Автор работы: Пользователь скрыл имя, 28 Ноября 2013 в 11:36, доклад
I’m still jet lagged from my recent trip overseas, but I managed to stay awake for the new Nintendo controller announcement. I must say that I’m feeling like an excited Japanese school boy waiting in line for the latest Dragon Quest.
I’m not going to tackle whether or not this innovative device will be a market success for Nintendo. There will be so much riding on the 1st party titles, the 3rd party support and the actual technical implementation of the controller that any comments at this point are at best opinions and at worst propaganda.
Nintendo's Genre Innovation Strategy: Thoughts on the Revolution's new controller
I’m still jet lagged from my recent trip overseas,
but I managed to stay awake for the new Nintendo controller announcement.
I must say that I’m feeling like an excited Japanese school boy waiting
in line for the latest Dragon Quest.
I’m not going to tackle whether or not this innovative device will
be a market success for Nintendo. There will be so much riding on the
1st party titles, the 3rd party support and the actual technical implementation
of the controller that any comments at this point are at best opinions
and at worst propaganda.
What we can however discuss in some detail are the two central philosophies
behind the Revolution controller and their market implications.
Is Iwata-san spouting nonsense or is Nintendo actually
onto something?
Genre maturity leads to market
consolidation
In past articles I’ve discussed two key concepts. The first is genre
addiction and the second is the genre life cycle. These both have major
market implications for both individual game developers, but also for
the market as a whole.
To briefly recap, genre addiction is the process by which:
Genre life cycle is the concept that game genres go through distinct stages of market status as they mature:
What we see here is the consolidation of game designs
over the life cycle of the genre. Early examples within a genre tend
to have a wildly diverse spectrum of game mechanics that appeal to a
broader spectrum of players. As the genre matures, the game mechanics
become more standardized and the needs of the genre addicts more homogenized.
As the market segment consolidates and standardizes, the majority of
the players are well served. They get more polished games that have
greater depth. Who could argue that a tightly polished game like Warcraft
is a bad thing?
How maturity reduces the number
of total game players
Goodbye people on the fringes:
The people on the fringes, however, are left out. In the evolution of
the RTS genre, there was an interesting offshoot in the form of the
Ground Control games. These sported an interesting 3D perspective that
was never truly adopted by the mainstream RTS producers. Most players
within the identifiable RTS market segment did not enjoy these games
and so it was not in the best interest of the game developers to include
the innovative features in their designs.
However, some players enjoyed these titles quite a lot. As the mechanics
for RTS games become highly standardized, these fringe players were
alienated by games in the mature genre. A 2D Warcraft title just didn’t
provide the same rewards that this fringe group was looking for.
Some of those gamers left gaming. It may take being alienated from several
genres, but eventually a few decided that there were better activities
to spend their time on. The market was simply not serving their needs.
This shrinks the market.
Goodbye semi-hardcore:
The mainstream group, however, fares only a little better. When you
recycle the same standardized game mechanics, you put players at severe
risk of burnout on a genre. There are only so many FPS many people can
play before they don’t want to play them any more. This is less of
a problem for the super hardcore players. However, it is a substantial
problem for the less hardcore players.
As the less hardcore players burn out on the game mechanics of their
favorite genres, they too are at risk of leaving the game market. The
result is a steady erosion of the genre’s population.
What is left is a very peculiar group of highly purified hardcore players.
They demand rigorous standardization of game mechanics and have highly
refined criteria for judging the quality of their titles. With each
generation of titles in the genre, they weed out a few more of the weaker
players.
This is a completely self-supporting process with strong social forces
at work. Players form communities around their hardcore nature. They
happily eject those who do not fit the ideal player mold. They defend
the validity of their lifestyle with a primitive tribal passion.
There is no internal force within a genre lifecycle that can break this
cycle. Only external forces can do the trick. The question is, who would
want to break this cycle and who wants to maintain it?
Who genre maturation is good for
Genre maturation is great for the very small minority of AAA developers
that can serve the hardcore market. They release titles known as genre
kings that are able to address the needs of a large percentage of an
existing, well defined segment of genre addicts. Genre kings dominate
a particular genre with impressive financial results. The amount of
money genre kings such as Halo 2, Half Life, Warcraft, Grand Turismo
and other rake in is an inspiration to both developers, gamers and publishers
everywhere.
Hardcore genre addicts easily pay for themselves. On average they are
willing to spend substantially more on games than the casual or the
fringe gamer. When a genre becomes standardized, there is literally
an explosion of revenue that comes from successfully tapping into a
uniform set of needs. This scalability is a basic attribute of software
and is a major mechanic behind hit making in the game industry.
As long as new genres are being created and money gained from better
capturing homogenous segments genre addicts is high, the industry as
a whole grows with a few fat king of the genre companies taking in the
majority of the money.
Who consolidation is bad for
However, when the majority of money and effort is spent on capturing
existing markets and not enough is spent on seeding new genres, the
natural erosion of less hardcore players begins to decrease the overall
market size.
It is easy to ignore this trend. Overall player numbers may decrease
in certain genres, but remember that hardcore players spend more and
flock to specific games in great numbers. So total revenues keep going
up, and the revenues of hit titles keep going up. It seems silly to
shout that the sky is falling when there are so many examples of over-the-top
success. This is the current state of the American game market.
Only after the trend has been going on for some time does the erosion
become too much to ignore. The substantial decreases in the overall
revenue of the Japanese market place over the last five years provided
a major warning signal. You could easily argue that similar erosion
has occurred in the PC market.
People who are less likely to
care:
People who are more likely to care
Nintendo needs new genres
That last point about the strategies of brand-based publishers is an
important one. Nintendo needs new genres to make money.
