Which
is preferable for The Industry, rising profitability and growth or deepening
losses and stagnation?
“What!” people may exclaim. “How can there be any question about it? Has
anyone suggested, or is it possible to maintain, that deepening losses and
stagnation is the basis of The Industry’s well-being?”
Yes, this has been suggested; yes, this has been maintained and is maintained
every day, for one only has to venture through the musings of professionals
that it is good for a console company to lose money and, in fact, it is
“The Way” how things are done. It is the burden of the fast food analyst, who
takes to heart a simple logical slogan; and, strange as it may seem, it is
certain that it was repeated and performed until it became popularized and
established as indisputable: “The console business is the razor and blades
model. It is good to lose money on hardware and make it up on software.”
As I can read a history book, I do not see this through console history. Atari
did not sell hardware at a loss as neither did Sega or Nintendo. Back then, what
was considered ‘razor and blades’ was bundling software with the hardware as
Sega executives thought they would lose all their money taking a loss on the
Sonic software to sell the Genesis. (The true product, the ‘razor’ of consoles
is the software, not the hardware.) Microsoft does not practice the ‘razor and
blades’ model either as their model appears to resemble the “let us throw money
at it” maneuver that world governments enjoy so much. And like world
governments, Microsoft knows the key to making profit in consoles is to set
aside a ridiculous amount of money, say a billion, delegate it towards a
particular issue, such as hardware problems, only to later take those remains to
funnel it back in as profit. Only Sony appears to follow this notion of
taking huge losses on hardware and make profit back on software. Oddly, just
because Sony does this, why did everyone assume it was standard practice for the
industry?
Reader, does my history book differ from the analysts? Surely, they would have
considered historical trends into their analysis. I mean, they would not
just focus entirely on technological trends and ignore the full thirty year
history of this industry!
”They do not appear to take a whiff of history. But look at their nice charts
and technological price forecasts!”
Then we can confidently replace the analysts with basic Pentium computers.
”Analysis is like most jobs: the worker exists only to apply the formula.”
So it would seem. This ‘razor and blades’ assumption appears to be the false
premise that all the insane analysis of Sony winning and Nintendo coming way
behind are based. Nintendo just couldn’t compete, we heard over and over, yet
Nintendo became unstoppable. How could such an analysis error been made?
Investors deserve an answer.
”The Wii was such an aberration.”
”In time, the market will return to our original forecasts.”
”No one could predict this.”
There, you all are wrong! Everything has happened was predicted and hinted by
Nintendo if anyone paid attention. Amazingly, all the quotes you will read below
were completely ignored by the analysts and journalists. “It sounded like
marketing then!” one might say. But none of this stopped the analysts and
journalists from slobbering over the “HD Generation” or barking over the number
of processors and the Cell chip.
Iwata Foresaw
On the Industry’s shores, a giant golden statue of Kutaragi stands. Proclaimed
to be the savior of video games, the rescuer of third parties, and the one who
made gaming “mainstream”, Kutaragi is the crown jewel of the industry. Investors
and journalists hung on his every word.
Inside the gold studded Industry, everyone chattered excitedly about the wonders
“Next-Generation” would bring. Their master, Experience, guided their capital
and enthusiasm. It would be a two console war as Nintendo didn’t matter anymore.
While Nintendo’s master was Foresight, observers dismissed it only as propaganda
and marketing.
Now revisionists, in order to hide the reality that they are talent-less frauds,
are saying, “No one could have predicted the Wii and DS success. Not even
Nintendo!” But as you will read below, Nintendo did predict such success.
Naturally, the new ventures could have become a failure as one must respect the
law of probability.
As The Industry sat in their 15th Century throne room, Iwata enters
wearing the costume of Columbus saying riches and gold wait in a new continent.
All that is left here of the Old World, of the old market, is to war over
smaller and smaller profits. If we do not sail for this new world, Iwata told
them, all we can do is wait for the old world to die.
The reader interrupted the article. “Good God, Malstrom. Don’t you think you
are being carried away by the analogy? Have you become drunk with metaphors? Let
us have more matter, less art.”
And you still think that I am the source for all the crazed metaphors bouncing
around this sweet little text? Do, stay awhile; I will prove faithful, and you
will find the source of these riddles. Let me now prove that the Wii and DS
explosions were not accidental, lucky affairs but deliberate and calculating.
”I await another wordy text of yours.”
If I explained it, as I have tried to, no one would believe me and write me off
as a mutated Nintendo fanboy. Yes, I could write a merry article on it, but the
hot air of the Industry comes from every analyst trying to be a consumer and
every consumer trying to be an analyst. Like a virus, the disease of analysis is
spreading throughout the Internet and infecting journalists, consumers, and
everyone else. Then war breaks out between all these “analysts”:
”It is your words that reveal you are the fanboy,” says one group.
”It is yours,” replies the other group.
No, gentlemen, your little words count for nothing in all this. Instead of
analysis with the bells and whistles of charts and puffed words (so we can
consider ourselves ‘intelligent’), let us just listen to what Yamauchi and Iwata
have said over the years. Instead of talking, we need to listen more.
2001
A journalist asked, “The Dreamcast has died, and Sega has exited the console
market forever. How goes the future of The Industry?”
"A number of companies will be eliminated," says Yamauchi. "But Nintendo will
survive."
”And how do you ensure that it does?”
Yamauchi revealed he is orchestrating a new product blitz in hardware and
mandating a back-to-basics strategy in its latest generation of games. Nintendo
is moving away from the prevailing trend of increasingly complex games to what
Yamauchi calls "simple and fun" entertainment--games that are both easy to play
and cheaper for designers to write.
Iwata (one of the architects of the new strategy) added, "People are tired of
games that are complicated and full of graphics but offer little else," says
Iwata. (1)
”Hey Mal,” interrupted the reader.
What! You speak so soon!? The second half of my farcical play has barely begun!
”True, and I am very sorry for my outburst. But this antithesis shows only that
Yamauchi and Iwata are idiots.”
Oh?
”The Gamecube was a stinking failure even to the Nintendo 64! Yet, you quote
these gentlemen?”
The N64 and the 3d Revolution were the crisis. Consider that the focus for the
Gamecube generation for Nintendo was purely survival. A major console company,
Sega, just vanished from the market due to the bombing of the Saturn. Consider
that companies cannot be changed as fast as a light switch. If the new strategy
worked, then Iwata would get Yamauchi’s job which would set the stage, and time,
for Iwata to fix the company and envision a more complete console. It is said
that the Wii is two Gamecubes duct-taped together, but, as you will see, the
Gamecube was a castrated Wii.
A sniveling journalist approached Iwata and asked, “Stop making kiddie games!
Why don’t you make more mature realistic games?”
Iwata replied: “If you create games that are based on real-life, cultural
issues come into play. The more realistic the game is, the more difficult it is
to release that game globally. That's where the challenge lies. A good example
of this is American football. These games do well in North America, but there is
very little interest in this type of game overseas. On the other hand, hardcore
RPGs are more likely to do well in Japan than in the US.”
”Still, you should focus on more powerful and realistic games!”
Iwata shook his head. “In some Western games, you get the feeling that
people are making games only for themselves, not for the end user. It's like
a watching a huge bodybuilder on a stage flexing his muscles, when really no one
wants to look at him. You have to create a game with the end user in mind. A
lot of people think that the Japanese market is tough. One reason for this may
be that Japanese gamers look very closely at play control. If they're at all
unhappy, they'll put the game down. Perhaps that's because Mr. Miyamoto has
trained them to expect perfect play control.” (2)
”Aha! So this might explain why Western games have such problems breaking
into Japanese market.”
And all this time, Western companies focus on trying to appeal to Japanese
culture making only a mess. Perhaps if they tried a more universal route and
focused on perfect play control, their games would be much more successful.
The reader was all excited. “Now comes the year 2002 when the changes began to
occur!”
Right. Do you ever use binoculars?
”That is a silly question! Of course, I have.”
You do not use your father’s binoculars, do you? Or your grandfathers?
”Why would I? I use current binoculars that allows me to see further.”
And when you are, say, bird watching, you do not stare in the binoculars all the
time?
”Preposterous! You must examine your local surroundings first and, upon spotting
something with the naked eye, zoom in with your binoculars. If you only stare in
your binoculars, you will have problems seeing the bird. Why do you bring this
up?”
What you will see is the binoculars the decision makers of this industry are as
old as the 80s and 90s. Better technology, more improved expressions, is their
vision. When Iwata appears, he replaces the old binoculars with a new one, an
old vision for a new vision. Just as Sony is so intent on staring into their own
old obsolete vision today, predicting eventual success but can’t see their own
current market surroundings of market failures, Iwata will do the opposite. In
life, you do not go very far if you are using someone else’s vision, your
parent’s, your grandparent’s, or “society” for your career, finances, love, or
anything else. If video game companies think and act like decades ago, they will
be overrun by the companies that can upgrade their binoculars, their vision, to
the present.
2002
A journalist approached Yamauchi and declared Nintendo to be doomed.
