• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

A truly prophetic article written in 2005 about the Wii and the videogame market

RurouniZel

Asks questions so Ezalc doesn't have to
I was chatting with a friend of mine (who sadly despises the Wii), who was making the argument that I've heard over and over again that "There was no way 3rd parties could have possibly predicted the Wii would be this successful! Everyone thought it was a fad, everyone!"

I told him that wasn't true. Anyone with a little common sense and the ability to look at the big picture from the outside and apply rational thought to the subject matter could have seen the problems that the videogame industry was going to have. And to prove this, I showed him this article (that's thankfully still online). The article is truly prophetic in almost every way (he was wrong about how stubborn 3rd parties would be to eventually support it). I pointed out to him that the article was written in September 2005, back when it was still being called the Revolution. He shut up for a bit, and then promptly continued arguing, ignoring it because it wasn't convenient to his position.

What's amazing about this article isn't just how prophetic it is, but how it's STILL an incredibly relevant piece today. Seriously, if there are industry people still lurking here from time to time, you really should read this entire article and absorb what it has to say. This is the mindset the industry really needs if it wants to pick itself back up.

So, without further ado, the article. (Warning: It's a long read. I'm going to bold a few points that I think are extremely poignant)

http://lostgarden.com/2005/09/nintendos-genre-innovation-strategy.html

Lost Garden said:
Friday, September 16, 2005
Nintendo's Genre Innovation Strategy: Thoughts on the Revolution's new controller

I’m still jet lagged from my recent trip overseas, but I managed to stay awake for the new Nintendo controller announcement. I must say that I’m feeling like an excited Japanese school boy waiting in line for the latest Dragon Quest.

I’m not going to tackle whether or not this innovative device will be a market success for Nintendo. There will be so much riding on the 1st party titles, the 3rd party support and the actual technical implementation of the controller that any comments at this point are at best opinions and at worst propaganda.

What we can however discuss in some detail are the two central philosophies behind the Revolution controller and their market implications.

* The increasingly hardcore nature of the game industry is causing a contraction of the industry.
* New intuitive controller options will result in innovative game play that will bring new gamers into the fold.

Is Iwata-san spouting nonsense or is Nintendo actually onto something?

Genre maturity leads to market consolidation
In past articles I’ve discussed two key concepts. The first is genre addiction and the second is the genre life cycle. These both have major market implications for both individual game developers, but also for the market as a whole.

To briefly recap, genre addiction is the process by which:

* Players become addicted to a specific set of game mechanics.
* This group of players has a strong homogenous preference for this genre of games, creating a well defined, easily serviceable market segment.
* Game developers who release games within a genre with a standardized set of play mechanics are most likely to capture the largest percentage of the pre-existing market.
* Over time, the game mechanics defining the genre becomes rigidly defined, the tastes of the genre addicts become highly sophisticated and innovation within the genre is generally punished by the market place.

Genre life cycle is the concept that game genres go through distinct stages of market status as they mature:

* Introduction: A new and addictive set of game mechanics are created.
* Growth: The game mechanics are experimented with and genre addiction begins to spread.
* Maturity: The game mechanics are standardized and genre addiction forms a strong market force. Product differentiation occurs primarily through higher layer design elements like plot, license, etc.
* Decline: The market consolidates around the winners of the king-of-the-genre battles that occurred during the Maturity phase. New games genres begin stealing away the customer base. With less financial reward, less games are released.
* Niche: A population of hardcore genre addicts provides both the development resources and audience for the continued development of games in the genre. Quality decreases.

What we see here is the consolidation of game designs over the life cycle of the genre. Early examples within a genre tend to have a wildly diverse spectrum of game mechanics that appeal to a broader spectrum of players. As the genre matures, the game mechanics become more standardized and the needs of the genre addicts more homogenized. As the market segment consolidates and standardizes, the majority of the players are well served. They get more polished games that have greater depth. Who could argue that a tightly polished game like Warcraft is a bad thing?

How maturity reduces the number of total game players
Goodbye people on the fringes: The people on the fringes, however, are left out. In the evolution of the RTS genre, there was an interesting offshoot in the form of the Ground Control games. These sported an interesting 3D perspective that was never truly adopted by the mainstream RTS producers. Most players within the identifiable RTS market segment did not enjoy these games and so it was not in the best interest of the game developers to include the innovative features in their designs.

However, some players enjoyed these titles quite a lot. As the mechanics for RTS games become highly standardized, these fringe players were alienated by games in the mature genre. A 2D Warcraft title just didn’t provide the same rewards that this fringe group was looking for.

Some of those gamers left gaming. It may take being alienated from several genres, but eventually a few decided that there were better activities to spend their time on. The market was simply not serving their needs. This shrinks the market.

Goodbye semi-hardcore: The mainstream group, however, fares only a little better. When you recycle the same standardized game mechanics, you put players at severe risk of burnout on a genre. There are only so many FPS many people can play before they don’t want to play them any more. This is less of a problem for the super hardcore players. However, it is a substantial problem for the less hardcore players.

As the less hardcore players burn out on the game mechanics of their favorite genres, they too are at risk of leaving the game market. The result is a steady erosion of the genre’s population.

What is left is a very peculiar group of highly purified hardcore players. They demand rigorous standardization of game mechanics and have highly refined criteria for judging the quality of their titles. With each generation of titles in the genre, they weed out a few more of the weaker players.

This is a completely self-supporting process with strong social forces at work. Players form communities around their hardcore nature. They happily eject those who do not fit the ideal player mold. They defend the validity of their lifestyle with a primitive tribal passion. (my note: G-A-F?)

