The Clinton Herald, Clinton, Iowa

Lifestyles

October 23, 2012

Slate: How Nintendo saved itself from irrelevance

Imagine that Apple released a new iPhone not once a year but once every six years. Apple's press conference would get higher ratings than the Oscars. Users wouldn't just complain about the terrible new map app. They would riot about it. It would be, in short, unbelievably exciting.

That's kind of what it's like to be a gamer.

Gamers wait six years between new consoles, and they're going to get another one, finally, on Nov. 18, when Nintendo will release the Wii U. What's different this time is that the hungry masses of the Nintendo tribe include the old as well as the young, girls as well as boys, and extroverts as well as recluses. Gaming has not only grown larger, it has grown diverse in its players and its forms and its functions. And that's thanks, in large part, to a phenomenal turnaround by Nintendo.

The Nintendo brand name evokes a cast of gaming characters widely known and widely loved: Mario, Princess Peach, Donkey Kong. It conjures up for men of a certain age fond memories of collecting coins and shooting fireballs and breaking barrels. But by 2006, the company virtually synonymous with gaming found its relevance fading.

After introducing the Nintendo Entertainment System to the United States in 1985, Nintendo spent the next 10 years virtually dominating the video-game console market. Other consoles came and went, but few approached Nintendo's popularity. Nintendo met its match when Japanese entertainment giant Sony entered the field in 1994 with the PlayStation. The Nintendo 64, released two years later, would never outsell the PlayStation. Still, Nintendo's popular games bolstered the console's success, and it sold well in the United States. Despite the new competition, Nintendo held strong.

But Sony and American tech behemoth Microsoft, which eyed the market, belonged to a different weight class. They had more resources than little Nintendo could ever dream of. They could draw knowledge and resources from their other lines of business to produce technologically advanced devices. Sony's PlayStation 2, released in 2000, and Microsoft's Xbox, released in 2001, had great processing power, spiffy graphics, sleek design and inbuilt memory. Although more expensive, they doubled as DVD players. They included online play. Microsoft spent a billion dollars on Xbox Live, an online service for multiplayer gaming and digital content delivery.

Nintendo, meanwhile, countered in 2001 with the Gamecube, a cute little device with a cubical purple exterior. It ran on miniDVD discs. It had no online play. Next to an Xbox, it looked like a lunchbox. Halo, an Xbox exclusive, outsold Nintendo's flagship first-person shooter, Metroid Prime, by a two-to-one margin. The Xbox and Playstation 2 offered immensely popular franchises sorely missing from the Gamecube's offerings, such as Final Fantasy, Gran Turismo and Grand Theft Auto. The Gamecube's most popular game, Super Smash Bros. Melee, sold 7 million. The PlayStation 2's sold 17 million.

By 2006, Nintendo was in last place. While Nintendo sold about 22 million Gamecubes, Microsoft sold about 25 million Xboxes, and Sony sold 150 million Playstation 2s. What's more, Nintendo sold about one-third fewer Gamecubes than it had sold Nintendo 64s.

Nintendo's share of the market seemed likely to shrink again in the next round of consoles. Microsoft and Sony could ultimately do to Nintendo what Nintendo and Sony did to Sega, which once peddled its keystone character, Sonic the Hedgehog, on its own consoles. Nintendo and Sony shouldered it out of the hardware market until it devolved into a mere software company.

Instead, like any smart company that knows it can't keep up with its bigger competitors, Nintendo changed the game. Nintendo came up with the Wii. The console had worse graphics and a slower processor than its rivals, yet it destroyed them in sales, and it drove the company to new heights of popularity, praise and profit.

Reggie Fils-Aime, chief of Nintendo's North American division, articulated Nintendo's new strategy at the 2006 E3 Conference. "It's no longer confined to just the few," he said. "It's about everyone." Those simple words spelled out Nintendo's strategy from that day forward: Get everyone. Get the kids. Get the teen-agers. Get the parents. Get the grandparents. Get boys. Get girls. Nintendo games would not just be the unhealthy addictions of reclusive, pockmarked teen-agers or aimless twentysomethings. Nintendo games would be for everyone.

That had been Microsoft's vision, once. "The power of Xbox isn't just for the popular racing and boxing games," Bill Gates said before Microsoft released the first Xbox. "Its possibilities are wide open. There will be games that women like, while there will be others that capture the hearts of the elderly." But neither the Xbox nor its games could deliver that revolution, and that was clear even before they hit the shelves.

The Wii, once codenamed "The Revolution," could do it. It was, at $249, cheaper than the Xbox 360 and PlayStation 3, which retailed at $299 and $499 respectively. Its launch titles targeted a variety of audiences, and it came with Wii Sports, a paragon of casual gaming and a powerful demonstration of the Wii's capabilities. Anyone who knew how to play tennis or golf or bowling or basketball could learn how to play Wii Sports. The same could not be said of most of the Xbox 360's launch titles, such as Call of Duty 2, Perfect Dark Zero and Quake 4. The Wii's crisp, clean, white, Apple-ish appearance rendered it accessible, playful, and futuristic without seeming toylike or cheap.

The Wiimote controller was more important than any of that.

To video game veterans, the Wiimote was cool even before Nintendo released it. Motion-sensor gaming would open up new depths of interactivity and gameplay, while somehow making video games more intuitive and natural. Swordplay meant swinging. Racing meant steering. Shooting meant pointing and pulling a trigger. The Wiimote seemed futuristic but also nostalgic. Turn the Wiimote sideways and it would look and act like a classic Nintendo controller. Pair that with the online store, where you could download decades-old Nintendo games to play on your Wii, and you could take a trip back to a childhood of arcade-style space shooters. If you were too young, you could be retro.