“Microsoft will enter the console market. Microsoft is one of the wealthiest
companies ever and has a history of trampling their competitors. Ask Netscape.”
Yamauchi laughed. "Within our industry there are those who believe that they
will succeed simply because of their successes in other ventures or their
wealth, but that doesn't guarantee success. Looking at their experiences since
entering the gaming world, it's apparent that our competitors have yielded far
more failures than successes. It's been said that Sony is the current winner
in the gaming world. However, when considering their ‘victory,’ you should
remember that their success is only a very recent development. Though Sony is
widely held to be the strongest in the market, their fortunes may change.
Tomorrow, they could lose that strength, as reversals of fortune are part of
this business. Taking into account the things I've encountered in my
experiences as Nintendo president, I have come to the conclusion that it
requires a special talent to manage a company in this industry. I selected
Iwata-san based on that criteria. Over the long-term I don't know whether
Iwata-san will maintain Nintendo's position or lead the company to even greater
heights of success. At the very least, I believe him to be the best person for
the job."
“Do you have any words for Nintendo’s new management executives?”
"As I retire from management," said Yamauchi, "I have no words to share.
Coincidental to my leaving the company, I would like to make one request:
that Nintendo give birth to wholly new ideas and create hardware which reflects
that ideal. And make software that adheres to that same standard. Furthermore,
this software should attract consumers as new and interesting. Lastly, and of
equal importance, is completing these products quickly and at a cost comparable
to today's current market. I imagine most people question the feasibility of
my request, but Nintendo has always pursued those objectives. I'd ask that the
company continue to follow this goal as my final and only request to the new
management staff. I can't say what these new types of software will be, but I'm
sure they'll release it during my lifetime." (3)
A journalist approached Iwata. “According to Nintendo, 4.5 million Gamecube
units have been shipped since the console’s launch. How many GameCubes will be
sold?”
Iwata answered, “Our projections suggest 50 million GameCube units will have
been sold by March 2005.”
”And all it will do is play games? No DVD movies? No other non-game features?”
The journalist asked.
”Correct. Profits originate from the software so we must focus on making them
more appealing.”
The reader burst out laughing. “What an idiot this Iwata is! 50 million
GameCubes? Hah! They didn’t even get half of that by 2007!”
Be soft, reader, and know that this prediction was made in line with the Super
Nintendo market performance. Listen to what Iwata says next.
“We can't be optimistic about the game market. No matter what great
product you come up with, people get bored. I feel like a chef cooking for a
king who's full. We're reaching the limits of how far we can appeal to consumers
by boosting the machine's performance or providing more compelling graphics and
sound. For the past few years we've been looking for new ways to surprise
people, new ways for them to have fun.”
The journalist turned toward the Royal Court of the Industry. ”Since Nintendo
are reaffirming their commitment to the creation of innovative games, it seems
that they will have to attempt to do so by unconventional means. Considering
that the GameCube, on paper at least, seems to be the most limited, hardware
wise, of the next generation consoles, it is interesting to see how Nintendo
will go about making innovative games. “
”Stuffed with false facts!?” cried the reader. “How dare they say the
GameCube was the weakest console of the sixth generation!”
As you can see, even when Nintendo delivers what the hardcore want in more
power and graphics, the Industry will still refer to Nintendo’s system as the
‘weakest’.
Iwata spoke up over the voices. “We have a sense of crisis, that price cuts in
software could destroy the game industry. The effort to produce machines with
better technology has reached its limit. If things continue, they may lead to
the decline of the entire game industry.” (4)
A journalist asked, “So all of GameCube games will be small?”
Iwata shook his head. “When it comes to game size and the size of different
games on the GameCube, the games are not all going to be very small and very
short in terms of playtime. As a matter of fact, Star Fox Adventures, which
we're going to be releasing in the first half of this year, is actually going to
be a very large-scale game, and I think people will look forward to that. And
when it comes to numbers, really what we're talking about is looking at not
releasing similar types of games that will be competing against one another, but
having a number of different styles of games.”
This, I whispered, would be something for Microsoft to learn.
Iwata continued. “The other thing that's interesting about the consoles is
that you see a lot of people who really try to compete based on the number of
titles that they have for their consoles. And, to me, it's really not about,
‘How many titles do I have out there?’ The real question is, ‘How many titles do
I have that people actually want to buy?’ Because, really, the unique thing
about the hardware is that, unless there's something for that hardware that you
want to buy, the hardware itself does nothing for you. So, even if you have 100
games out there, if nobody's interested in playing them, the hardware doesn't do
you any good.” (5)
The curtains fell down over the farcical play.
”Why, that was short.”
As a 360’s lifespan.
”I take it you will use this occasion to deliver a sermon to the audience?”
I am only holding a mirror up to the Industry. Haters will see me only as
hateful, viral marketers will see a viral marketer in the reflection, fanboys
will see themselves staring back, all and all, what is this article but a
collection of quotes strung together by my squeaks? There are many Iwata quotes,
in fact, too many to include. But within 2004, a deluge will come so it is best
to put the following into context.
”To put what into context?”
A collision of contexts began occurring. On one hand, the Industry, especially
that of Western companies and analysts, said one thing over and over: ‘The Game
Industry is growing like never before! Gaming is becoming more and more
mainstream!’ Meanwhile, Iwata says something very different. He will keep
saying, over and over: ‘The Game Industry is in crisis. Gaming must strive to
become mainstream or it will die.’
”Those are diametrically opposed contexts.”
And those two contexts will shape the business plans of the seventh generation.
Despite what anyone may say, both contexts cannot be correct. Either the
Industry is right or Iwata is right.
”Interesting. Even when Wii became a success, the Industry still refuses to
challenge that old context.”
And this is why they will lose in the Eighth Generation as well.
The Detroit Disease
Iwata, at GDC 2006, has compared Nintendo’s strategy in relation to
competitors to be like Pepsi, and its cola competitors. There may be a better
analogy: Detroit.
”The Car Industry?”
American business is infected by what is called the ‘Detroit Disease’. Hedge
funds and investment banks, filled with the personal invulnerability associated
with hot-headed teenagers, ignored the risks of what they were doing and
eventually came to believe the risks weren’t even there. One of America’s
largest toy-maker believed they could make big profits without spending much
thought on quality by outsourcing all the production to China. Now that they
discovered lead in the paint and other hazards, the recalls will cost millions
and, what is more expensive, reputation.
”What matters, Malstrom, is the bottom line.”
Yes, the bottom line! Never mind paying ordinary people good salaries. Let’s
just reward those on the top. And let us slash the pensions of those employees
who dedicated their lives to the company. Forget about giving consumers quality.
Just pile it higher and higher and sell it cheaper than the next guy. Keep your
profits high by cutting everything else: staffing, quality, systems, and
standards.
”Then how does Nintendo have such a high profit margin for its number of
employees?”
This is a key question that those poisoned with the Detroit Disease, mostly
Westerners, will not comprehend. Working for Nintendo is said to be very hard
but the employees love what they do. Nintendo raised such a high profit margin
by doing the opposite of the Detroit Disease: by enforcing high quality,
taking care of their employees, and keeping their standards high. Business
journals stare at awe of the profit and employee ratio but, apparently, they
aren’t seeing the company for what it is.
”Explain the Detroit Disease.”
Detroit Disease is the following:
-Belief that the market is immune to outsiders.
-Belief that GDP growth drives auto sales, that ‘growth’ means growth in market
share, and that buyers are price-driven.
-Belief that price was something that was jacked up by leather models, white
walls, and radios.
-Belief in the immortal words of Lee Iacocca who said, ‘the most important thing
is the deal!’”
The Japanese had a completely different context than America did. The Japanese
believed they were always in a global market, far bigger than the US, and that
they (including Toyota) were small players on a global stage. For them, it was
always about growth, not market share. They aimed the price low, but kept as
much high quality as possible, in order to grow the market until they had earned
the right to sell cars at higher price points. It was not about the ‘deal’ with
customers, it was the ‘relationship’ with customers.
The reader was wide-eyed. “This fits Microsoft to a T. Have they become the
General Motors to gaming?”
Look at the contexts. In the last article of ‘A Fool’s Paradise’, you saw
analyst after analyst, most of them western, inflicted with Detroit Disease.
They were not concerned with true growth, only market share. Sony,
interestingly, seems affected by this as well as they seem focused on winning
the Western markets. The price was jacked up by movie playback and other frills.
Every NPD, the analysts go into glee saying, ‘Look at the rising revenue! This
means gaming is growing!’ This matches the Detroit way of thinking.
The reader added, “And they believe the ‘deal’ is more important than the
‘relationship’. Countless bundles and coupons they think will move those
systems. They also do not think anything outside can threaten the game industry
since they perceive game consoles as requiring billions of dollars of loss for
the first couple of years!”
Quite true. It is well established today that Microsoft did their console
business on the cheap. Even their customer service is outsourced to other
countries! Microsoft reps defended this by saying that all American companies do
it. Unfortunately for them, we are in a global market now. The loss of a billion
dollars for 360 repairs could have been easily avoided had Microsoft been less
cheap and used more quality control. When gamers send in their 360s to repair,
they should remember the ‘Detroit Disease’.