There is no internal force within a genre lifecycle that can break this cycle. Only external forces can do the trick. The question is, who would want to break this cycle and who wants to maintain it?

Who genre maturation is good for
Genre maturation is great for the very small minority of AAA developers that can serve the hardcore market. They release titles known as genre kings that are able to address the needs of a large percentage of an existing, well defined segment of genre addicts. Genre kings dominate a particular genre with impressive financial results. The amount of money genre kings such as Halo 2, Half Life, Warcraft, Grand Turismo and other rake in is an inspiration to both developers, gamers and publishers everywhere.

Hardcore genre addicts easily pay for themselves. On average they are willing to spend substantially more on games than the casual or the fringe gamer. When a genre becomes standardized, there is literally an explosion of revenue that comes from successfully tapping into a uniform set of needs. This scalability is a basic attribute of software and is a major mechanic behind hit making in the game industry.

As long as new genres are being created and money gained from better capturing homogenous segments genre addicts is high, the industry as a whole grows with a few fat king of the genre companies taking in the majority of the money.

Who consolidation is bad for
However, when the majority of money and effort is spent on capturing existing markets and not enough is spent on seeding new genres, the natural erosion of less hardcore players begins to decrease the overall market size.

It is easy to ignore this trend. Overall player numbers may decrease in certain genres, but remember that hardcore players spend more and flock to specific games in great numbers. So total revenues keep going up, and the revenues of hit titles keep going up. It seems silly to shout that the sky is falling when there are so many examples of over-the-top success. This is the current state of the American game market.

Only after the trend has been going on for some time does the erosion become too much to ignore. The substantial decreases in the overall revenue of the Japanese market place over the last five years provided a major warning signal. You could easily argue that similar erosion has occurred in the PC market.

People who are less likely to care:

* Sony and Microsoft have built strong brands around servicing the hardcore players of existing genres. To say that the sky is falling shows a lack of faith in the hardcore market - that could be very damaging.
* Major genre king developers like Blizzard, Valve, Epic and Square. Their bread is buttered. They own the mature genres and will milk them for many years to come.


People who are more likely to care

* Companies that serve a diverse user bases: Oddly enough, both EA and Nintendo are in this group. They are broadly diversified such that major trends in industry directly affect their bottom line. Sony is in a bit of a pickle since they fit this definition as well. (Hence they’ll release the Eye Toy, but keep their main controller for the PS/3 as standard as humanly possible)
* Companies that value brands over genres: People often look at Nintendo’s releases of a half dozen Mario games a year and assume that they are all clones. In fact, they are typically radically different games across a wide variety of genres. Nintendo gains their value from the Mario brand, not ownership of a specific genre. Brand-based companies rely on the creation of new genres since they can take that brand into the genre for a low risk profit opportunity.

Nintendo needs new genres
That last point about the strategies of brand-based publishers is an important one. Nintendo needs new genres to make money.

Nintendo makes the majority of their money by leveraging their brand recognition during the early to mid-stages of a genre’s life cycle. The power of the Mario character can establish a Nintendo game as an early genre king and help tap into a new market segment for great profit. However, as they get later into the life cycle, the standardization of the genre mechanics and the intense demands of the hardcore population reduces the power of the brand.

A few major games will dominate the mature genre and it is unlikely that Nintendo’s will be one of them. Nintendo’s fixation on new genres and their unwillingness to pander completely and utterly to the existing hardcore audiences has made their name mud with many of the most vocal elite in the game industry.

Product innovation leads to increased profitability
C’est la vie. You can’t have it all. Focusing on product innovation at the expense of commodity markets is a classic business strategy that is used successfully in non-game companies around the world. Companies like 3M are required as part of their strategic plan to have 30% of their revenue come from new products. They are constantly exiting markets when strong competition emerges and constantly competing with themselves by offering new products that outdate their existing products. Nintendo releases new genres where other companies release new products, but the basics are the same.

The non-business person looks at this strategy with horror. Nintendo invented the 3D platformer, yet they have no major product in that niche at the moment. Surely this is the most obvious sort of stupidity. However, consider the following portfolio management issues:

* The likelihood of getting a genre king early on in a genre life cycle if you invented the genre is quite high. Competition is limited.
* The cost of creating a genre king early in the genre life cycle is low. You can rely on things like simplified graphics and limited amounts of content. The neo-retro graphics of most Nintendo games has a lower cost of production than the realistic look of many of its competitors.
* The cost of creating a genre king late in the genre life cycle is high. Customers demand realistic graphics, voiceovers, cut scenes, loads of extra content, etc.
* The risk of having your game not becoming king of the genre goes up. The competition is simply greatly increased. Mario is a great game, but would it own the entire genre if it were forced to compete against Jax and Daxter, Sly Cooper, Prince of Persia and others?

What you find is that selling innovative products early on can be dramatically more profitable and less risky than selling commodity products. The early market might not be as large, but the money is much better. You see this over and over again. Nintendo sells less but makes more money. Sony and Microsoft sell more, but make less profit.

Consider this tidbit. The Xbox, which focuses on highly mature genres catering to hardcore gamers has production costs of $1.82 million a title. The Gamecube costs half as much at $822,000 a title. The real kicker is that the Nintendo DS only costs $338, 286 a title to develop for, even less than the Gameboy. Some of these costs have to do with the hardware and development kits, but for the most part they are derived from the scope of the projects. Being able to develop successful titles at 1/5th the cost of your competitors is a major boost to your bottom line.

