there are games on it that I personally am dying to play. I'd probably get a DS first, but that's because there's a list of games for the DS that have really caught my eye.

As I've said before, a Die by the Sword style game with really responsive controls (especially one using Star Wars as a base) would really be fantastic and would probably be the breaking point where I would get a Wii, or at least a strong mitigating factor.

As far as the success of the Wii, I'm surprised. I knew it would do pretty well for itself so long as the control wasn't a total gimmick, but this well? It caught me off guard. To be honest, it caught most everyone in the market off guard too. Now that people are realizing what a phenomenal base it has, they're going to start pumping out games like mad for it. The real test, of course, is if the games will be great, okay, or garbage. Personally, I'm hoping for great, because good use of the light gun and motion sensor would be awesome for creating more fun games. Of course, with EA, I'm sure we'll have some groan-worthy gimmicky game to round out the library. ;)
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Post by Stark »

Vendetta wrote: I haven't touched my Wii since about February. I think I've played about 4 games this year that weren't on the 360. (barring handhelds, which tend to be on at the same time as other things, so whilst I'm recovering from Madhouse induced wanker's cramp I can bring justice to the world as Phoenix Wright)
Neither have I - I don't own many 360 games because most of those I've tried are meh or shit, but I haven't kept any Wii games in ages. It's the brilliant 'let's not release any of those good games for ages, and let everyone get sick of the low-quality third party games' strategy. :) However, the games of 360 aren't of significantly higher quality or hit rate: there's just more games. Half the games I own (GH2) I, like many others, bought a 360 to play. Check the top scorers on the leaderboard - many players of GH2 have seldom played any other 360 game and only bought their console very recently, like me. :)

Frankly, a whole bunch of 'regular gamers' trying to tell us all how bad the Wii games are is kind of missing the point. Nintendo realised people like that *aren't* the only market, and it's working fine. I guess people who have played half of Vendetta's 'must have' 360 games and not liked them don't count, no matter how many of them there are? :) It's a new market, not like the old market. Only time will show if it works or not.
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Post by Praxis »

Stark wrote:I own more Wii games than 360 games? :)
So do I! But I don't have a 360 yet... :P
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Post by Praxis »

Hotfoot wrote: As far as the success of the Wii, I'm surprised. I knew it would do pretty well for itself so long as the control wasn't a total gimmick, but this well? It caught me off guard. To be honest, it caught most everyone in the market off guard too. Now that people are realizing what a phenomenal base it has, they're going to start pumping out games like mad for it. The real test, of course, is if the games will be great, okay, or garbage. Personally, I'm hoping for great, because good use of the light gun and motion sensor would be awesome for creating more fun games. Of course, with EA, I'm sure we'll have some groan-worthy gimmicky game to round out the library. ;)
I think I'm one of the few people who expected it to sell like hotcakes; mainly because of the success of the DS, and because I got to play the Wii about 6-8 months before launch and realized how easy it would be for even my mom to play it.

Still, I expected it to be freely available by February, and before E3 2006 I expected the PS3 to do a lot better.

Still, the Wii's game library sucks. Super Paper Mario and Zelda are great, and while Excite Truck and Rayman are very much fun, I probably wouldn't have bought them if it weren't for the complete lack of available games. Well, and that I got Rayman for $30, that made Rayman worth it. But all I do is look at the "coming soon" list and I salivate.
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