Jumpin said:
That doesn't help your "Wii fizzled out after two years flat" argument in the slightest, since you are now saying it fell apart in 2011, which is the fifth year, not the second or third year. Let's look at the sales data: * In year 4 the Wii had dropped by 5.42 million to 20.53 million from its year 3 peak of 25.95 million, a decline of 21%. Now let's draw some conclusions: Your assertions regarding the Wii are inconsistent with your assertions regarding the SNES. * If a 5 million drop marks a turn to failure, then surely the SNES's 7.09 million drop during its 3rd to 4th year marks it as a failure as well. From all of this we can deduce one of two possibilities: if the Wii failed in its 5th year then the SNES certainly failed in its 4th year, OR, if the SNES didn't fail in its 4th year, then the Wii didn't fail until its 7th year or later. |
Or you can just say Nintendo has problems with end cycle drop offs.
The difference with the Switch is its the only hardware line they have, so I don't think "well, we'll just accept 20-40% drop offs for 2021 and 2022 as the cost of doing business in our business model" really makes much sense any more.
Whatever you can do to eliminate that makes sense rather than just "well, 5-6 year cycles with hardware refreshes and starting from 0 again is how it was done in the 1980s" being the no.1 priority makes any sense at all. Who cares how things were done in the 1980s.
Mid-cycle refresh boost or a more phased kinda of transition probably makes more sense when they don't have the benefit of two hardware lines especially.







