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Forums - Sales - Nintendos Disruption Strategy and all the rest are falling into the trap!

theprof00 said:
Demotruk said:

All of those require extending the definition of disruption, they are not the strategy we are talking about.

 

Live! didn't disrupt anything, it may have had flaws but it wasn't aiming at low-end underserved customers. It simply provided a different service to single player games, and improved over time. If it was really disrupting it would have massive growth while the incumbent (single player and local multiplayer starts to stagnate and eventually decline). Over that period the Wii is what has had massive growth, Live! has grown but notso much compared to the industry as a whole. It simply doesn't fit.

Blu-ray is way beyond disruption. Disruption is never 'a better product'. Blu-ray is sustained innovation, it's the normal progression for formats to be replaced by better ones, not disruption. Niche is not disruption either.

Don't worry, it's not unusual to misunderstand disruption. Most people go away with a superficial idea of it, and think that they are being disruptive by making a 'better product', or something for a niche group. But it can be rectified by reading more about it.

1st P: Wouldn't single children, or rurally habituated gamers be the ones that were underserved by local multiplayer?  And wouldn't you say xbox has had massive growth from the 1st to the 360? I think it's almost triple the sales as before hasn't it? It seems that Nintendo just disrupted the disrupter right?

2nd P: I think the normal progression would have been upconverter DVD players. It was attempted and failed against BR.....hang on.... I see, they only disrupted upconverter player companies, not DVD,..right?

looking at this chart I can fill the steps:

Live:

starting from top left.

No, yes, yes, no, yes ("Jump in" sounds pretty urgent to me), yes=GO

BluRay:

no, yes, yes(soon), no, yes(HD is almost mandatory now), yes(exclusive HD content)=GO

1st point: No. Live! was aimed at precisely the same people the playstation was aimed at, except only people with a good connection could really make use of it. It's sustained innovation aimed at high end customers, pretty much the standard. You can look at it as disruptive from a PC gaming point of view, but only as a part of the process of disruption that games consoles have been doing to PC's over the years (a disruption that's happened on a longer timescale). To a PC gamer, consoles were crummy products for crummy customers.

 

2nd point: Upscaled DVD's are an alternative sustained innovation. They are both aimed at high end customers (blu ray moreso) who want a "better product". Both are sustained innovation.



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.

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TX109 said:
i've seen many well thought out posts so far, but i'm still on the fence here.
these are all predictions based on how the market has behaved so far. they seem accurate, but only time will tell. this isn't a natural process like the water cycle or photosynthesis.

Acually, it is almost unavoidable. Christensen wrote his disruption books a few years ago, but the pattern of a disruptive innovation  taking over existing markets is much older.

 

Some extreme examples, quoted from Wikipedia's page on disruption:

"Though early muskets had less fire rate, range, accuracy and reliability than crossbows and longbows, firearms allowed essentially anyone to become an effective soldier with very little training. Earlier military units like bowmen and knights needed years of practice to master the skills."

(so there was a market for primitive muskets, this market allowed upstreaming of the technology, until it was good enough for professional archers, too)

 

"The first television channels mainly aired news, and began to replace newsreels. As television featured soap operas, animated shorts and other low-budget drama, demand for B movies declined, and concentrated onfeature films with high budget. Pornography is another genre which has gradually moved from the silver screen to home television, as video recorders appeared (mostly since home systems offer more privacy than theaters). Cable and digital encoding has increased the range of television programs. Multiplexes increased cinema's range, at the cost of nearness. Currently, the budgets of Hollywood TV series are closing up on the budgets of feature films. Also, since audio-visual performance of television sets has improved more than movie theaters (as cinema technologies such as Cinemascope, 3D cinema, IMAX, THX have had limited commercial success), the box office mainly survives from the artificial time gap between cinema openings and DVD releases, together with snack sales. "

 

See, there is not neccessarily a clever corporation behind the event, disruption just happens "naturally", when an innovation catches the custumers with the lowest interest, and it naturally starts evolving.  In our case, it is not just Nintendo disrupting the others, it is the combination of the Wiimote, and possibly their more accessible game design, disrupting the HD blockbusters with their huge budgets, and the classic controller. 

What we saw is the earliest form of motion controls, that might be inferior in case of some upmarket genres, not unlike the first muskets, that were inferior in precise aiming for some time.

In theory, the industry could be disrupted without hurting the other companies, if they would adopt to the disruptive innovation on the 0th day. 

In reality, this is unlikely, because when the disruptor company's dominance in the downmarket becomes obvious, it is already too late for the incumbrent to go downmarket, because the downmarket became a red ocean, where the disruptor is on "home ground". When the disruptor moves upmarket, on the other hand, they have a more profitable strategy, more advanced technology, than the incumbrent. 

 

The HD consoles motion controls are good examples of a counterattack somewhere between the downmarket and the upmarket, (middlemarket?), where they will fail because for them, it is just one of the possibilities to move there, while it is a natural process for the disruptor to go upmarket.