The reader said, ”The belief of immunity from outsiders is interesting. Casual
gaming was always around. Nintendo didn’t invent it. But someone else would
eventually make a system such as the Wii and could have stolen traditional game
market. A new interactive entertainment experience could easily disrupt the
current way.”
(I nodded.) Disrupt or be disrupted. Nintendo got there first. When Detroit
began failing to the Japanese, they came up with all sorts of excuses such as
“deathtrap” used cars (whose only real threat was to prices of new cars),
fashion quirks in California, excise taxes, Japanese conspiracy, and so on.”
”And this happened to the game industry!” the reader said. “They came up with
all sorts of excuses. They blamed used games. They said Wii was a ‘fad’. They
then said Wii had no real games, only casual non-games.”
The big problem of Detroit is their health care costs, negotiated at a time of
no competition, and used in a short sighted manner back then to attract
employees without foreseeing the eventual costs. Now Detroit, and many other
American businesses, demand government universal health care merely to bail them
out of their finances. No one held a gun to Detroit’s head when they made those
health care pension plans.
”This mirrors the game industry as well! No one held a gun to the Industry’s
head to throw as much technology as possible into the hardware, the equivalent
of a console on steroids, and demanding every game have breathtaking HD visuals.
They whine and moan about the costs but forget that they inflicted it on
themselves.”
Right! Now, how can you tell whether an analyst or message board analyst has
been infected by the Detroit disease?
”I don’t know. How?”
”They will:
-Believe sales are primarily price driven. (‘When PS3 and Xbox 360 have their
price cuts, it is over for the Wii!’)
-Believe that the deal (‘Look at that bundle with coupons! What a great deal!’)
is everything.
-Believe success is only measured in shininess and shoes, not the happiness or
joy the products bring to this Earth. (‘Who cares if Wii Sports is something
that families enjoy doing together!? I don’t want to hear about that!’)”
Even though the curtains were down, a big muscled man came screaming on stage
barking out orders.
”Who is that?” the reader asked.
It is the macho manager. In America, Macho Management became the norm because
organizations convinced themselves that it works to drive up profits better than
the alternatives. They are convinced the downsides are minor compared to the
benefits.
The Macho Manager approached the employees, gave an ‘inspirational’ speech, and
then sat back to do nothing while everyone else worked.
Macho Managers become egotists. They have blinkered viewpoints where they are
not patient enough for slow, incremental wins. No, they want massive, public
success and will often take risks on a similar scale. All-or-nothing easily
turns out to be the latter. They ride roughshod over others and have short
fuses. Intimidation is their way. They love a good fight for they only shine
during conflict. When there isn’t any, they generate some. They are in constant
turf wars, not unlike bull seals competing for beach space and females.
Another Macho Manager appeared. One said to the other, “Dude! You’re going down!
We will win this war!” “No! We will!”
See how they spend most of their time posturing, roaring, bickering, and trying
to grab territory? How this helps their organization is beyond me.
The reader was genuinely curious. “Why do you bring up these macho managers?”
The Macho Managers began running around in circles screaming like monkeys.
If Detroit Disease pervades, the ‘macho’ culture often results. This is why you
see heads of Microsoft and Sony publicly trash each other not unlike playground
school kids. This macho culture has permeated even the web boards. Perhaps we
are not suffering from fanboys but wannabe macho analysts. And for our current
analysts, well, many of them also resort to the machoism.
”Did someone shoot you up with estrogen, Malstrom? How dare you criticize
machoism!”
Machoism isn’t manliness. The fuel of machoism is fear. Take the contexts of ‘A
Fool’s Paradise’. We now have a perversion with macho journalists, macho
publishers, and macho analysts. I say away with them!
I jumped up on the stage, went to the back, and pulled a lever. A trapdoor
opened beneath the two Macho Managers as they fell to the Pit of Fire. “Let us
throw all of them in. Too much Detroit Disease for my sake.” All the analysts
were thrown in to the pit. I pulled the lever and the trapdoor closed.
The reader looked expectantly at me. “Can we get on with the farcical play?”
Grabbing some popcorn, I jumped back to my seat as the lights appeared and the
curtain rose.
2003
A journalist asked, “Strategy Analytics has said that the
GameCube will be the last Nintendo console. What do you have to say about that?”
Iwata shook his head in disbelief. “When we withdraw from the home game console,
that's when we withdraw from the video game business."
IGN asked, “What about the lacking GameCube sales?”
Iwata pointed to the video game market and said, "Consumers today apparently
don't want to sit in front of the television to play games for hours and hours."
IGN turned toward the audience and said, “This comment leaves us completely
baffled, as we're not entirely sure how the president of NCL hasn't noticed the
millions of PS2 units shipped each month, in addition to the 1.5 million copies
of Rockstar's Grand Theft Auto: Vice City that shipped from retailers
during the month of December alone.” (6)
Another journalist asked, “How are Nintendo's hardware sales in fiscal 2002?”
![]()
The Industry stared at Iwata with a smirk on their faces. Iwata replied, “I am
certain that global shipments of the Game Boy Advance portable game machine will
reach the targeted 15 million units, thanks to the growing popularity of the
Pocket Monster series of software. But sales of GameCube game machines fell
below our expectations in Japan, and the market share of the machines has not
dramatically grown in the U.S. and Europe. It will be difficult to achieve the
initial target of 10 million units.”
![]()
”Do you think your products face tougher competition from rivals?”
![]()
”All companies are facing a slump in the video game business. We should
assume that video games themselves are at a turning point.”
“Have you started preparations for developing
next-generation game machines?”
![]()
”Of course we have. We are focusing on devising new ways to play games,
rather than pursuing new functions.” (7)
Iwata then began talking about the history of gaming from Nintendo’s view and
highlighted how much had changed from the early days. “Back during early
development on the Famicon, teams were made up of only two or three people and
that for games to sell 100,000 copies each was the norm. Million sellers weren’t
unheard of however. But with the Super Famicom, development teams grew to fifty
or more people. Production increased by a year or two. Sequels became more
important, but not every follow-up guaranteed strong sales.”
Malstrom turned towards you and said, “Now listen to this!”
“The 3D boost, from 1994 onward, dazzled players with the newness of the
third-dimension enough to make tried-and-true game ideas and concepts fresh
again. The Sony Playstation 1, Sega Saturn, and Nintendo 64 came out and
suddenly anything not in 3d was seen as antiquated. As a result, most games were
in 3D and play controls evolved to work with these types of games, just as the
imagery became more and more sophisticated to entice more players. Development
time was once again increased and, oppositely, budget software was born.
”Although PS2 was a sales success because it had a DVD player function, it
troubled me that we had moved to a hardware where the sole function wasn’t
playing games. Despite general excitement, we should be cautious about
convergence of entertainment functions. It doesn’t mean that all sorts of
combinations will work. Cell phones may play games but they use up the battery
power quickly having a direct impact on the cell phone’s core functionality.”
The Industry protested. “But convergence is the future! How dare you turn
your back on it?”
"It is imperative that a game machine is easy to use for anyone. I don't agree
that multi-function hardware is the only answer." Iwata went on drawing
parallels between the current state of the gaming industry and the decline in
popularity of the shooting and fighting game genres. He said that data shows
that domestic software shipments are shrinking and while some people consider
this to be a temporary phenomenon that will let up when new hardware releases,
he is not one of them.
Iwata told them, ”The gaming industry used to be immune to recession and an
overall negative business climate. Gamers are getting older and tastes are
becoming more sophisticated -- and the industry is getting saturated; that
gamers want more complicated titles with more replay value. This means they will
be buying fewer games due to longer play value and a desire to play only
software with very high production values.
An investor asked, “You keep talking about some so-called ‘game crisis’. But
about America where sales seem healthy?”
Iwata nodded. “The North America market has offered more sustained sales than
the Japanese one, where sales of games trail off after two weeks. Though, that
it in America it is difficult to broaden and expand the market and that it's
virtually impossible to create software that appeals to both Japanese and
American gamers alike. Pokemon, a franchise that has sold more than 10 million
GBA games worldwide, is one exception to the rule and indicates that the
industry needs more titles like that. Despite the fact that the GBA titles
weren't 3D games or realistic they still sold well.” (8)
2004
A journalist asked, “Who came up with the concept of the DS?” Indeed, The
Industry asked, “Why does it have two screens?”
Yamauchi said, “I first proposed the concept of games employing a dual-screen
device in 2002.”
Iwata added, “Yamauchi discerned a trend among game consumers that the DS could
take advantage of, and handed off the idea to us to implement in more detail.”
”The game business has matured in ways I hadn’t expected,” Yamauchi revealed,
“and it has reached a critical point. Users aren’t interested in heavy, thick,
long, big games, burdened with flashy graphics, heavily-orchestrated sound, and
complex stories. Hardware manufacturers building the latest chip technology to
power those kinds of titles don’t understand games and neither do their
developers, even if they do have the money to keep producing them. Simply
creating more advanced technology and adding more features to hardware doesn’t
translate to fun games. Nintendo’s next console, which we aim to debut at E3 in
2005, is focused on new kinds of gameplay which the DS will prefigure.”