Thus, Nintendo’s profitability and need to innovate go hand in hand. They need those new genres because the old ones quickly become too competitive and too expensive.

New controller features as a source of Innovation
The new controller is best seen in light of this larger corporate strategy.

One of the easiest ways of creating a new genre is to invent a new series of verbs (or risk mechanics as I called them in my Genre Life Cycle articles). One of the easiest ways of inventing new verbs is to create new input opportunities. Nintendo controls their hardware and they leverage this control to suit their particular business model.

And this is exactly what Nintendo has done historically. The original Dpad, the analog stick, the shoulder buttons, the C-stick, the DS touch pad, link capabilities, the tilt controller, the bongo drums…the list goes on and on.

Each time, they also bundle the controller innovation with a series of attempts at creating new dominant genres. Not all attempts are successful, but a few of them are highly successful. The 2D platformer, the 3D platformer, the Pokemon-style RPG, and the virtual pet game all come to mind as successes. By seeding a genre and by owning the key hardware platform that the new genre lives on, Nintendo achieves a position of financial stability and security that is unheard of in the game industry.

As a side note, folks who argue Nintendo should just make games for other platforms are completely missing the point. Nintendo needs to control their hardware platform in order to force innovation to occur in the control mechanisms. Other console manufacturers who rely on the hardcore audiences and standardized genres don’t see this need. They would happily standardize the console platform and make it into a commodity. Microsoft has historically made major comments about having one universal development platform.

The moment Nintendo loses control over their hardware, they lose a major competitive advantage in terms of creating new genres.

The new controller
The new controller is yet another logical step along a path that Nintendo has been pursuing for many years. We are likely to see some very obvious patterns repeated.

* It allows for a wide variety of new verbs that are unique to Nintendo’s hardware platform
* There will be a number of genre-seeding attempts that take advantage of the new verbs that are available. With luck and a lot of skill, one or more of these will become a major new genre. New genres bring in new gamers who are loyal to Nintendo.
* Nintendo will leverage their powerful brand to encourage early adoption and dominance of this genre. I’ll make a bet that Mario, Pokemon or other major Nintendo brands will be a major element of their new genre attempts.
* As the years pass and the genre becomes mature, hard core gamers will consolidate within it and begin demanding more polished experiences. Craftsman-oriented companies will wrest control of the genre away from Nintendo. (my note: This is the only part that's not prophetic, as 3rd parties have been stupidly stubborn on this point...)
* Nintendo will innovate once again in order to maintain higher profit margins.

Some predictions about the games
There are also some obvious predictions that we can make about the game designs based off the standard genre lifecycles.

* Early titles will be essentially technology demos that showcase a specific core mechanic. There will be one or two major titles such as Mario 64 of yore that are highly evolved, but these will be few and far between due to the cost associated with evolving an entirely new genre over the span of a single game.
* Most early titles will sell small numbers, but will end up being decently profitable due to their low cost. The example given of Brain Training on the DS, which was created in a mere 4 months comes to mind. Even though it isn’t selling what are typically considered ‘blockbuster’ numbers, it is an unqualified financial success. During this period a large number of new genre attempts will be successfully vetted.
* Only after a year or so will 2nd generation ‘polished’ games start to emerge. The cream of the core game mechanics tested in the first generation will be layered with all the traditional trappings of a modern video game.
* One or two ‘major new genres’ will emerge. These will be highly profitable and Nintendo will attempt to turn some of them into exclusive franchises. Mario Kart and Mario Party are good examples of this from previous generations.

So when games come out slowly and only appear to be technology demos, I wouldn’t worry too much. A ‘gimmicky game’ is really just another name for a new core game mechanic that hasn’t been polished. Donkey Kong is considered shallow and gimmicky by children playing it for the first time in this modern age. Yet it sported the same core game mechanics that eventually blossomed into an entire genre of highly polished 2D platformers.

In the past, Nintendo built these new genre attempts internally. They got to own the IP and enjoyed the resulting success that comes from being one of the few to understand the benefits of innovation. The result has been a focus on a small number of 1st party development efforts and a trickle of titles. Unfortunately for them there are other innovative people in the world. New genre successes such as GTA on other consoles provided substantial and painful competition.

I see this changing somewhat with the DS. We are starting to get some wacky ideas from smaller companies and Nintendo seems to be a bit more welcoming of others. Nintendo needs to pursue this path further by allowing new companies to join the experimentation stage.

Conclusions
Nintendo’s strategy of pursuing innovation benefits the entire industry. It brings in new audiences and creates new genres that provide innovative and exciting experiences. The radical new controller is a great example of this strategy in action.

Surprisingly, this also benefits Microsoft and it benefits Sony. As the years pass, the hard core publishers that serve mature genres will adopt previously innovative genres and commoditize them. Their profits will be less, but they’ll keep a lot of genre addicts very happy. Everybody wins when a game company successfully innovates.

I see both of these strategies as a necessary and expected part of a vibrant and growing industry. Industries need balance and Nintendo is a major force of much needed innovation that prevents industry erosion and decline.


On a slightly less analytic note, I for one can’t wait to play the new games on the Nintendo Revolution. With all the new game ideas that will be demonstrated, it is certainly a great time to be a game designer. A couple years down the road, I suspect that this will also be a great time to be a gamer. :)

Take care
Danc.

Discuss.
 

RurouniZel

Asks questions so Ezalc doesn't have to
velvet_nitemare said:
I disagree that it was very obvious that the wii would be as succesful as it has been.

