chakkra said:
Ok, this is a question that has been bothering me for a while now. Just like the title says, why Nintendo doesn't care about installed base?
I often see MS and Sony willing to make sacrifices and to take losses as long as they put as many consoles as possible in consumers' houses. So maybe a better question would be why Sony and Microsoft care so much about it? Of course I am no expert, but I think the main reasons for them wanting a bigger installed base are: 1) Brand recognition and 2) The money coming from software.
Now, I can understand (to a certain extend) Nintendo not caring about the first one, since the Nintendo brand is historically a really powerful brand. But what I can´t understand is them not caring about the second one. I mean, out of the three companies, Nintendo is the one that makes more software, so if there is someone who would benefit from a bigger install base, that is Nintendo. I mean, do you think that Mario Kart Wii would have sold the same if the Wii had had an installed base of 40-50 millions? Or that SM3DW would have sold just 2.4 millions so far, if the Wii U had an installed base of 15 millions to date?
Where I want to get is, if there is one company that should be willing to take losses on hardware in order to have a bigger installed base, that is Nintendo. But they seem more focused in the short term profits, and IMO that is not a very smart move.
Is there something I am not seeing? maybe is MS and Sony the ones who are overestimating the value of installed base? Which approach do you think is gonna prevail in the long run?
PS: Please forgive my english (and any grammar correction will be welcomed)
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I'm pretty sure they do care about installed base, if it means more profit in the long run. The boost from a price cut has to offset the cost.
Let's say in a good case, if Nintendo reduced $50 from Wii U production cost, then passed on the cut and reduce Wii U to $249, and then got a 50% sales boost (+2 Million users / year). In that case they would need to make ~$100 profit per user to break even.
In a not so good case, say cutting prices to $249 meant eating $50 loss per console, and then they got a less optimistic boost of 25% (+1 Million users / year). In that case they would need to make ~$250 profit per user because now they have to recoup the $50 loss, plus they have just half the boost.
The absolute worst case would be cutting the price and making no long lasting boost in sales.
So in short, it all depends on cost reducing the Wii U, ensuring that a price cut gives a good boost, and ensuring there are plenty of games to sell to turn profit from users. Nintendo, or any big corporation, has models for this kind thing.