The journalist gave a wry expression. “This sounds much emphasis is being placed
on this… this… DS?”
Yamauchi answered, “The DS represents a critical moment for Nintendo's success
over the next two years, if it succeeds, we rise to the heavens, if it fails,
we sink into hell. My hope, and Nintendo's mission, is to spread new
gameplay through this device and re-energize the games market in both Japan and
the rest of the world.”
And with that, Yamauchi’s chair levitated, and he flew out of the Industry’s
Court.
The journalists turned toward Iwata. “So what is with the GameCube being a dead
system?”
”Look at the spike of the system’s sales after last year’s price drop as proof
that observers proclaiming the death of the platform were wrong. But Yamauchi is
right about the advance of technology. Hardware that is simply more technically
powerful is not the answer. Nintendo doesn't make hardware that doesn't have a
clear and well-defined purpose, and so its hardware design teams are seeking to
infuse their next product with that kind of purpose.” (9)
”How do you see the current state of the game industry and its future?”
”I think the number of game players will decrease if the game industry continues
to pursue its current strategy of making software more complicated and
luxurious, which in turn requires customers to consume enormous time and energy.
Customers now find themselves hard-pressed to keep up with the game developers'
approach. If we put the brakes on such a trend, we would be able to put the
industry back on a growth path. Nintendo was aware of this early on. We
would like to market such software and expand the sales of game machines.”
“You said that you would like to release new software which would bring
customers back to the fold. What customers do you specifically have in mind?”
“We are facing a critical situation, in which the number of game players
will decrease unless we change tack. We will release software targeted at
customers in different age groups. Donkey Konga, software for the GameCube
jointly developed with Namco Ltd. and released last December, has sold well. Its
content was well received. I think the charm of Donkey Konga partly lies in the
fact that even a three-year-old child can play it.”
“Nintendo repackaged 10 classic titles of its original home console system,
such as Donkey Kong, Super Mario Bros. and Pac-Man, for GameBoy Advance,
releasing them in Japan in February under the title Famicom Mini. As a
follow-up, 10 other popular titles, such as Mario Bros. and Twin Bee, were
released for the hand-held game machine on May 21. Do you intend to continue the
revival of old software?”
“It is a matter of course that we should consider the utilization of our
software assets. There are many things we can do. Adults can hardly get involved
in games unless we offer them simplicity. Adults who do not usually play games
should be able to understand them in 10 seconds. We would like to revive older
software which would prompt such adults to feel like playing them.”
The journalist asked, “So game software should be specifically targeted?”
Iwata shook his head. “Game software should neither be exclusively targeted
at children nor adults. Instead, we will develop software which anyone can
instantly understand. At the same time, production of software readily
acceptable to adults is worth studying. In March last year, we released Made in
Wario, a collection of mini-games, which was favorably received by both adults
and children. Made in Wario contained features of the so-called Family Computer
launched in Japan in 1983, and so evoked a sense of nostalgia in many adults.
Children, for their part, must have enjoyed it without understanding these
connotations. I think we should continue to adopt a similar approach. When we
market new software for adults, we should publicize it as software that everyone
can enjoy. It will be nice if adults who have kept away from playing games will
be motivated to take them up again. That will be more effective than
undertaking a promotion specifically aimed at adults.”
“Nintendo has not entered the online game business, while other game
companies are focusing on them, as is shown by SCEI's PlayStation2. Is Nintendo
not thinking of heading in that direction?”
“Not at the moment. SCEI's online golf game didn't sell well, while its
off-line golf game sold one million copies. This was also proof that
customers do not want online games. Online technology has its own
interesting features, so I don't rule out the possibility of making use of it
for games. But, at the moment, most customers do not wish to pay the extra money
for connection to the Internet, and for some customers, connection procedures to
the Internet are still not easy. Some time ago, game companies as well as the
media were predicting that online games would take off in the future. But game
companies now find it difficult to make online game businesses successful, and
their enthusiasm for them is cooling. During the year-end shopping season last
year, none of the online games succeeded. The failure of SCEI's golf game was a
good example. All the games that sold well were off-line games.”
”Will the PSP compete with the Nintendo DS?”
The Industry leaned forward, salivating over the answer.
Iwata answered: “Entertainment goods are not necessarily superior just
because they are equipped with state-of-the-art technology. Game developers have
made games too complicated for ordinary people to play, because they thought
advanced technology by itself is great. I think customers will not regard the
Nintendo DS as having the same purpose as the PSP. Just as the GameCube does
not compete with the PSX, the Nintendo DS will not compete head-to-head with the
PSP.”
A reader whispered, “Let me get this straight. The start of the mini-games
and casual, the start of the non-competition was the GameCube!?”
According to Iwata, apparently that is correct.
Journalist said, “GameCube is dead, Mr. Iwata.”
Iwata responded, “Since we price cut the system to $99.99, it overtook Sony in
sales at one point. The overall sales of the GameCube in North America and
Europe have been going as intended, but Nintendo is having a hard time reading
the Japanese market. The strong sales last year proves that GameCube is far from
a dead platform.”
”So what is Nintendo’s long term goal now?”
”We must increase the customer base. The development of the Nintendo DS, which
features a unique videogame experience, is one of our attempts at it.”
Iwata revealed Nintendo has begun to study customer responses on the
Internet. "My predecessor was a genius at sensing what people want, but I want
to take a more scientific approach to read customer needs."
“And what about the GameCube’s successor?”
"I do not believe releasing a higher performance machine is the solution. Our
hardware development team is thinking about the next move, but I cannot tell you
about it."
“What about online gaming?”
Iwata laughed. "Many people believe that online games are the next big thing.
But I wonder how much revenues Microsoft and Sony have made from online games.
I don't think the current online games have adopted the right business model,
and people will not pay money for them. But we will explore networked
videogames. For example, we may think about using wireless communications to
enhance the enjoyment of a videogame." (11)
A swarm of game developers gathered around Iwata. They chanted that Nintendo
needs to listen to their demands on making the successor to the GameCube.
Iwata looked down on them and said, “If we continue down the same path as we
have in the past, people may become tired of gaming. We have learned that
people get tired of any entertainment form. In Japan, the gaming market is
shrinking. There is still room to expand in the U.S. and Europe. But we
should not become complacent with that growth."
What? “No! No!” cry the developers. “Do it our way! Stay the course!”
Iwata pressed a button. “Innovate or die!” (12) Swarms of chomp chomps rushed of
the trapdoors to devour the game designers.
At E3 2004, like a crazed pageantry for the royalty of the Industry, Iwata came
up and said:
”Nintendo was proud of when we introduced the D-pad with the NES instead of
arcade joysticks. Proud of two-player gaming on the NES and four-player gaming
on Nintendo 64. Proud of the analog sticks, and rumble pak, and true 3D. We are
proud we established portable gaming with Game Boy. All these advances are now
industry standards. All make us proud. But I think we are most proud of this.”
(I jab the reader in the elbows.) Nintendo is
basically saying it is providing a new industry standard. The Industry,
meanwhile, was busy calling the DS the Virtual Boy.
“Better technology is good, but technology's not enough.
Today's consoles already offer fairly photorealistic expressions. Simply beefing
up those graphics will not let most of us see a difference. Nintendo is
working on our next system, and that system will create a gaming revolution.
Internal game development is underway. When the impact of the new home
machine comes, our revolution will be there.”
Journalists flew up to Iwata asking, “Give us the hardware details! How many
processors!? What is its GPU? Oh, do tell, tell!”
“I suppose I could give you a list of the technical specs.
I believe you would like that, but I won't for a simple reason; they really
don't matter. The time when horsepower alone made an important difference is
over.” (13)
As Iwata held up the DS, the ground shook.
”What is that?” asked a reader. “Another one of your article’s special
effects? Did you schedule this into the play?”
(I shook my head.)
I am not capable of affecting The Industry.
The ground vibrated again.
”It is an earthquake!” someone in the back cried out. Everyone dashed from their
seats to the large pane windows in the front of the theater. Thunder rattled
from the sky.
I held out my hands. “People, people, return to your seats.”
One protested. “But these earthquakes and thunder are but wondrous and strange!”
”And therefore, as a stranger, welcome the earthquakes to The Industry.
Gentlemen, to your seats! We learn the patterns and geology of the market only
the morning after the earthquake. To your seats, go!”
The crowd mumbled and went back to their seats. I signaled the actors to
continue.
A journalist asked, “Now that you have revealed the DS, tell us more about
your ‘revolution’. Why is it revolutionary?”
Iwata smiled. “The ‘Revolution’ is of a different nature that does not follow
the conventional path of new game systems that increase speed and visual quality
for making elaborate games. The rule of satisfying customers by increasing
specifications worked once, but no longer applies now."
“Then what does count?”