Well, not obvious in how explosive it's been, no. But looking from the outside it wasn't all that difficult to see that Nintendo was pursuing a path that would be successful, whereas the majority of the industry was convinced that Nintendo was doomed and that if the Wii had any success at all, it would die quickly as a fad.
 

PkunkFury

Member
I remember these being posted here back when they were written. Didn't the author post here too? Or maybe I just have him confused with Lapsed

Anyway, it was obvious to 3rd parties that the Wii would be a major hit ever since the E3 before it launched, when people were trampling over one another to get to the kiosks. Whether or not 3rd parties actually wanted the Wii to do well is another story
 
Thanks for posting this; it's really remarkable how forward-thinking the author was, although it seems the author was wrong about people getting sick of fps games.
 

D.Lo

Member
I remember this. Lapsed + early Malstrom (Wiikly) + this = memories, bannings and tears.
 

RurouniZel

Asks questions so Ezalc doesn't have to
PkunkFury said:
I remember these being posted here back when they were written. Didn't the author post here too? Or maybe I just have him confused with Lapsed

Anyway, it was obvious to 3rd parties that the Wii would be a major hit ever since the E3 before it launched, when people were trampling over one another to get to the kiosks. Whether or not 3rd parties actually wanted the Wii to do well is another story

And there are some crazies. who think it's some sort of crazy conspiracy that 3rd parties are trying to sabotage the Wii. I don't think that's the case at all, but I do agree with you that they definitely wanted it to fail. It didn't fit their ideal mold, because they don't care if the entire industry is slowly collapsing so long as they're the ones at the top.
 
Yeah, Daniel Cook is one of those people who really understand this industry (and he worked on Tyrian! How could you not just love the guy?).

I also remember his great series of articles on game genre lifecycles from that period, it's definitely a recommended read (an introductory article of sorts can be found here).
 

RurouniZel

Asks questions so Ezalc doesn't have to
REMEMBER CITADEL said:
Yeah, Daniel Cook is one of those people who really understand this industry (and he worked on Tyrian! How could you not just love the guy?).

I also remember his great series of articles on game genre lifecycles from that period, it's definitely a recommended read (an introductory article of sorts can be found here).

Those are both excellent reads as well, thanks for linking them! :)
 
Great read and definitely worth reading it all. Thanks for posting it.

RurouniZel said:
And there are some crazies. who think it's some sort of crazy conspiracy that 3rd parties are trying to sabotage the Wii. I don't think that's the case at all, but I do agree with you that they definitely wanted it to fail. It didn't fit their ideal mold, because they don't care if the entire industry is slowly collapsing so long as they're the ones at the top.

Eh, I don't really buy that. As you said, Nintendo's "blue ocean" strategy didn't fit in with the way things are done and have have been done in the industry. It hasn't followed the familiar and proven business model (and in fact directly contradicts much of that model), and so it was therefore seen as a huge financial risk. You generally don't take many risks when you're playing with that much money, especially when you have a tried-and-true model to follow. Nintendo took a risk, but it was far more urgent for them to do so.

That third parties have continued to offer weak support to the Wii after its steady success isn't that hard to understand, either. The relative failure of so many so-called "test games" has a lot to do with diversity in the types of consumers who own Wiis. On a more traditional platform you can target a huge chunk of owners with a traditional, hardcore game. So-called hardcore gamers (for the sake of this discussion, people who enjoy more traditional, "hardcore" games) make up a much smaller section of the overall Wii install base. (RE4Wii was a huge success and "casuals" definitely were not buying that, but I think some of those hardcore gamers have labeled the Wii a platform for casuals and have moved on.) Third parties have very little idea who they're developing for when they develop Wii games.

On the HD platforms, on the other hand, you know exactly who you're marketing to and developing for and what is likely to sell. It's disappointing that third party developers haven't figured out why Nintendo continues to be successful with its new software targeting casuals (and how they go about developing them), but it isn't surprising.

Do I think third parties would have been upset if the Wii had turned out to be a fad? No, but I don't think they were hoping it would die either. They were just making safe bets in an uncertain situation. Unfortunately for all but the biggest of them, the stakes are higher than they were last generation and a lot of developers and publishers have gone under.
 

Tiktaalik

Member
Yeah I remember reading this article when it came out. The guy who writes Lost Garden really understands the industry, and his writing about genre kings is a really fantastic way of describing how genres rise and fall.

On the topic of whether it's a prophetic article I think there's a lot of hindsight bias around the Wii and Nintendo. It's worth noting, and you note it yourself that the author doesn't make any comments about whether this strategy will be successful or not (though maybe he wrote another article on this subject later?). Really here he's pointing out what Nintendo's strategy is and why it's a smart one. I think almost everyone felt that this was the right strategy for Nintendo, and that it would be successful for Nintendo, but I don't think it was obvious at the time that the Wii would outpace the HD consoles by such a degree or even at all.


Looking back there were a few companies that took on the genre kings and were hugely successful at it, and many that attempted with lesser products and massively failed. The profits from "owning" these successful genres are so great that it's like some golden idol that is hard to resist reaching for.
 

Cipherr

Member
It seemed to lay it on pretty thick in some areas (Mario 64 did not CREATE 3d platformers) but all in all it was a good read and he made some excellent points. Hard to not agree with damn near all of it.
 
velvet_nitemare said:
I disagree that it was very obvious that the wii would be as succesful as it has been.

I disagree with your disagreement. The second I saw the revolution controller, the first thing in my mind wasn't "this is going to be a fad", it was "Nintendo will win the next generation". It wasn't blind fanboyism that lead me to that conclusion. Hell, the PS2 was and still is my favorite console. I just knew the mainstream market would eat it up.

