| Squilliam said: And thats how the creative industry works. Its you know the reason why a book about the 2nd best flying ace of WWI doesn't sell nearly as well as the best. The best games sell the most, the best sports people get a disproportionate quantity of attention, the best moves also sell a hell of a lot more than an average movie. |
Nope. You didn't answer why. You just showed how. How the book about the 2nd best flying ace of WWI didn't sell as well was a bunch of fine points about point-of-purchase marketing, shelf positioning, and percent of sales as a hardcover or softcover, etc., which some of you seem intent on debating.
That's all good and well. But you didn't do anything to address why. At the core, the 2nd best flying ace book didn't sell as well because it was trying to capitalize on a trend, and HOW the best flying ace book became a hit, instead of WHY.
Your whole 80/20 rule seems to be just to make a company like Nintendo and a company like EA look the same. They both earn the bulk of their money from a few of their releases. But it's an artificial similarity. Maybe, no matter the business strategy, the bulk of money in creative fields still comes from a few releases. But WHY is Nintendo the one, in particular, who is rolling in profits, while traditional powerhouses like EA are nosediving despite record revenues? 80/20 doesn't address that.
To figure out WHY, you need to study the business strategies. Certainly, some rhetoric comes from a lack of understanding, or is outright a lie, but that's why Malstrom is so useful. His articles examine all the rhetoric from every player in the industry. Go further and examine the rhetoric coming from Iwata and others at Nintendo, and compare it with rhetoric from other companies, to understand WHY Wii and DS own the industry, while other companies are consolidating and collapsing left and right.
80/20 rule, hell, from that chart, it looks to me like Nintendo has well over 100% of the profits coming from the industry.
"[Our former customers] are unable to find software which they WANT to play."
"The way to solve this problem lies in how to communicate what kind of games [they CAN play]."
Satoru Iwata, Nintendo President. Only slightly paraphrased.