The controller made games intuitive enough to reel in entire cohorts of the uninitiated. Can you see your mom mashing a bunch of buttons on an Xbox controller as she guns down the Covenant in Halo? I can't see my mom doing that. But I could see mine swinging a Wiimote in a game of Wii Tennis — and I have.

The strategy worked. After months of hype, Nintendo delivered that revolution. Reviewers praised Nintendo's focus on gameplay over graphics and exclaimed that Nintendo had brought back a sense of childlike wonder to video games. Media stories abounded about geriatrics playing Nintendo games and doctors using it for therapy. And, of course, millions of people picked them up off the shelves. To date, the Wii has sold nearly 97 million units worldwide, compared with the Xbox 360's 67 million and the Playstation 3's 64 million.

Now, Nintendo needs to defend its turf. There's something that happens often when a company makes it to the top by innovating and broadening its appeal. Once they've proven their strategy is successful, other companies will emulate it. That's why a lot of laptops now look like MacBooks and a lot of phones now look like iPhones and a lot of tablets now look like iPads. It's also why Sony released the PlayStation Move and Microsoft released the Kinect. Like Apple, Nintendo has to ensure that if it can't always be revolutionary, it can at least stay innovative. And, as Apple illustrates, that's not an easy thing to do.

I'm skeptical that Nintendo's new console, the Wii U, is a step in the right direction. So are shareholders. With the $299 retail price, and a good mix of casual and hardcore titles, Nintendo appears to be sticking to its strategy of inclusiveness and variety, but the new GamePad controller that comes with the console seems regressive. In an email to me, Scott Moffitt, chief of sales at Nintendo America, described the controller as "the key" to Nintendo's strategy. That makes me nervous. With two analog sticks, nine buttons, a D-pad, and a touchscreen, the GamePad looks like something that would operate the Curiosity rover, not something that will appeal to casual gamers.

Apple's disasters are measured in months. For Nintendo, this mistake, if it is a mistake, could endure for years.

But if the Wii, entering the twilight of its life, tells us anything, it's this: Don't underestimate Nintendo. It knows how to play the game.

Text Only
Lifestyles
  • computer.jpg In fan fiction, your favorite characters do what you want them to

    When J.J. Abrams took over the "Star Trek" franchise in 2009, he boldly went where the series hadn't gone before — romantically — pairing Uhura with Spock. Many fans disliked the change. Some loved it. Others didn't care, because they just wanted to see Kirk and Spock make out.

    May 24, 2013 1 Photo

  • Bucket brigade to benefit Red Cross

    The Fulton Kiwanis Club will work to assist the Gateway Area Chapter of the American Red Cross disaster relief fund.

    May 23, 2013 1 Slideshow 1 Story

  • AC_Unit_medium.jpg How to get the most out of your air conditioner this summer

    Experts say preventative maintenance on your air conditioner can save you hundreds of dollars.

    May 23, 2013 1 Photo

  • Camanche committee meets tonight

    A committee will meet again tonight to consider Camanche City Hall's future.

    May 22, 2013

  • Clinton County magistrates to be appointed

    The meeting of the Clinton County Judicial Magistrates Nominating Commission is scheduled for 9:30 a.m. May 23.

    May 22, 2013

  • pool.jpg Feces contaminates 58 percent of public swimming pools

    Human feces taints more than half of public swimming pools, a finding U.S. health officials are using to urge better personal hygiene as the summer months approach.

    May 22, 2013 1 Photo

  • Event to benefit cultural center CLINTON -- The third annual 5K run/walk to benefit the St. Irenaeus Cultural Center will be held Memorial Day. The "When the Saints Go Marchin' In" starts at 8 a.m. Monday outside of St. Irenaeus at 2811 N. Second St. Runners and walkers can register

    May 21, 2013

  • CCC grad 1 Clinton CC students celebrate graduation CLINTON -- Community members piled into the W. J. Yourd Gymnasium on Monday for the 65th Clinton Community College graduation ceremony. "This is kind of a culmination of the work that we do with our students," CCC President Karen Vickers said. "We ar

    May 14, 2013 1 Photo

  • Police Academy Citizen police academy produces largest class CLINTON -- More than 30 people recently graduated from the annual Citizen Police Academy. Clinton Community College hosted the graduation ceremony involving 31 residents for 18th academy. This is the largest graduating class ever. Graduates included

    May 13, 2013 1 Photo

  • iPad 2 Apple's iPad2 heart risk found in research by 14-year-old

    Gianna Chien's study — which found that Apple's iPad2 can, in some cases, interfere with life-saving heart devices because of the magnets inside — is based on a science fair project that didn't even win her first place.

    May 10, 2013 1 Photo

Clinton Herald Photos


Browse, buy and submit pictures with our photo site.

Community Calendar
Loading…
Events by eviesays.com
AP Video
Featured Comment
Front page
Poll

Do you think the city of Clinton should be in the solid waste business?

Yes
No
     View Results
Featured Ads
Local Radar
Blue Zones Project
Parade
Magazine

Click HERE to read all your Parade favorites including Hollywood Wire, Celebrity interviews and photo galleries, Food recipes and cooking tips, Games and lots more.
Front page