What I didn't predict was the birth of the casual market. That threw me off guard.
 
The writer's, um, personal feelings are pretty obvious, but even so, the article is really well thought out and well written. However, it doesn't predict the Wii's success with any more certainty than it predicts the success of the Virtual Boy and the e-Reader.
 

DNF

Member
Very interesting read.


RurouniZel said:
* One or two ‘major new genres’ will emerge. These will be highly profitable and Nintendo will attempt to turn some of them into exclusive franchises.

So far these would be
Wii Fit [Plus] (Fitnes Games) and
Wii Sports [Resort] (Sports Games for casuals were you mimic the motions you would do in a real-life sports game)
Or am i missing some ?


Puncture said:
It seemed to lay it on pretty thick in some areas (Mario 64 did not CREATE 3d platformers) but all in all it was a good read and he made some excellent points. Hard to not agree with damn near all of it.

Out of interest, how invented 3d platformers ?

Segata Sanshiro said:
The writer's, um, personal feelings are pretty obvious, but even so, the article is really well thought out and well written. However, it doesn't predict the Wii's success with any more certainty than it predicts the success of the Virtual Boy and the e-Reader.
I’m not going to tackle whether or not this innovative device will be a market success for Nintendo
He doesn't predict how succesful it would be, but he sounded very confident that nintendo would attract a lot of new gamers. (Which was unknown at that time how big this market would be compared to the established one, but still.)
 

sinxtanx

Member
GREAT article.
From the moment that Nintendo showed their controller, I had a feeling they were doing something right. Now I feel that I know a bit more about what it was.
 
I knew that article would be the one this thread was about.
I expected great things from the Wii, especially after $599 was announced, but it's success still outpaced anything I imagined.

For me, the unforgivable stupidity isn't that the 3rd parties didn't predict the Wii would be so successful but that once Nintendo was so successful they had no fucking idea what was going on and weren't able to do much more than piss all over the place. To me, the hindsight significance of this article is that it explains the market dynamics of what happened so well that third parties no excuse to have considered Nintendo's success, after it was clear, an incomprehensible mystery to which the only reasonable response was a massive explosion of excrement.
 
Also, this part, which describes an area where Nintendo themselves didn't end up following his ideas very closely
We are starting to get some wacky ideas from smaller companies and Nintendo seems to be a bit more welcoming of others. Nintendo needs to pursue this path further by allowing new companies to join the experimentation stage.

gets to the core of what I see as one of Nintendo's biggest strategic errors. Given the nature of the console there needed to be a place where small-scale experimentation was financially feasible, but Nintendo's hugely delayed entrance of Wiiware and poor handling of the storage issues(e.g. that SDHC support and the ability to (pretend to) play games from the SD card weren't there on day one.) prevented this market from becoming nearly as substantial as it could have been.

Back at GDC 2006 Iwata said that there would be no place in today's retail market for a game like Tetris and said he hoped it would be possible to develop games like that again, but it was not possible until they launched Wiiware two years later.

Wiiware has plenty of good games, don't get me wrong, but in the context of the whole downloadable marketplace it is one of the least significant services. I think it could have been huge and also have been an important laboratory for developing new gameplay mechanics. Furthermore, I think a strong presence at launch could have helped give the Wii a more well-rounded reputation with both gamers and developers.

Most importantly, I think a better and earlier Wiiware presence could have made it much easier for smaller devs to fill the market void created by the obstinance and stupidity of the major third parties.
 

DECK'ARD

The Amiga Brotherhood
leroy hacker said:
I knew that article would be the one this thread was about.
I expected great things from the Wii, especially after $599 was announced, but it's success still outpaced anything I imagined.

For me, the unforgivable stupidity isn't that the 3rd parties didn't predict the Wii would be so successful but that once Nintendo was so successful they had no fucking idea what was going on and weren't able to do much more than piss all over the place. To me, the hindsight significance of this article is that explains the market dynamics of what happened so well that third parties no excuse to have considered Nintendo's success, after it was clear, an incomprehensible mystery to which the only reasonable response was a massive explosion of excrement.

3rd parties' inability to respond to the success of the Wii stemmed from the fact they had already structured their development and teams around PS360. Whilst they could hedge their bets, the difference in specs between the Wii and the HD consoles meant that they couldn't easily share resources and teams. And because of the high development costs and manpower required for HD games they were caught between a rock and a hard place.

Putting decent resources into Wii games would either be at the expense of their flagship HD titles, which they were reluctant to do because of the pressure on those HD titles to succeed and recover development cost, or they'd look to lesser teams/out-sourcing to cater for the Wii.

The latter is what happened, resulting in a flood of substandard titles and a lack of talent capable of seeing what Nintendo had done and innovating in the Wii market.

3rd parties got themselves stuck in a Catch 22 position because of nailing their their colours to the HD mast from Day 1, which ruled out the Wii no matter how successful it turned out to be because of the spec-difference.

How Nintendo goes from here is going to be very interesting. Equalising the hardware difference between the platforms is what will bring the 3rd parties back, reducing their risk and sharing resources. However Nintendo currently own the market without them, and there isn't any pressure or need to disrupt their platform. It just depends on if Nintendo see this as a situation that isn't in their interests to maintain.
 
DNF said:
He doesn't predict how succesful it would be, but he sounded very confident that nintendo would attract a lot of new gamers. (Which was unknown at that time how big this market would be compared to the established one, but still.)
Yes, I wasn't making that point against the author of the article, but against RurouniZel's point that this proves third parties shoulda seen it coming.
 

