GamesIndustry.biz: Nintendo Difference
Why the patriarch of gaming will never follow SEGA's path.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer a day after it goes out to GI.biz newsletter subscribers.
No company frustrates the soothsayers quite as much as Nintendo. Across the land, divining rods are being snapped, crystal balls are being smashed and tea leaves are being stamped on in fury - as the firm whose death has been predicted countless times reveals itself once again to be in rude good health and ready to take on the world.
I refer, of course, to the launch of the Wii in Europe, which saw the firm clocking up a record breaking 325,000 sales over the weekend; but even more astonishing, and more laudable, is the stunning success of the Nintendo DS in the same week. Over half a million units of the handheld were sold in Europe last week, and the installed base now tops 8.5 million units in this territory alone. If this is an indication of how the Wii's sales will go, then Nintendo's risky gamble with the motion sensing Wii-mote could actually turn out to be a stroke of genius, which hands dominance of the console space back to its one-time master.
As the Kyoto-based firm continues to confound the doom-mongers who have gleefully predicted its demise for the best part of a decade, it's worth pausing for a moment to think about the other common prediction which is associated with Nintendo - namely that the company will (or at least, should) abandon the hardware market entirely, and instead focus on bringing its unique range of IPs and franchises to other platforms. Going third-party - or "doing a SEGA", as industry slang would have it.
The most common argument for this strategy is that while Nintendo may be hugely profitable, the company's home consoles are in distant second or even third place behind those of the market leader - so in theory, by moving franchises like Mario and Zelda to the PlayStation and the Xbox, the firm would have a much larger target market, would sell more units, and would ultimately be much more successful. This is particularly relevant now, proponents of this model argue, because the astonishing cost of the new generation of consoles has forced Nintendo out of the arms race, leaving its games confined to an innovative but underpowered system.
On the face of it, it's a compelling argument - and it certainly worked for SEGA, which has turned around its fortunes since bailing out of the Dreamcast (aided, admittedly, by being acquired by wealthy Japanese gambling firm Sammy) and is now one of the most influential third-party publishers in the industry. Why shouldn't Nintendo follow SEGA's example, then, and leave the CPU and GPU arms race to the multinational giants with cash to burn?
The simple answer is because "The Nintendo Difference" isn't just a cunning marketing slogan; Nintendo genuinely is different. Its structure and business model are a radical departure from how every other company in the interactive entertainment industry works, and the comparisons between Nintendo and SEGA are merely skin deep. SEGA left hardware because it had no choice; the failure of the Dreamcast was a nail in the coffin, and the structure of its internal studios was perfect for transplanting into a third party publisher. Nintendo stays in hardware because it, too, has no choice in the matter.
Of course, on a very simple level, if Nintendo were to leave hardware then it would lose a major revenue stream, because the company notoriously designs and prices its consoles such that hardware is a profit-making enterprise. Making up for that lost revenue would also be tougher than it looks, because as a third-party publisher, Nintendo would be forced to pay a significant licence fee on each game it sold, so its profit margin from software would be reduced. As such, the company would have to vastly increase its software sales in order to make up both for reduced margins and for the loss of the hardware revenue stream - an incredibly daunting task, even for a firm with franchises like Mario and Zelda. Bear in mind that those franchises already sell millions of copies, and have an astonishingly high attach rate with Nintendo hardware. Even on a system with five times the installed base, achieving higher sales would be a challenge.
Even more important, though, is the change that would have to be made to Nintendo's entire culture, to its business and creative models, if it were to abandon the hardware market. Considering this fact offers an insight into the workings of one of the most fascinating companies in the videogames market - a firm which is quite unlike its competitors, with an approach that owes more to that of a toy company than to the videogame publishing model.
Nintendo's entire philosophy is focused on the platform - not on hardware or software as separate entities or businesses, but as the platform as a whole. Unlike Sony and Microsoft, where it's apparent that Chinese walls have been erected between the designers of the hardware and the creators of first-party software, Nintendo actually places its top software designers at the helm of hardware design. Consoles are designed to suit the game concepts which will run on them - a working model which is apparent in the design of both the Nintendo DS and the Wii, and which allows the company to create early first-party titles that really showcase the hardware.