Nintendo makes the majority of their money by leveraging their brand
recognition during the early to mid-stages of a genre’s life cycle.
The power of the Mario character can establish a Nintendo game as an
early genre king and help tap into a new market segment for great profit.
However, as they get later into the life cycle, the standardization
of the genre mechanics and the intense demands of the hardcore population
reduces the power of the brand.
A few major games will dominate the mature genre and it is unlikely
that Nintendo’s will be one of them. Nintendo’s fixation on new
genres and their unwillingness to pander completely and utterly to the
existing hardcore audiences has made their name mud with many of the
most vocal elite in the game industry.
Product innovation leads to increased
profitability
C’est la vie. You can’t have it all. Focusing on product innovation
at the expense of commodity markets is a classic business strategy that
is used successfully in non-game companies around the world. Companies
like 3M are required as part of their strategic plan to have 30% of
their revenue come from new products. They are constantly exiting markets
when strong competition emerges and constantly competing with themselves
by offering new products that outdate their existing products. Nintendo
releases new genres where other companies release new products, but
the basics are the same.
The non-business person looks at this strategy with horror. Nintendo
invented the 3D platformer, yet they have no major product in that niche
at the moment. Surely this is the most obvious sort of stupidity. However,
consider the following portfolio management issues:
What you find is that selling innovative products
early on can be dramatically more profitable and less risky than selling
commodity products. The early market might not be as large, but the
money is much better. You see this over and over again. Nintendo sells
less but makes more money. Sony and Microsoft sell more, but make less
profit.
Consider this tidbit. The Xbox, which focuses on highly mature genres
catering to hardcore gamers has production costs of $1.82 million a
title. The Gamecube costs half as much at $822,000 a title. The real
kicker is that the Nintendo DS only costs $338, 286 a title to develop
for, even less than the Gameboy. Some of these costs have to do with
the hardware and development kits, but for the most part they are derived
from the scope of the projects. Being able to develop successful titles
at 1/5th the cost of your competitors is a major boost to your bottom
line.
Thus, Nintendo’s profitability and need to innovate go hand in hand.
They need those new genres because the old ones quickly become too competitive
and too expensive.
New controller features as a source
of Innovation
The new controller is best seen in light of this larger corporate strategy.
One of the easiest ways of creating a new genre is to invent a new series
of verbs (or risk mechanics as I called them in my Genre Life Cycle
articles). One of the easiest ways of inventing new verbs is to create
new input opportunities. Nintendo controls their hardware and they leverage
this control to suit their particular business model.
And this is exactly what Nintendo has done historically. The original
Dpad, the analog stick, the shoulder buttons, the C-stick, the DS touch
pad, link capabilities, the tilt controller, the bongo drums…the list
goes on and on.
Each time, they also bundle the controller innovation with a series
of attempts at creating new dominant genres. Not all attempts are successful,
but a few of them are highly successful. The 2D platformer, the 3D platformer,
the Pokemon-style RPG, and the virtual pet game all come to mind as
successes. By seeding a genre and by owning the key hardware platform
that the new genre lives on, Nintendo achieves a position of financial
stability and security that is unheard of in the game industry.
As a side note, folks who argue Nintendo should just make games for
other platforms are completely missing the point. Nintendo needs to
control their hardware platform in order to force innovation to occur
in the control mechanisms. Other console manufacturers who rely on the
hardcore audiences and standardized genres don’t see this need. They
would happily standardize the console platform and make it into a commodity.
Microsoft has historically made major comments about having one universal
development platform.
The moment Nintendo loses control over their hardware, they lose a major
competitive advantage in terms of creating new genres.
The new controller
The new controller is yet another logical step along a path that Nintendo
has been pursuing for many years. We are likely to see some very obvious
patterns repeated.
Some predictions about the games
There are also some obvious predictions that we can make about the game
designs based off the standard genre lifecycles.
So when games come out slowly and only appear to
be technology demos, I wouldn’t worry too much. A ‘gimmicky game’
is really just another name for a new core game mechanic that hasn’t
been polished. Donkey Kong is considered shallow and gimmicky by children
playing it for the first time in this modern age. Yet it sported the
same core game mechanics that eventually blossomed into an entire genre
of highly polished 2D platformers.
In the past, Nintendo built these new genre attempts internally. They
got to own the IP and enjoyed the resulting success that comes from
being one of the few to understand the benefits of innovation. The result
has been a focus on a small number of 1st party development efforts
and a trickle of titles. Unfortunately for them there are other innovative
people in the world. New genre successes such as GTA on other consoles
provided substantial and painful competition.
I see this changing somewhat with the DS. We are starting to get some
wacky ideas from smaller companies and Nintendo seems to be a bit more
welcoming of others. Nintendo needs to pursue this path further by allowing
new companies to join the experimentation stage.
Conclusions
Nintendo’s strategy of pursuing innovation benefits the entire industry.
It brings in new audiences and creates new genres that provide innovative
and exciting experiences. The radical new controller is a great example
of this strategy in action.
Surprisingly, this also benefits Microsoft and it benefits Sony. As
the years pass, the hard core publishers that serve mature genres will
adopt previously innovative genres and commoditize them. Their profits
will be less, but they’ll keep a lot of genre addicts very happy.
Everybody wins when a game company successfully innovates.
I see both of these strategies as a necessary and expected part of a
vibrant and growing industry. Industries need balance and Nintendo is
a major force of much needed innovation that prevents industry erosion
and decline.
On a slightly less analytic note, I for one can’t wait to play the
new games on the Nintendo Revolution. With all the new game ideas that
will be demonstrated, it is certainly a great time to be a game designer.
A couple years down the road, I suspect that this will also be a great
time to be a gamer. :-)