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The reason Nintendo comes up with DS -> DS Lite -> DSi -> DSi XL is because they're following the Blue Ocean Strategy. If you read it, it discusses the plan for who you target in order. First former customers, ie. lapsed gamers. The DS was first released with a demo of a first person shooter, something that couldn't properly be done on handhelds before. The plan is to reignite some excitement in them with something new. Then you target people who are on the verge, people who are open to your product but aren't quite interested enough. The DS Lite was designed with the look and feel of an ipod with this purpose in mind, and software like Brain Training was released to make the console more relevant to their lives. Third you go after the hard to reach customers, people who don't yet know or care about your product. The DSi and DSi XL are made with this intention in mind. It's designed as a 'tool', which is exactly what BOS says to do, but one that puts those tools into the normal context of your product. So rather than just having a music player, a camera etc. they are all designed to be about 'play'. In addition to that they both have bigger screens than the DS Lite, and a different kind of pen, because the market that is the toughest to reach is older people.



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.