”Gameplay,” Iwata answered, “is what counts- not improvements in graphics and
sound.
”So will it be like the DS and have TWO screens?”
The Industry was still confused. “Why does it have two screens?” they kept
asking.
Iwata said no. “We have no intention of making a two screen console akin to the
DS. Revolution is of a different nature that does not follow the conventional
path of new game systems that increase speed and visual quality for making
elaborate games. What we are looking for is not next-generation technology,
but next-generation game play." (14)
Another journalist entered and asked, “How do you differ from your
competitors?”
Iwata answered the difference is clearest between the DS and PSP. “The PSP is
essentially a portable PlayStation 2 console, with highly sophisticated
graphics, and the DS is Nintendo's attempt to create something entirely unique.
The philosophy behind DS itself is simple; games have become increasingly
complex since the early days of the industry and now, Nintendo wishes to
bring gamers back to the start line of 20 years ago.”
The Industry was confused. “But why?” they asked.
"Games are stuck now," Iwata replied. “The solution is not to continue making
more complex and visually impressive games. Instead, I want to take a different
path: We want to create a product and an experience that hasn't been
experienced before.”
The Industry was baffled. “He must be very confident in its potential!”
Iwata told them, “This is the year when we'll join the fight in earnest with
this new product. Game development is deadlocked today. Games have grown in
pursuit of more beautiful graphics and more complex systems for 20 years, but
that growth is no longer translating into success, and games have stopped
selling. The situation won't change if we keep expanding in a conventional
way. Instead, we want to offer a gameplay experience which players haven't
encountered until now." (16)
Another earthquake shook. A reader asked, “Where is it
coming from, Malstrom?”
We will find out soon enough. Continue.
A journalist asked Iwata about the upcoming Xbox 360.
Iwata answered: "When it comes to the philosophy of making hardware, our
philosophy is completely different than the direction Microsoft is taking. I
think they are simply looking toward beefed up technology for the
next-generation console. And from the developers' and programmers' point of
view, that kind of machine will be very difficult to work with. In the end,
there will not be a sufficient reward in exchange for the hardships they will
need to endure.
"That should create an opportunity for Nintendo because we are trying to make
unique hardware -- not just a beefed-up version of GameCube, but something that
will be easy to program. In the long run, that will make game development on our
new system more profitable."
“But,” the journalist asked, “what about Nintendo’s
inability to reach the mature gamers?”
And Iwata said, “To answer your question, in the short term, there is some
impact; but in the long term, I think it is most important for Nintendo to reach
the widest variety of customers. That is our main emphasis right now, and it
will be in the future as well."
The journalist asked, “But what adding in the hardware features that the Xbox
360 and PS3 are promising to have?”
"In the world of gaming, if you are going to only purchase
hardware, you will not enjoy yourself at all. It is our assumption that it is
the software that provides the sensational experiences, and that [the games] are
the only reason to buy the hardware. So, from the viewpoint of the software
creators, their favorite new hardware will be the console that will enable them
to make their dreams come true. That is true for the customers as well. Once we
can identify these unique points [features], we can begin thinking about which
partners we should take for their technology and know-how. Past generations [of
consoles] have been measured by functionality such as computer graphics
technology, processing speed, and power. It was as simple as that.
"To put it another way, before the launch of PlayStation 2 and GameCube, game
creators mostly cared about working on the most powerful machines so that they
could make games more attractive. But, if you ask me, if the situation will stay
the same in the next generation, [both] Mr. Miyamoto [Shigeru Miyamoto, creator
of the Mario and Zelda games] and I really doubt it.
"With the next generation of consoles, if the only thing they have is ten times
the functionality [meaning processing power and improved graphics], I don't
think people will be able to tell them apart from this existing generation. In
the end, if the next generation of consoles only represents beefed-up
technology, there will not be much of a future.
"Nintendo is working on its next-generation system. Allow
me to call it GCNext or GCN. The abilities of GCNext will be different from what
you have seen from consoles in the past. What Nintendo is currently discussing
is not about state-of-the-art technology for enhancing processing power. But
what I, Miyamoto, and Mr. Takeda [engineering leader Genyo Takeda] are
discussing is what should be done to entertain people in a new way; and in order
to achieve this, what functionality must be added to our current technology.
"Please understand, I am not saying that technology is unimportant. I understand
that technology is important. But if we are just focusing on technology and
investing in an IT manufacturing plant to come up with higher performance
processing [chips], we will not succeed."
The journalist asked, “So does Nintendo consider putting
out new unique hardware more important than the software?”
"When Mr. Takeda was working on the GameCube, he stated that they [his team]
were making the hardware strictly to support the software. In other words, Mr.
Miyamoto's group and the people who create the software are more important. I
think this is a unique feature of Nintendo's structure."
The journalist asked, ”And you are not concerned about the
competition?”
"We are going in a different direction than Sony. We
believe that other companies are already investing in state-of-the-art
semiconductor development. Nintendo is not actually trying to create a
state-of-the-art technology that is not known to the world. We are reviewing
technologies that are in the early stages of development [by other companies].
Nintendo should be able to find the optimal solution to make the best possible
hardware by cooperating with several partners.” (17)
As you can see, Iwata was very confident of what would happen. Back in 2004
he was publicly saying Microsoft and Sony were going the wrong way. Of course,
everyone accused Iwata of marketing and baseless PR. After all, The Industry was
growing by leaps and bounds, right?
”Iwata sure does sound confident.”
Indeed. Considering the failure of the GameCube and the slow start to outright
mockery of the DS, you expect he would be more cautious. Despite that, he
declares the next system to be the ‘Revolution’ that will alter the face of
gaming as we know. Further, he keeps saying that the market is in crisis.
”The Industry believed the opposite.”
”And this is why everyone thought Iwata mad. There is a truism that good
business leaders appear a little insane to everyone else. Mostly, this is
because they see something that the rest of us do not see.”
2005
A reader was bored. “Tell me Malstrom, why go on and on about the
business? I care only for the art of video games!”
I snapped my fingers, and the Iwata on stage said,
”Even artists must know the business side of game development. After all, if a
game never comes to market, there is very little chance of it making any money.“
”Money! Is that all you are about?” said the angry reader. “This is how
Nintendo measures success: through money!”
I snapped my fingers again, and Iwata spoke.
“One thing that has not changed--and will not change--is
our nature as a form of entertainment. Like any other entertainment medium, we
must create an emotional response in order to succeed. Laughter, fear, joy,
anger, affection, surprise, and, most of all, pride of accomplishment. In the
end, triggering these feelings from our players is the true judgment of our
work. This is the bottom line measurement of success.”
”But what about the awesome hardware features that the Xbox 360 and PS3 have?
It is hardware capabilities that sell systems!”
“Software sells hardware. People buy game systems to play the games they
love.”
”Hmph! You dangle Iwata up there as an Oracle in a cheap way answer my
questions. You act like Iwata has all the answers.”
No, (I replied). But he does have the foresight.
”Why don’t you have him ask a question for a change!”
(I thought about it, snapped my fingers, and made it so.)
”As we spend more time and money chasing exactly the same players, who are we
leaving behind? Are we creating games just for each other? Do you have friends
and family members who do not play video games? Well, why don't they?” (18)
Iwata then approached The Industry. While everyone was excited over the Sony
announcements (“Did you see that Killzone 2 E3 trailer? OMG!”) and the upcoming
Xbox 360, not many paid attention to Nintendo.
“We gave you DS, a new Game Boy, and new games to play on them, and now you
say ‘we want a revolution’. Well, we've got one.”
Iwata pulled the little console out of his jacket.
(Earthquakes rumbled. I motioned for the worried actors to continue.)
“The key here is not what you are playing, but how you'll be playing. This is
the console where the big ideas can prevail over big budgets.”
The Industry shrugged. “So why is it ‘revolutionary’?”
Iwata answered, "Different also defines our approach to our next home system.
It won't simply be new or include new technologies. Better technology is good,
but not enough. Today's consoles already offer fairly realistic expressions so
simply beefing up the graphics will not let most of us see a difference. So what
should a new machine do? Much more. An unprecedented gameplay experience.
Something no other machine has delivered before. The definition for a new
machine must be different. I want you to know that Nintendo is working on our
next system and that system will create a gaming revolution. Internal
development is underway.” (19)
A journalist asked, ”What were your impressions of the console announcements by
Sony and Microsoft?”
“The direction that we are heading is completely different from the
direction the others are going. They are spending enormous energies on
specifications so they can claim an edge in computer graphics. But the result so
far is the media and game fans are still not quite satisfied with the resulting
graphics. I believe we need to refrain from announcing anything specific about
performance right now. The graphics they can generate now are not to be
trusted as the real thing. Once they can generate samples of actual machines
and we can touch a real controller, that’s when we may be able to give an
assessment. (20)
”You know, Mr. Iwata, we haven’t seen anything about that controller,” asked one
reporter.
"For the next-generation console, we plan to introduce a friendly user interface
so that, for example, a mother who's watching her child playing a game might
say, 'Oh, I'd like to try that too. However, user interfaces are devices that
can easily be imitated by other companies, so I can't reveal any details right
now." (21)
“Is there anything you can tell us?”
