| theprof00 said: @demo It just seems that everytime I say something, you say it's wrong. Maybe you can play devil's advocate and tell me what could possibly cause the disruption's climax to fail? From the examples I've seen on that site, it seems that a disrupting product is one that takes the place of another similar type of product based on various reasons. In the Sirius example, where Ipod disrupted it, Ipod was fulfilling the same goal of providing extensive music to a car driver. I don't see how Wii is replacing the types of games ps360 owners play with it's own games. That is why I say, until they make those kinds of games they cannot complete the disruption. If this makes no sense, then let me know, from your own personal insight, what could keep ps360 alive. I come here primarily to learn, not to argue. |
If you simply read up on the subject you're talking about, I won't have to correct you on the concepts all the time.
Microsoft or Sony would have to launch a counter-disruption (which it seems they are beginning to do). This can be successful unless the disruptor has a "disruptive shield", with are assymetries of motivation. In other words Microsoft or Sony would have to start wanting the same things Nintendo wants in order to defeat them. Malstrom describes them in this article: http://malstrom.50webs.com/shield.htm
Microsoft has counter-disrupted things in the past, including recently the playstation, but only because Sony's and Microsoft's motivations are similar to eachother. Microsoft has more trouble with a company like Apple because Apple has different motivations.
Eventually Nintendo will make games that will fulfill the demands of the core market, but they won't fulfill them in the sense that they will provide the best graphics, or the best AI on the market etc. It will be more that the controls (and the other values) will be so good that even HD gamers will have switched over. Graphics, AI etc. will also improve (more slowly than controls) and make the switch easier, Nintendo will not be competing to have the best graphics or the deepest experiences but they will improve in those areas as they become economical.
A game I'm developing with some friends:
www.xnagg.com/zombieasteroids/publish.htm
It is largely a technical exercise but feedback is appreciated.