Chittagong

Gold Member
I think mine was more prophetic - keep in mind that this was written before Wii's controller was even shown - we know absolutely nothing about the device:

http://www.neogaf.com/forum/showthread.php?t=53465

Chittagong said:
06-29-2005, 02:27 AM

Nintendo is taking a completely different strategic path from the competition. In fact, I believe Dyack is genuine here:

Q: The official PR line of why your company and Nintendo discontinued your relationship was "business is business", is that all there really is to it?

Dyack: You know, I spoke with Matt from IGN about it, but at the end of the day, Nintendo is going down a strategic path where we believe they want to make smaller, simpler games. But Silicon Knights is not built for smaller, simpler games. We love those guys but as much as we tried to come to a half-way point to make a Silicon Knights game that fits within a strategy that Nintendo wants, we just really couldn’t do it. So it’s really strategic differences. The industry is massive, so we both could be right, but at the end of the day, we have to take the company in directions that we think will be successful for us, and that is the bottom line. So it’s pretty straight forward.

Many would love to see Nintendo create a kick ass Game Boy with a PSP quality screen and super processor, and a full next generation home entertainment system that would beat PS3. This isn't the path of profitability for Nintendo, however - I believe.

They might be on the wrong path for fanboys wishing to see them humiliate Sony on traditional turf, but they are on the correct path for the shareholders.

My interpretation of Nintendo's strategic thinking is:

1. THERE IS NO MONEY FOR #2 IN THE TRADITIONAL CONSOLE RACE
Nintendo has realized that in the high-spec hardware race the
- margins on hardware are incredibly small to negative
- first-party games are huge, 10-20M USD risks every time
- taking in account HW margin and 1st party risk, lifetime platform profitability will be achieved only by market leader
- Nintendo hasn't got in traditional terms an edge on Sony, so why waste cash trying like MS

2. SONY VS. MICROSOFT BATTLE WILL DRAIN THE MARKET FROM ANY PROFIT
With two resourceful companies fighting for number one spot, the market profitability will be destroyed. The following means will be used:
- Hardware pricing below profitability
- Cuts in third-party margins
- Excessive marketing campaigns

3. NINTENDO PROFITS BY CHANGING INTO A DIFFERENT MARKET SETTING
Nintendo DS is a manifestation of Nintendo's thinking - an affordable device that plays simple yet fun games, with low-spec components and day one profitability on HW.

4. USE THE NARROW YET TALENTED DEVELOPMENT BANDWIDTH WISELY
Nintendo's development and 2nd party management resources are very limited but extremely talented. Nintendo can maximize the benefit of them by using them to do a multitude of smaller projects. Nintendo DS software (in Japan) has shown the most astounding shift we've seen in 10 years towards entirely new types of content - simpler, shorter, more accessible titles. Key examples of very recent franchises are:
- Elektroplankton
- Nintendogs
- Brain Training for Adults
- Made in Wario
- Polarium
- Daikasso! Band Brothers
- Another Code
- Simple DS

5. CATER A LIMITED "BIG SCALE" OFFERING OF SURE HITS
Nintendo realizes that within the people who buy simple and fun devices there is some, albeit limited, appreciation for deeper and more immersive games. Hence, Nintendo keeps on bringing out a limited amount of big scale blockbusters, such as Zelda and Metroid.

6. CREATE NEW CHANNEL OF DISTRIBUTION TO OVERCOME RETAIL SHORTHAND
Nintendo has been experimenting on online distribution and DRM with iQue for some while. These learnings will be leveraged on Revolution and the back catalog.

7. TAKE HOME CONSOLE TO A SIMILAR ROUTE AS DS - NOT CUTTING EDGE BUT FUN
Everything we know about Revolution shows that it follows the DS example of innovating through simpler games and intuitive controls. Key factors for Revolution are
- Day 1 profitability on hardware due to lower spec components
- Deliver bare acceptable minimum to minimize cost, as with no HD
- Innovate on interface to create new types of games, the "revolution"
- Very easily accessible hardware that is easy to fire up for short gaming sessions

8. LEGITIMIZE NEW "SIMPLE GAMING" APPROACH WITH MARKET NEED
Nintendo's rhetoric has been for a long time that "games have become too complex" and "gamers have gotten bored". They key here, I believe, is that Nintendo believes that it cannot have a competitive edge on complex games in a big scale - their development pipeline doesn't scale to 10-20 games per year, nor does their 2nd party management capability.

The conclusions I would make at this point is that

- Expect difference between Revolution and PS3 / Xbox 360 reflect difference between PSP and DS
- Nintendo will not be doing high end multimedia devices
- Nintendo will not be doing "PSP killers" or "PS3 killers"
- Nintendo will do simple and affordable devices
- Microsoft and Sony will compete traditional market to zero profitability
- Nintendo will make a lot of money

The only things I can quite fit into my theory are

- online gaming
- Play-Yan and DVD compatibility
 
Chittagong said:
I think mine was more prophetic - keep in mind that this was written before Wii's controller was even shown - we know absolutely nothing about the device:

http://www.neogaf.com/forum/showthread.php?t=53465

23l0cvr.jpg

That is incredibly impressive, especially considering it was written not just before the revelation of the Wii remote, but also before the massive success the DS began to experience at holiday '05 where it became clear how important games like Brain Training were.
 
cosmicblizzard said:
I disagree with your disagreement. The second I saw the revolution controller, the first thing in my mind wasn't "this is going to be a fad", it was "Nintendo will win the next generation". It wasn't blind fanboyism that lead me to that conclusion. Hell, the PS2 was and still is my favorite console. I just knew the mainstream market would eat it up.