This top-down approach, which creates consoles based on the games that will run on them, is the antithesis of Microsoft and Sony's approach, where the design comes from the bottom up - first creating a console and then worrying about what games will run on it. It gives Nintendo an enormous competitive advantage that wouldn't be evident if it were a third-party publisher, and allows its top first-party software to innovate and evolve in ways that would be impossible on another company's hardware. It's also the approach that has informed the decision to restrain the specifications of the Wii - and indeed the DS - to a manageable level, which allows development to take place faster and less expensively than on rival consoles.
These factors combine to make Nintendo into the company it is today - a company whose low development costs, tight integration between hardware and software and enormous profit margins allow it to take creative risks, drive forward innovation and promote the growth of the gaming market as a whole. Without Nintendo's unique business model and first-party status, games like Nintendogs, Brain Age, Animal Crossing and Wario Ware simply could not exist; they either rely heavily on the hardware which supports them, or are so far off the beaten track that creating them on a system with higher development costs and lower profit margins would be commercially untenable.
That's why Nintendo will remain in the hardware business - because its consoles are more than just a platform to run its software on. They are part of a platform strategy which defines the entire company's approach to the market, and which means Nintendo is more than just one of the world's leading videogame companies - it is also, and arguably more importantly, one of the world's leading toy companies, and remains a powerhouse of innovation and development which is a driving force for the entire games sector. "Doing a SEGA" is not on the cards for this firm, and probably never will be - especially not when it's still in the enviable position of being able to shift the better part of a million units in Europe in a single week.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
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Comments (19) Latest comment 5 years ago
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Excellent read either way.
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I think its unfair to allude that Microsoft aren't as tightly integrated into the development of the industry. They may not have Nintendo's history or internal studios - why would they, it's not their modus operandi? But I believe they are utilising their core competencies as a software company to brilliant effect, in allowing developers to realise their visions in a relatively painless way, with a great deal of power at their disposal. You only have to look at the much-touted quality of their dev kits, Live tools and the promising XNA initiative to see that they are very much doing their bit to help grow the industry and promote new ideas. And with a first party lineup that includes franchises such as Halo, Forza, PGR, Fable, Viva Pinata, Blue Dragon, etc, I'd say it's highly presumptious to imply that they are not commited to sprinkling a little bit of magic and creativity over the industry themselves.
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So when SEGA got to the Dreamcast (Which I to this day say is a wonderful machine), there was no way SEGA could support it for very long. The money had long since dried up and SEGA's console department was losing money by the pint - sadly, despite actually at the end having a pretty decent console on their hands, they just couldn't market it, and couldn't sustain itself as it was so far in debt. In the end, SEGA had no choice but to admit defeat - the Dreamcast never really got a chance to develop so to speak, a lot was being asked of it in a short space of time. SEGA needed the Dreamcast to break every known record and law of logic to recoup the millions of dollars they were in debt. It was never in a million years going to happen, you look back and you can see that, which says something for the desperation of the company at the time. They should have sub-headed it. "Dreamcast - We Need A Miracle!". That was what they were asking for. And as lovely as the Dreamcast was, SEGA just didn't get that miracle.
Overall, the Dreamcast didn't kill SEGA. SEGA killed SEGA, but it took many years to make that happen.
Which is why Nintendo will not be "doing a SEGA". People who really think Nintendo is in trouble a either clueless to what the company achieves, or blatant fanboys for other consoles. Nintendo is still a viable business because - brace yourselves - it's profitable. They make money. They make lovely games and at times awesome games, but they make money - and that is what keeps it alive. It is what keeps any company alive. How can a company that is so profitable be proclaimed by so many as being in trouble?