Iwata smiled and said, “We're not about selling new kinds of TVs or taking
control of the living room...” (22)
Another journalist appeared and said, “Bill Gates say that Nintendo has nothing
but a niche market. What do you say to that?”
”Talking about the definition of the niche, or niche market, I really have the
completely opposite opinion. The people the other companies are targeting are
very limited to those who are high-tech oriented, and core game players. They
cannot expand beyond that population. We are trying to capture the widest
possible audience all around the world. In other words, we are trying to
capture the people who are even beyond the gaming population. So for that kind
of company, we don't think the term 'niche' is appropriate.”
(I burst out laughing.)
”Shh!” cries the audience.
”I am sorry,” I professed. “Bill Gates saying Nintendo aims at a niche, and Iwata
turning it around and saying that GATES is aiming at a niche and doesn’t
realize it, is quite funny.”
(The audience shook their head and muttered something underneath their collected
breaths.)
“Mr. Iwata, are you not embarrassed by the audience of the GameCube? They are
mostly children.”
”I've never once been embarrassed that children have supported Nintendo. I'm
proud of it. That's because children judge products based on instinct.
Everyone wants to appeal to people's instincts, but it's not easy. That doesn't
mean we're making products just for children. We believe that there's
interactive entertainment that people in their 60s, 70s and 80s can enjoy, so
we're doing various things.” (23)
”Mr. Iwata, you keep saying that you must expand the gaming population. But how
does one do that?”
Iwata answered, “To expand the gaming population there are 3 main challenges:
“1. First, we had to reengage the people who had stopped playing.
”2. We had to attract new gamers.
”3. Finally, and most important we had to introduce new products that appeal
to veterans and new gamers alike.”
The journalist asked, “So far, the DS sales yield has remained at a further pace
than PSP except in America now where that gap is closing. What do you have to
say about the DS?”
Iwata explained the DS. “Before we began with DS, I had a growing sense of
crisis. Since the days of famicom, the control mechanism has become more and
more sophisticated. Perhaps those who have never played have looked at the
controller and thought, too difficult. In order to expand the gaming population
it is taken for granted that we need to satisfy veteran gamers. But at the same
time we need a new proposal to get new players in, to have them say I can do it!
I can touch it! So what’s most important is the controller interface. Those who
are not playing today, those who are not sure if they have nimble enough
fingers… and at the same time offering new sensations to vet gamers? How? We
can encourage people to play games with fresh excitement from the same starting
line. This was the same approach as taken from DS. But we can’t split the TV
into two nor can we make it touch screen. So we disregarded convention wisdom
that the controller must be held by two hands.”
Iwata held up the motion controller and The Industry went into a state of
shock.
A jolt threw the audience over their seats as if the tectonic plates had
begun to buckle. “Is the world falling apart?” one asked. “That was the
strongest earthquake yet!” Before, the earthquakes had come and gone but now, it
was a steady shaking. A sense of unease went about in The Industry.
Iwata said, “We are not only going to offer small and simple games, but we
are also going to establish a new standard for game control. We need to get
novice and veteran players. We can’t expand without both, and because of this we
need to propose a wide variety of software, encompassing many different sizes
and types of games, Since the launch of famicom 20 years ago, the game
industry has evolved significantly. Even now there are many people who believe
in the idea that as long as we continue with just making games more gorgeous we
will continue to expand. But the final judgment will be made by games players
around the world. When games can no longer surprise, people will grow tired
of gaming." (24)
The Industry asked, “Won’t that… thing… alienate third party developers?”
"Well, of course, the idea is that the Revolution will sell and sell and sell
so it becomes the standard in the industry," Iwata mused. "However, at least
for the launch period, we designed the controller so it can play any of the
different conventional styles. After all, we are talking about it playing games
from our past machines (i.e. the virtual console). So don't worry." (25)
“A lot has been said about Microsoft's new Xbox console
coming out later this year. If that's the case, it may have a year's lead on
you, and many are predicting Nintendo will be the big loser, not Sony. What
are your thoughts here?”
”Whether Nintendo is a winner or loser on Revolution totally depends on how
our customers react to it, and since they do not know much about it, I can't
respond. A year or two from now, it will be interesting to know who
ultimately made the right choices. I'm confident we have made the right
decisions.” (26)
The earthquakes began to intensify.
”Look!” I said. “The DS has popped in Japan! All DS systems have been sold out!
Japan is now DS Land.”
"If we cannot expand the market, all we can do is wait for the industry to
slowly die."
”And look, reader, how these markets are but forests of feathers and, where
they swing, is the profiting wind.”
"It is our responsibility to make games for all skill levels...including people
who are not playing games now."
”Yes, yes, games for all! All for games! So runs the market away, for some
must watch while others must sleep. Those awake in The Industry profit while
those sleeping dream their lucid technology dreams.”
One reader turned to another. “Is he making sense to you?”
”No.”
"Technology alone can't advance videogames...which is why we plan to take
Revolution in a dramatic new direction. Revolution...does not follow the
conventional path of new game systems." (27)
”High definition roses on Iwata’s razed shoes, let us gather a fellowship for
the crying players.”
”I do think he’s lost it,” a reader admitted.
”Quiet readers! Let Iwata explain the Revolution’s codenames.”
“The CPU is called Broadway because Broadway is the capital
of live entertainment. The GPU's name stems from the fact that Hollywood is the
capital of movie entertainment. With Revolution, we are determined to create
the new capital of interactive entertainment. This is Nintendo's plan: make
our existing game world better. For us, this is a passion. This is a mission
of adventure.” (28)
”So confident was Iwata that the codename for the Revolution’s chips
reflected his belief that the Revolution would be the center and capital of all
future video games.”
A reader mused, “It is like he thought the Wii would become the cornerstone of
the next generation.”
”Yes! Exactly!”
”That is arrogant,” another reader thought.
”No,” I said. “The Blue Ocean Strategy is all about seeing ‘the big picture’.
And the ‘big picture’ is the Wii becoming the capital for video games.”
2006
Iwata stood up before The Industry and said,
”Once upon a time, way back in the 1980s, a company became number one because
its products meant fun to young people. Then, in the 1990s, a bigger company
with a bigger brand name and bigger budgets took away the number one spot.
”Fortunately, that first company also had another line of products that let it
remain popular and profitable. This company used that threat to reconsider its
strategy, and think how it could regain overall leadership. And this is what it
decided. It would redefine its own business, and expand its market beyond
current core users. Could this strategy work?
“Well, we already know the answer. The answer is yes.
"Because that first company, Pepsi, has returned to number one in its
industry, displacing Coke. Pepsi stopped asking, how can we sell more
cola? Instead, it started asking, what else do people want to drink?
“Today, Pepsi is number one in bottled water. It is number one in sports
drinks. It is number one in health drinks. And, of course, it remains number one
in the snacks business that it used to maintain profitability while they
executed their disruptive strategy.
”I am here today to share some stories about Nintendo. But, I begin with a story
about Pepsi because it demonstrates how thinking differently, and holding
strongly to your strategy, can disrupt an entire industry and in a good way.”
I shook my head. “This was how Iwata opened his GDC 2006 speech called
‘Disrupting Development’. The title of his speech alone should have sent his
competitors scared.”
A dumb viewer said, “I do not understand the bold.”
”Don’t you see? Before the Wii had launched, before the DS exploded in America
and Europe, Iwata was declaring Nintendo was going to be number one. Far from
hyperbole, he said that Nintendo was Pepsi and, like Pepsi, Nintendo would use
disruption to change the Industry to their favor.”
”You put words in Iwata’s mouth. This is what this dumb play is all about. You
make Iwata say something and then you say what you wish he did.”
”I am content to let the Iwata speak for himself. Listen to his next words
carefully.”
“For some time, we have believed the game industry is ready for
disruption. Not just from Nintendo, but from all game developers. It is what
we all need to expand our audience. It is that we all need to expand our
imaginations.
“Several years ago, when I began talking about reaching out to casual gamers
and non-gamers, few people listened. Today, Nintendo DS is succeeding in
disrupting the handheld market. In fact, you could attribute most industry
growth last year to just this one product line. Now, people are listening more
closely.
“I know many of you smiled when we demonstrated Nintendogs at the GDC last
year, but I'm sure not many of you believed it could sell 6 million copies
around the world in less than a year.
“But the success of DS is not based on just one game; it is the story of
several new kinds of software creating brand new players.”
”How anyone can say the Nintendo got ‘lucky’ with the DS and Wii show that
they are not paying attention! This was a calculated business plan. Look at the
journalists at this speech slobbering over the scent of a supposed ‘megaton’ to
come out! And look at others who the business plan is invisible to them but can
see only the hardware They say, ‘How can the mediocre hardware of the Wii
outsell the superior hardware of the PS3?’ For the same reason chili-dogs
outsell caviar.”
”It is amazing how Iwata mentions disruption so openly,” one reader wondered.