What I didn't predict was the birth of the casual market. That threw me off guard.
There's no such thing as the "casual market", they're simply normal people.
 
I remember reading this back then and thinking that this was an excellent article. Back then, the thing that scared me about the industry was that it was becoming extremely myopic, much like the PC gaming market had, a lot like the writer alluded to. I was really excited (but cautious) about the direction Nintendo was pursuing.
 

DMeisterJ

Banned
Son of Godzilla said:
The notion of genre life cycles is utter hogwash.

-

The market is far too young to establish anything but cursory trends.

Yup. Especially since legacy data doesn't really exist for systems/game sales pre-90s, we really can't make a lot of conclusions on under 20 years of grossly incomplete data to see when genres peak and valley and turn niche...
 

Ranger X

Member
The reason Nintendo has been successful is easy to understand:

- They got people curiosity (Wii Remote)
- When your curiosity brings you at the store, the console is cheap
 
Son of Godzilla said:
The notion of genre life cycles is utter hogwash.

The notion of genre life cycles is neither new nor hogwash. It's been a huge part of film theory for a while now. You can also apply it to music and books as well.

2San said:
I don't get point 2 though? Who says Sony/MS aren't making any money from the game market? Sure it's not as much as Nintendo, but come on.


The PS3 basically did a reset on Sony's profits from the PS2/latter PS1 era.
The 360 is doing better than the original XBox for profits, but it's not anything massive. Basically, the 360 generates a relatively small amount of profit compared to the investment Microsoft put into it.
 

Ranger X

Member
mugurumakensei said:
The notion of genre life cycles is neither new nor hogwash. It's been a huge part of film theory for a while now. You can also apply it to music and books as well.

Nah, it's bullshit. Movies and music genres are well established and many of them have passed they supposed "matured" phase and aren't going niche. His explanation sorta works but at the same time it doesn't. It's true that a genre can decline if you do 2 things: Saturate the market for this genre and catering your game on the hardcore players that still buy it instead of opening it up and making it accessible.
If any of those 2 things happen, the genre never becomes niche. And this applies the movies and music.

.
 

faridmon

Member
the funny thing is, while the author of the article predicted this several years ago, the industry haven't realised this even now :lol
 

felipeko

Member
Ranger X said:
The reason Nintendo has been successful is easy to understand:

- They got people curiosity (Wii Remote)
- When your curiosity brings you at the store, the console is cheap
I completely agree with this. I didn't frequent gamers forum before Wii revelation, and i was surprised when i heard about Wii and got way more surprised when i read the reactions and predictions of Neogaf before Wii's launch.
 
Ranger X said:
Nah, it's bullshit. Movies and music genres are well established and many of them have passed they supposed "matured" phase and aren't going niche.

I don't know. Westerns, Musicals, and Space Epics were all niche at one point while experiencing a resurgence at other points.

The difference between gaming and film though is that gaming is even more derivative among the big makers basically because everyone wants to follow the big leader(unless that leader is Nintendo) rather than realizing big sales comes to those who innovate.
 

lord pie

Member
I would agree with the arguments in that article. Very logically thought out.
What is described is very close to what happened.

Especially the part about initial 'tech demo' experiences being used to draw in a new set of users by demonstrating possible new genres and mechanics. Wii Sports anyone? (Possibly the single most important reason for the success of the Wii).


What this article highlights exceptionally well, are the two very distinct processes models at play here. The refiner, and the innovator.

Refining an existing set of mechanics and experiences targets the hardcore audience. Which sees good early growth as the process matures and the userbase grows - but eventually declines as you the narrowing focus eroding the userbase overshadows the new user uptake. Costs generally increase with time.

The innovator takes large risks, but when successful opens a new market segment which users flock to. With no erosion and a huge potential pool of users you see spectacular growth early on - but it only lasts a few cycles. Costs are generally very low to begin with.

You can see these models applied all over the game industry. Just look at Guitar Hero / Rock Band and the various music offshoots. This is possibly the best example of these two processes in play. Massive early success and growth, stabilizing then beginning to erode.

Many might also argue the Wii itself is leaning into the erosion side.


The really interesting comparison begins when you consider how Microsoft and Sony have reacted.
Microsoft have Natal, which pretty clearly matches the innovator process - development of fundamentally new genres and mechanics, focus shifting away from the hardcore market and it's established genres and mechanics.
And Sony, who are producing a more accurate and refined version of the wiimote. In other words, the refinement process.

One is far more risky, one far less likely to see massive growth (in my opinion!). Natal could be another eye toy, innovative but ultimately unsuccessful. Whereas arc could end up with a niche product serving a limited audience (those looking for a more accurate wiimote).

Both are equally hard to predict.

...

And then there is also Nintendo doing who-knows what (most likely not a wii-HD :lol )

Interesting times.
 
velvet_nitemare said:
I disagree that it was very obvious that the wii would be as succesful as it has been.

Of course it was. The DS was already huge success especially in Japan and all the Wii is... is a DS for your home TV and the Wiimote is the stylus. The people who didn't believe it where the ones that assumed that the current game companies positions were set last gen and nothing would change this gen.
 

2San

Member
mugurumakensei said:
The PS3 basically did a reset on Sony's profits from the PS2/latter PS1 era.
The 360 is doing better than the original XBox for profits, but it's not anything massive. Basically, the 360 generates a relatively small amount of profit compared to the investment Microsoft put into it.
Source?
 
