Sorry for the late response, I've been out.
Basically, all I'm thinking is that software sells hardware. Wii Sports and Twilight Princess made the Wii a phenomenon at launch, the former coming about by motion gaming and the later the most hotly anticipated Zelda game since Ocarina.
I agree with this, but there's a causal relationship here: Motion gaming had
immense potential to get non- or lapsed-gamers into playing video games from the start. Advertising the Wii got people's attention but having gamers buy Twilight Princess and their families getting to try Wii Sports over the holidays basically helped generate word-of-mouth that unlocked that potential. There had never really been anything like this before, in terms of its potential, its quality, or in terms of a company with Nintendo's marketing muscle behind it.
In truth, from my perspective, the Wii became absolutely huge because of how enjoyable it was to play within a party or family setting. It wasn't a traditional system that felt like it zeroed people in on their TV screen, removing them from what was happening within the environment around them. They could still participate in a social setting; in fact, it was often more fun to do that while playing the Wii. Playing the Wii was a social activity, a bit of business for people to fiddle with while really doing what they wanted to do: Socialize. Like karaoke or the old game Twister. [No, these are not criticisms; this was the genius of the system.]
The Wii U does not seem to do that. Yes, NintendoLand may be a great party game, but the core concept of how you interact with the system seems more traditional in scope. I mean, they even made it easier for you to isolate yourself from others with this one via Off-TV Play. Now if people want to watch a movie or a TV show, you can just walk away or zone out while in the same room, staring into the screen on the controller. In addition, the 'hook' for the system is so normal at this point otherwise.
Everything has a damn touchscreen at this point - we're not impressed by this stuff - and the two-screen aspect works better in the handheld space because we don't expect people to focus on interacting with us while they're outside, on the train, and playing one. In the living room in our home? Yeah, we'd prefer a bit more interaction and the Wii made that possible because it also was just fun to watch someone play the thing: Swinging their arms around, looking like jackasses. I mean, people on GAF laugh at those videos and made gifs a'plenty, but to families? That's the good stuff, just like Twister was fun to both play and watch others play in the past.
The fact that Nintendo Land and Mario are not as appealing of a combination does not mean that the Wii U will not find its legs. Rather, Nintendo will just have to find the right software to make it appealing. If they fail, then yes, it was a "failed" experiment. However, I would wait until we see what they do with NFC or the new "Wii" branded games before passing such devastating critique.
Nintendo has always had great software; it has always produced fantastic games for people to play. What separated the Wii from Nintendo's prior systems was that it had a 'hook' with great potential for satisfying an aspect of
domestic interaction. It wasn't a gaming system in a sense; it was a social system, and that was made possible by the ease of motion controls for people outside gaming's core demographic, was championed by Nintendo's marketing muscle, and was triggered by Nintendo's software.
Hook + Promise + Execution = Huge
royalan said:
Honestly? I think a lot of people talk about how Nintendo turned to the casual market because they couldn't compete in the core gamer circuit, but I think that ultimately Nintendo realized how much MORE work it is competing for the casual market. I mean, you rarely see that being discussed, but the casual market is a completely different ballgame that requires a way more aggressive strategy than anything Nintendo's used to.
Well, the service outputs are different and the segmentation of the customer base is less mature. The problem is that the gaming industry, by and large (outside of perhaps Valve and a handful of other companies), hasn't had to concern itself overly much with the analysis of data to discover insights about the addressable market - the whole market, not this small microcosm that gaming companies have been milking to death for decades.
One thing Nintendo did right with the Wii was bring people off the street to try it out and gauge their responses: The videos of people trying it for the first time became some of the earliest marketing the system received and helped those of us who hadn't tried the system directly get a sense for what potential it had. These clearly demonstrated the appeal to the device and its attitude. Plus, it gave them data to work with. I mean, it was focus testing. This is normal to do in most industries if you're looking at releasing a new product. [Compare this with how Sony and MS do things, where mostly the people who get put into focus groups are people already in the industry and it's no wonder most of what they do with each new iteration is so predictable and unappealing to anyone outside that area. There's definite selection bias there and it really puts limitations on what these companies can do to capture a wider audience.]
If they did focus testing with the Wii U, I haven't seen any videos. I would imagine, if they did any at all, they didn't do very well - or we would have seen them. Something at least.
Now, this is just basic marketing. Focus testing a new product or potential product is, for the most part (unless you're horribly resource constrained), normal. Part of me believes the reason why most gaming companies don't do this is because they haven't really needed to - the core is so rampantly loyal and dedicated that the important attributes for products have been clearly spelled out for a while to these companies - but also because it's hard. Also, there's a certain amount of ego to these companies and you really have to put that aside if you're going to do this sort of marketing research properly.
You're facing competiton from all sides, and with that comes pressure to constantly innovate, constantly put out new products to keep consumer interest, constantly DEFEND your products from competitors, and all of this at a MUCH faster pace than what is expected in the traditional gaming industry. And if you drop the ball even ONCE, casuals are on to the next big thing.
Hell, just look at Apple and how often they refresh and rebrand their product lines to see how true this is. Keeping casual interest is NOT easy. I'd say it's harder than competing in the traditional market.
To this point: The biggest error Nintendo made with the Wii was that they didn't lock people into its ecosystem; there wasn't an account with valuable stuff tied to it and all future hardware. That's how you mitigate this need for constant, impressive innovation:
You lock people in. Whether you do it through giving them shit or just getting them to buy something, you find some way to lock people in. Apple can make missteps because people have so much information and product and services tied up within the company's ecosystem. There are costs to change; there are costs to switch to another's ecosystem. People mostly don't want to be hassled to take on those costs, so they stick around.
Live does that for Microsoft; PSN does that for Sony. Nintendo's business decisions - understand, these aren't design decisions so much as decisions that should be mandated from on-high, from pure business units within the firm (if they exist) - are making its job much harder.
Nintendo struck gold in one shot with the Wii and tapped this blue ocean that was all theirs for a short time. But, when competitors got wind of this and challenged Nintendo for this market, instead of defending their position Nintendo thought they could just go and create another blue ocean. Then poof - we have the failure that is Wii U.
I don't for a moment believe that Nintendo felt the Wii U was a blue ocean product. Really, they would have to fundamentally misunderstand the concept of blue ocean to assume it was. I think they created the Wii U as a bridge to something else in the future and wanted to monetize it early, rather than wait for technology to reach a point where they could put all this together into a hybrid and not charge people an arm and a leg for it. In addition, I feel this strategy was an alternative to blue ocean... mostly because they couldn't find a new one. It's not that Nintendo didn't want another blue ocean product. They just had no idea what that product would be and they weren't sure if bringing out a sustaining innovation to the Wii [as in the 'Wii 2' I mentioned earlier] would really work. So they went with long-term initiatives, such as the alleged hybrid console/handheld.
That's my guess anyway.