”Nintendo hid their business strategy by putting it in plain sight. Ahh,
disruption. The most radical re-definition in business of the 90s, and it is
still misunderstood. Part of the reasons for this is because everyone began
chanting ‘disruption’ for every new product without fully understanding it. Bill
Gates complained that every new product idea kept saying how it was
‘disruptive’. But do you know the craziest thing,, reader?”
”No. What?”
”Iwata not just declared Nintendo would become number one again. He then said
that the PS2 will have its record broken. Listen.”
”Let me explain how disruption is working for us. Most of you are very familiar
with the American market, so let me share some information about Japan.
”When it launched in 2001, PlayStation 2 sold 6 million units in its first 21
months. Soon after, our Game Boy Advance did even better, reaching 6 million in
20 months. But Nintendo DS is selling at a much faster pace than any game system
in Japanese history. We have reached sales of 6 million systems in just 14
months. And, this number would be far higher if production could keep up with
demand.
”In part, the DS success is due to how we redefine better technology with unique
hardware features. But more importantly, the disruption of Nintendo DS comes
from how software takes advantage of the hardware.”
”This is Nintendo’s ace card. Microsoft and Sony have their hands filled with
money, manufacturing plants, and other industries. What did Nintendo have? ‘No
chance’, the analysts said. But Nintendo had one strength, and one only, and
that was the integration of hardware and software. Nintendo is not a software
company. It is both.”
”So if Sony and Microsoft are just cramming bigger chips out there, this allowed
Nintendo to use that integration to make a unique product.”
”Correct. Sony and Microsoft could not have come up with the DS or the Wii. Look
how both were so mocked by even regular gamers. This integration of hardware and
software is also Apple’s ace card as well.”
”And it is this that allows Nintendo to become the sole disruptor of The
Industry.”
”Nintendo said they were not competing yet Iwata is running around declaring how
Nintendo will return to number one, how the Wii-mote will become standard
because it will sell, sell, and sell, and that Microsoft and Sony are going down
a wrong path which will become evident in 2006 and 2007.”
”Iwata tricked The Industry.”
”No. The Industry tricked itself. Now, I want you to listen to the following
bullishness in Iwata concerning how he had the foresight to push Brain Trainer.”
“My bigger concern was how the market would react beginning with retailers.
Few people inside Nintendo believed they would place very big orders the game
was just too different from what they knew. Maybe it wasn't even a game at all.
So at this point, one member of the sales team suggested a new rule. When our
salesmen showed the software to retailers, even before business was discussed,
the first 15 minutes of every meeting must be spent with the buyers trying the
brain exercises themselves.
”Oh, when they heard this, the retailers hated the idea! They were disgusted,
but they had no choice. So they started playing, and we could only wait to see
how they would react.
”And how did they respond?
”Those first retailers, after playing the first game, agreed to buy a total of
70,000 units, which was still more than our domestic sales team expected, but
I was not satisfied with that number. But between the launch of the first
game and the second, you could see a disruption of the market occurring
across Japan. Something had changed. New people were playing.”
”It surpassed the domestic sales team’s expectations yet Iwata still wasn’t
satisfied! People think Nintendo dumped their products out there and the
disruption took place all on its own. No. The key is Iwata. He was the one who
pushed it.”
“Some people put their money on the screen, but we decided to spend ours on
the game experience. It is an investment in actual market disruption. Not
simply to improve the market but disrupt it. We believe a truly new kind of
game entertainment will not be realized unless there is a new way to connect a
player to his game.”
”Welcome to the Generation of Disruption. Sony and Microsoft thought they
would be disrupting how television and movies were done in the living room. I
know this because the definition to disruption, when looked up, was always given
the example of the upcoming Sony and Microsoft game consoles. This is why Wall
Street was excited about the upcoming next generation. So many industries,
movies, music, the digital top box, would be decided by the upcoming console
war!”
”But no one gave any thought that Nintendo could disrupt gaming and end the top
box war before it begun.”
”Precisely! Now, there can be no top box war because the definition of gaming
has changed. But there are more disruptions Iwata mentions. The iPod was a
disruptive product, and Iwata lists the Virtual Console as one of Nintendo’s
disruptions.”
“I consider our virtual console concept the video game version of Apple s
iTunes music store. Since I first announced the virtual console concept last
year at E3, other people have become very interested in digital downloads.
Others will offer such a service, but it will not be the same. Because for us,
this is not just a new business opportunity, for us, this is true innovation
true disruption. It is part of our DNA. The digital download process will
bring new games to the widest possible audience of new players. Young people,
older people, even those who never played video games before.”
”Fitting that Nintendo should model itself after the Ipod since Apple’s
disruption was very successful against Sony’s ‘Walkman’ who pundits said its
brand would deliver it majority market share.”
”When I think of what faces all of us right now, I imagine what it must have
been like for the explorers who first set foot on a new continent. For them,
it was impossible to imagine all the adventure that lay ahead.”
The earthquakes intensified and the theater erupted in chaos. The crowd ran
to the windows up front where a black greenish sky awaited them. The windows
shattered and thunder cracked from the clouds.
The crowd rushed outside and, like everyone else on the Industry’s shores,
looked to the horizon. The water began to be sucked into the ocean as the shore
grew and grew.
”Yes, we have already disrupted handheld and it worked. Yes, we have already
disrupted Wi-Fi and it worked. We disrupted the very definition of a game and
that is working, too. In a few weeks, you will better understand how to
disrupt console gaming. You will play, and you will see. (29)
The actors stood outside, staring at the hellish sky, dumbfounded. “What! I
am not paying you to stand around in my article! Go! Perform the stage outside
if you have to.”
The actors turned to one another, shrugged, and acted till doomsday.
”Cease your distractions, reader. Here, Iwata declares Wii Sports to be this
generation as Super Mario Brothers was to yours.”
“About 20 years ago when Super Mario Bros. hit the market, it was
just the time when people were getting very interested in video games. And when
one player is playing with a Super Mario Brother... and as soon as the player
makes [a mistake and loses his turn] others say, "Ok, let me try. I really want
to do that." But now when some players are playing with a video game, and there
are some people surrounding them, even though the player himself or herself
might say, "Why don't you do that?" The surrounding people say, "No I cannot do
that; that's not for me." But with games like Tennis I think that we
can change that situation. When people see somebody playing with Tennis,
I believe other people immediately can understand what the player is supposed to
do and say, "Let me try it." So I think that kind of situation is really
encouraging in order to expand the gaming population.”
A journalist asked, “Speaking of Sony, I wanted to know what your reaction
was to their [E3 2006] media briefing, especially their expensive price and the
fact that they now announced motion sensing for the PS3 controller.“
“As for the latter part of the question, actually we were anticipating
that Sony would make that kind of announcement, so I had to make a kind of wry
smile at the time. Having said that, however, putting the motion sensing
technology into the classic [PS3] controller, which is going to be held with two
hands, is pretty much different from the motion sensor being incorporated into
the Wii remote or the combination of the Wii remote and the nunchuk
controller... There's a huge gap between the two, I can tell you, with that
whole experience, so I really don't think that the inclusion of motion sensing
into Sony's classic type of controller can affect in one way or the other the
advantage that we have with the Wii controller.
”As for the comment on the price point that Sony announced, the only thing that
I may be able to tell is that probably there's a huge gap between how the
platform supplier wants to price it and how the customers want the supplier to
price it. And other than that it's very hard for me to comment on that as the
corporate president running a rival corporation. I think the ultimate decision
has to be made by the actual customer and as one of the potential customers of
PS3, of course I think it's going to be kind of a [tough] price point for
anybody to purchase; that sentiment has been shared by a number of people
working in this industry that I've been able to talk to so far.” (30)
”This is Iwata’s diplomatic way of saying to Sony, ‘You’re idiots!’”
``We want to appeal to mothers who don't want consoles in their living
rooms, and to the elderly and to young women. It's a challenge, like trying to
sell cosmetics to men. If we can do this, the Wii could break all the
boundaries in terms of user rates for game consoles. We are not battling Sony or
Microsoft. Our enemy is consumer indifference to games.'' (31)
“And look! Iwata foretells that Wii could break all boundaries of game
consoles.”
The audience was no longer looking at the actors but at the eerie sky and silent
waters whose motions has stopped.
An investor asked, “How many Wii hardware do you plan to sell in three years
from the launch?”
”I do not intend to declare how many Wii we will be selling today, but Wii will
be a failure if it cannot sell far more than GameCube did. In fact, we shouldn't
continue this business if our only target is to outsell GameCube.
”Our business is very special in various ways because our customers can never
tell what we should make. In the majority of the other businesses, you are
told, "You should ask the customers because they know the truth." So, you will
thoroughly ask your customers what are the issues they feel about your products
and try to make a hit product by solving the identified problems. In case of
video games our job, in a sense, is to surprise the customers. Asking our
customers, "what will surprise you," is the silliest question. Our customers
will be surprised and happy when we can provide them with something they have
never expected. For us developers, there is no way to expect what will sell and
what won't. Having foresight, or the ability to forecast what works out
well and what won't is a very important talent for the software planners in the
entertainment business. Fortunately, Nintendo has been recognizing the
importance of foresight for many years to run the company. This hasn't
changed even after I succeeded Mr. Yamauchi's position, and Nintendo has been
able to succeed in introducing a variety of unprecedented products.”