Great article, but innovation is a fairly subjective term, the success or failure being decided by money and thus demand.

Nintendo has done very well when it innovates, no one can deny that, but if you flip a coin 100 times and it comes up heads every time that doesn't mean you won't get tails with the last one.

They aren't bullet proof, you take enough big risks for long enough and eventually you lose.
 

KamenSenshi

Junior Member
op's article and chitta's, particularly the draining market part seem like they were written with a time machine on call with how spot on they seem. i still can't believe so many people expected the wii to fall flat before it even launched. even then, months later when it was selling out they thought it would just stop selling.
 

tebunker

Banned
KamenSenshi said:
op's article and chitta's, particularly the draining market part seem like they were written with a time machine on call with how spot on they seem. i still can't believe so many people expected the wii to fall flat before it even launched. even then, months later when it was selling out they thought it would just stop selling.


This happens all the time in business. If people could foresee paradigm shifts they wouldn't have the impact that they do. The real issue here is how long people and companies denied that they were in the midst of a major shift and have so far failed to capitalize on it.

Apple changed the music industry, not by making the first MP3 or MP3 player, but by making a simple to use, attractive piece of hardware with great marketing. Companies were able to recognize what Apple was doing and capitalize on it quickly.

Frankly, any company that was upset with what Nintendo was doing/has done, has only themselves to blame. You can keep doing things the old ways or adapt and excel. Unfortunately for a lot of companies they are/were trying to shoehorn the old ways in to a new way of doing things, and it has failed. Frankly, as someone who is interested in the intricacies of business it is very disheartening to see how poorly the videogame industry, one on the edge of technology, adapts to new ways of doing business. If things don't change out of the old ways, the industry will eventually suffer. Not saying that doing it Nintendo's way is best, but by clinging so hard to the old way of business you only limit future growth.
 

Kai Dracon

Writing a dinosaur space opera symphony
Hardcore gamers who are too close to certain popular genres are biased against believing in ideas like genre life cycles.

Frankly, for all that "we" (being inclusive of everyone who even knows to come read NeoGAF) know so much because we follow the industry closely, perspective and position still warp judgment. You have to be exceedingly careful in what you assume.

We have a great microcosm of genre life cycles to examine right at hand: fighting games.

Fighting games got huge fast, but everything theorized about genre life cycles apply to their rise, rule, and decline. (And now resurgence.) They're also a perfect example of hardcore myopia surrounding a genre. Variety in fighting games vanished in the late 90s as they consolidated around the most popular and technical games. Those games catered to the hardest of the hardcore with each increasing generation. One of the last fresh infusions of general enthusiasm at arcades was Capcom's easy to get into Versus series. Those were crowd pleasing games.

However, the decline of fighters was hastened by a disconnect between arcade and home; games like X-men vs. Street Fighter remained stuck at arcades and couldn't be had on home consoles, or came out too long after the fire had cooled. Some games like Tekken kept fighting game popularity on life support for another few years, but it was a downward spiral.

Fighting games had become the very definition of niche by the mid 2000's. It was telling of hardcore perspectives that they refused to even see games that tried to put fighters back in the mainstream as being fighting games. (*cough* Smash Bros. *cough*).

At that point, any developer who might make a fighting game had two unappealing choices. Try to make a game aimed at the superniche hardcore, whose standards were through the stratosphere, or experiment with a general audiences game when most of the general audience had become burned out on increasing hardcore fighters and were now actively biased against the genre. (Hardcore fighting fans who never came up for air may have never even realized what a negative stereotype had risen around fighting games by the middle of the last decade.)

Ergo, fighting games were all but dead.

First-person shooters are the big obvious example any ol' bum can point at to say "genres last forevrer!" but as has been observed time and again, the FPS genre plays to a very root form of game play that is very universal. Shootin' Stuff. Also, so /far/ the "genre kings" in FPS have remained more open to new players and a mainstream audience... relatively speaking.

Of course, the article in the OP deals with this too, by pointing out OF COURSE hardcore gamers will look at the fabulous success of the genre kings and snigger that everything is fine and nothing more interesting (or ominous) is taking place below the surface gloss.

Besides, the idea of genre life cycles is not an absolute, and people trying to dismiss it because they can find counter examples are missing much of the point. It's possible for a genre to ride the bubble for a long time with a careful balancing act. Take a step back however and you'll still find, in a very general sense, the effects of a genre's life cycle in evidence. It's just that the genre has overall, avoided a complete crash so far. Some declines may also be so slow, that they're unnoticed.

A declining genre may be organically absorbed into another genre without anyone paying attention. That is, I think, what happened for a time with racing games. People didn't really notice the decline of the arcade racing games after Gran Turismo hit the genre upside the head because every game, even arcadey games, scrambled to imitate GT's features and car collecting theme. However, genuinely arcade games were absorbed into the quasi-simulation style until there were for a number of years no significant arcade racers. What hardcore racing fans failed to see or acknowledge the significance of though, is that the Gran Turismoid games turned a huge number of people off. They just stopped playing racing games.

It wasn't until Burnout began to get really popular that there was once again an alternative for lapsed racing fans. And over the next few years, arcade racing games began to make a big comeback. For many folks though, that comeback was disguised since games had generally absorbed some Turismoid traits (such as car collecting and a pantheon of licensed real world cars). To people who had given up on racing games however, it was blazingly clear that arcade racers were experiencing a resurgence in a new form.
 
Top Bottom