As said in the article, Nintendo is a source-fiend, and unlike any other console manufacturer tends to sell consoles and make a profit on them. Now, some would argue this is playing it too safe, hedging bets a bit too much when you need to take a risk. But let me put it this way - the PS3 is lovely but at it's pprice tag is still losing what? $300+ per machine? Now, tell me, how far can the price of a machine making that big a loss fall before the machine itself becomes financially unviable? Bingo. Not far.
The industry evolves rapidly, the Wii yes may look a tad dated by the time we harp on about the next-gen again. But Wii isn't merely a flash in the pan, Nintendo truly believe that it can survive this generation. Based on initial reports, I tend to think they might be right... we've seen the DS thrashing the PSP. Any reports of Nintendo's demise are greatly exaggerated. Yes, they may still come in third... but they'll come in third with a seriously fat wad of cash in their pocket. In the end, that's business, and is why Nintendo will be around for the next-gen I believe.
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Besides. Haven't written anything like it for years... and I LIKE writing. Err, typing. Whatever. Err, eiither way, will give me something to do. And I get to do research as well... damn, like being back at school... only, err, slightly more exciting...
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I think people assume too much from SEGA's hardware demise (which, as I found, might be premature. I didn't even realise that Sega Direct Japan has been selling them again since early this year, to conform with new safety laws). That the old players need to make way for the new big boys, in this case Sony and Microsoft, and not playing by their rules constitutes somehow as being a weakness.
I just didn't think much of the idea of Nintendo "doing a Sega" until reading this article - I just naturally assumed they wouldn't by putting in some logical deduction - SEGA were in trouble, Nintendo are not. I think I was unfair iof me though to say Nintendo don't take risks. They clearly took a gamble with the DS, which paid off handsomely, and the Wii is nothing short of a huge gamble as well - which we'll have to wait and see how it pays off.
I think the one thing I learned the past few hours is simply that if there's one game Nintendo is good at, it's Business. This is their home, their life, their work. Of course, it's stupid to say Nintendo have an unblemished record *cough*VirtualBoy*cough*, but hey, they've managed to survive these mistakes. Which says a lot about them.
This article really has provoked me to think a lot more about the market and business in general... well, until I get back to Zelda: Twilight Princess...
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"I think its unfair to allude that Microsoft aren't as tightly integrated into the development of the industry"
The article was not refering to this, the point it was making, I believe, is how Nintendo's internal software development is integrated with hardware development and how this produces a unified product instead of just another console were one has to try and make the best of what it offers.
THe difference here is, the consoles of Nintendo are build around the best the games have to offer, and this could be best seen with Mario 64 and the N64 hardware and controller, and of course the Wii and Wii Sports.
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Personally IMHO you couldn't get a more concise indicator of a company's approach to market than 360 or PS3 as well as Wii. Sony, a hardware manufactuer, media and entertainment company seeking to leverage its strengths and interests through one of its most successful brands. That PS3 is so clearly adhering to Sony's interests is one of the reasons they're so derided at the moment.
360 also wears its heart on its sleeve. Born from a need to plug a Sony-instigated hole in its software monopoly it lines Sony up emphatically pushing software, XNA, Live - all strategies serving Microsoft's greater interest.
So fair enough, Nintendo through innovation and creativity are proving again why they've been able to survive as a console vendor in the face of mega-corps Microsoft and Sony. That 360 and PS3 represent top-end hardware and massive expenditure doesn't mean Microsoft and Sony haven't displayed innovation and creativity of their own and it certainly doesn't mean their platforms don't clearly define their aproach to the market they've helped shape.
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And as much as people whinge about the Nintendo franchises, they at least try to reinvent the gameplay inside the more comfortable surroundings. And I know we could all live without another Mario Party game, but even in those you can see the seeds of what Nintendo is doing with the Wii - a console almost designed exclusively for multiple players in short bursts.
As for Nintendo, it was more of a risk to do just do "more of the same" than to make this seemingly drastic, but now starkly obvious move into more mainstream, broader range of gaming.
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Didn't Microsoft design the 360 with developers need in mind? Software, services and hardware, the need to holistically balance all three concerns?