”Nintendo’s master is not Experience but Foresight.”
“I don't know if this is a good example, but when we announced Nintendo DS,
the unanimous reaction were, "What are we supposed to do with two screens?" and
"I don't think the touch-panel can change the way how we play games nor create
new entertainment because that technology has been available in the world for
many years." Nintendo alone was thinking differently and betting that our
unprecedented approach would succeed and be the right one. The handwriting
recognition application for DS had been developed at Nintendo even before we
started discussing the possibility of making Brain Age software at all simply
because we thought that such an application could surely be useful someday in
the future.
”When I am surfing on the net, I often see such terms as "Web2.0" lately and
feel that the world of the internet has entered into a new phase since last
year. Looking at how video game companies are using Internet technologies,
we have been wondering if it is the right approach to consistently use them just
to compete against each gamer for 5 or 10 years. This is how we came to propose
WiiConnect24, which will use the Internet for people to enjoy sharing
information. I am yet to know what kind of revolutionary entertainment can be
created with WiiConnect24, but we will not stop challenging these unprecedented
things. You may feel that Nintendo has been doing things that it did not used
to. You will be feeling the same way in the future as well. Whenever we
sense that users' new needs must be there or there's got to be unique
opportunity for us to surprise customers, we would always like to be an
aggressive challenger.” (32)
The earthquakes suddenly stopped and a distant roar could be heard. The
golden statue of Kutaragi stood alone against a coming sense of gloom.
"Our focus has been on how we could make those who had not been interested in TV
games so far become interested ... So we are not really thinking about competing
with PlayStation 3. Although we are not really thinking about winning against
Sony, we do hope to make efforts so that in the end, the number of units sold
by Nintendo surpasses that of Sony." (33)

The first tidal wave, massive in scope, slammed into the Industry and
snapped the Kutaragi statue in two. Screams filled the air as most of the ‘Royal
Court’ got swept out to sea. Kutaragi, himself, got washed away from his throne.
Another tidal wave hit. More screams.
”That cursed Blue Ocean will destroy us all!” one said.
”Don’t worry,” said another. “The waves will stop. How deep can that Blue Ocean
go?”
”Fools!” I told them as another wave washed over us. “The question is not how
deep the Blue Ocean is, but what is coming out of it.”
”What do you mean?”
I handed them a telescope. “Look yonder and you will see a shape appearing from
the abyss. It is a new land arising from the watery depths. As it surfaces, it
is the reason for the tidal waves slamming into the Industry.”
The person squinted in the telescope. “Good God. This is Iwata’s new market? How
big will it be? An island? A chain of islands?”
”It is a continent, sir. In the business world, CEOs pretend to be captains
sailing their companies which the ideal being that one becomes a Columbus, that
one discovers a whole new continent to explore and exploit.”
”What is this continent?”
”No one knows. Not even Iwata. That is what will make this generation so
exciting. The Brain games and dog games you think define the ‘new market’ are
nothing but its outer islands and shores. We have still not yet pierced its
mainland.”
A frightened gamer asked, “Is that new continent bigger than our world?”
”Oh yes. That we can be fairly certain of. This world,” I motioned to my
surroundings, the Fool’s Paradise, “will sink. Some of it will survive by going
over to the New World. But just as Atari’s ashes built this world, so too will
it occur again. This is the beginning of the end to the Classical Gaming World.”
Addendum: Why Sega Fears Nintendo More than Microsoft and Sony
"I don't care how many polygons X-Box can put out. It's all about who can
deliver the next great gameplay experience. I'm not nervous about X-Box or
PlayStation2 because we think we can make better games. No one will have
head-to-head Internet play but us. What does worry me is Dolphin's sensory
controllers [rumors about a new Nintendo controller for Gamecube were rampant-
Malstrom] because there's an example of someone thinking about something
different."
-Greg Thomas, Sega of America’s VP of Development (quote from MCV magazine in
2000)

References
1) Yamauchi and Iwata reveal a new antithesis for gaming with Gamecube/GBA
launch.
http://www.businessweek.com/magazine/content/01_13/b3725166.htm
2) Iwata explains why Nintendo does not make ‘mature’ or ‘realistic’ games.
http://www.gamecubicle.com/news-nintendo_gamecube_miyamoto_iwata_interview.htm
3) Yamauchi names Iwata as President, says Sony’s fortunes
will change, and makes one last request for Nintendo.
http://cube.ign.com/articles/530/530986p2.html
4) Iwata predicts 50 million GameCube units sold and then says he should not
be optimistic for the game industry is in crisis.
http://www.megagames.com/news/html/console/nintendocommitedtogames.shtml
5) Iwata outlines that software sells the hardware, not the
other way around.
http://www.gamespot.com/gamecube/action/supermariosunshine/news.html?sid=2852135&page=2
6) IGN is stunned in 2003 that Iwata says the game market does not want big
complex games.
http://cube.ign.com/articles/383/383515p1.html
7) Iwata, in 2003, says the new Nintendo system will focus on new ways to
play instead of new functions.
http://www.gamecubicle.com/news-nintendo_gamecube_iwata_interview_nihon.htm
8) TGS 2003: Iwata warns The Industry about convergence and games need to be
more universal.
http://gameboy.ign.com/articles/451/451840p1.html
9) Yamauchi’s last interview
http://findarticles.com/p/articles/mi_zd1up/is_200402/ai_ziff119142
10) Iwata says GameCube was not in competition to the PSX.
http://www.n-sider.com/newsview.php?type=story&storyid=462
11) Iwata says online gaming model is broken.
http://gameboy.ign.com/articles/492/492499p1.html
12) Iwata tells the world: “Innovate or die!”
http://money.cnn.com/2004/05/20/commentary/game_over/column_gaming/index.htm
13) At E3 2004, Iwata says better hardware techs no longer matters to the
Industry.
14) In 2004, the enigmatic ‘Revolution’ is hinted at saying it will create new
gameplay.
http://cube.ign.com/articles/522/522136p1.html
15) Iwata declares that DS will bring gamers back to the starting line.
http://cube.ign.com/articles/530/530986p3.html
16) Iwata is saying they will press the reset button on The
Industry.
http://findarticles.com/p/articles/mi_zd1up/is_200401/ai_ziff116337
17) Iwata details Nintendo’s strategy and why Sony and Microsoft are going down
the wrong road.
http://www.gamespy.com/articles/505/505234p1.html
18) Iwata asks whether we are making games for ourselves instead of for others.
GDC 2005.
19) The Wii hardware is revealed. E3 2005.
20) Iwata doesn’t trust those E3 2005 Sony trailers either.
http://blogs.mercurynews.com/aei/2005/05/an_interview_wi.html
21) Nintendo cannot say much because they fear competitors will steal their
ideas.
http://www.gamesindustry.biz/content_page.php?aid=7683
22) Iwata says Nintendo does not want to take over the living room.
http://www.megagames.com/news/html/console/next-generationbossestradeblows.shtml
23) Iwata turns Microsoft’s accusation of Nintendo going after a niche
around… on Microsoft.
http://seattlepi.nwsource.com/business/225097_e3iwata20.html
24) The Wii-mote is revealed to the world.
http://crystaltips.typepad.com/wonderland/2005/09/omfg_revolution.html
25) Iwata is confident that the Wii-mote will sell so much
it becomes standard by default.
http://cube.ign.com/articles/636/636350p1.html
26) Even at the end of 2005, everyone still thought Nintendo would lose.
Iwata says within 2006 and 2007, it will be clear who made the right choices.
http://www.businessweek.com/technology/content/mar2005/tc20050314_2243_tc121.htm
27) The Revolution is going a completely different path than normal consoles.
http://www.next-gen.biz/index.php?option=com_content&task=view&id=1825&Itemid=36
28) Revolution’s codenames were labeled because Iwata
foresaw them as becoming the capital of interactive entertainment.
http://cube.ign.com/articles/594/594935p1.html
29) Iwata declares Nintendo will return to number one and says disruption
will change The Industry as we know it.
http://wii.ign.com/articles/698/698588p1.html
30) Wii Sports will have the same effect as Super Mario Brothers
according to Iwata.
http://biz.gamedaily.com/industry/feature/?id=12748
31) According to Iwata, selling video games to non-gamers is like selling macke-up
to men. Also, hints at Wii being best selling machine ever.
http://www.bloomberg.com/apps/news?pid=20601080&refer=asia&sid=a0kklJ1sNgDI
32) Iwata explains to investors why Nintendo cannot listen to its customers.
http://gameboy.ign.com/articles/713/713678p1.html
33) Nintendo does not want to compete but still wants to win. http://www.theage.com.au/news/World/Wii-not-in-competition-with-rivals/2006/12/08/1165081130153.html
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