If every executive, and even the inverstors of the incrumbents would be visionaries, they could fight for that market, build a huge software lineup for their motion controllers, and bleed money until it will be a red ocean and Nintendo leaves it, but likely they won't.



I'm glad someone posted this.

It's really nice to have the theory of disruption laid out in a simple manner like that.

It's amusing how some posts are assuming the Wii already disrupted the market when they are still in the process of doing it. Others seem to confuse disruption with technological advancements.



Alterego-X said:
TX109 said:
i've seen many well thought out posts so far, but i'm still on the fence here.
these are all predictions based on how the market has behaved so far. they seem accurate, but only time will tell. this isn't a natural process like the water cycle or photosynthesis.

Acually, it is almost unavoidable. Christensen wrote his disruption books a few years ago, but the pattern of a disruptive innovation taking over existing markets is much older.

 

Some extreme examples, quoted from Wikipedia's page on disruption:

"Though early muskets had less fire rate, range, accuracy and reliability than crossbows and longbows, firearms allowed essentially anyone to become an effective soldier with very little training. Earlier military units like bowmen and knights needed years of practice to master the skills."

(so there was a market for primitive muskets, this market allowed upstreaming of the technology, until it was good enough for professional archers, too)

 

"The first television channels mainly aired news, and began to replace newsreels. As television featured soap operas, animated shorts and other low-budget drama, demand for B movies declined, and concentrated onfeature films with high budget. Pornography is another genre which has gradually moved from the silver screen to home television, as video recorders appeared (mostly since home systems offer more privacy than theaters). Cable and digital encoding has increased the range of television programs. Multiplexes increased cinema's range, at the cost of nearness. Currently, the budgets of Hollywood TV series are closing up on the budgets of feature films. Also, since audio-visual performance of television sets has improved more than movie theaters (as cinema technologies such as Cinemascope, 3D cinema, IMAX, THX have had limited commercial success), the box office mainly survives from the artificial time gap between cinema openings and DVD releases, together with snack sales. "

 

See, there is not neccessarily a clever corporation behind the event, disruption just happens "naturally", when an innovation catches the custumers with the lowest interest, and it naturally starts evolving. In our case, it is not just Nintendo disrupting the others, it is the combination of the Wiimote, and possibly their more accessible game design, disrupting the HD blockbusters with their huge budgets, and the classic controller.

What we saw is the earliest form of motion controls, that might be inferior in case of some upmarket genres, not unlike the first muskets, that were inferior in precise aiming for some time.

In theory, the industry could be disrupted without hurting the other companies, if they would adopt to the disruptive innovation on the 0th day.

In reality, this is unlikely, because when the disruptor company's dominance in the downmarket becomes obvious, it is already too late for the incumbrent to go downmarket, because the downmarket became a red ocean, where the disruptor is on "home ground". When the disruptor moves upmarket, on the other hand, they have a more profitable strategy, more advanced technology, than the incumbrent.

 

The HD consoles motion controls are good examples of a counterattack somewhere between the downmarket and the upmarket, (middlemarket?), where they will fail because for them, it is just one of the possibilities to move there, while it is a natural process for the disruptor to go upmarket.

If every executive, and even the inverstors of the incrumbents would be visionaries, they could fight for that market, build a huge software lineup for their motion controllers, and bleed money until it will be a red ocean and Nintendo leaves it, but likely they won't.

I would just like to add that Nintendo isn't the only company who has been involved in disrupting the videogame market, and they are not the first company to be successful with it in recent years ...

Games like The Sims and Guitar Hero are games that were heavily targeted at less interested or non-gamers and were built on a series of values which was very different than what "Hardcore" gamers were looking for. Neither game is particularly "Mature" (in the violent content sense of the term) or has much of a story line, and the games in the series have never (really) focused heavily on producing cutting edge graphics or insane production values. Both games have worked hard at expanding the revenue generated through their customers by increasing the dedication of their consumer base and turning one-time purchases into a constant revenue stream; both do this (primarily) through add-ons and downloadable content, but they have also released several successful sequels. In both cases countless clones have been produced by multiple major publishers but few have been particularly successful; and in the case of Guitar Hero, the only successful competition has come from the company which began the disruption.

The difference between these games and Nintendo's efforts with the Nintendo DS and Wii is that Nintendo's disruption is not focused on a genre or in a small demographic but is a disruption of the entire market and all genres at the same time.

I do wonder whether companies find it so difficult to "Counter Attack" after a disruption because the values the company is built on are incompatible with being successful in the disrupted area of the market. As an example, there is an emphasis on making accessable and fun
experiences on the Wii and DS while there is a greater focus on making something advanced and cool on the PSP and HD consoles. While these concepts may not be diametrically opposed, when you're focused on making a game that is advanced and cool you may (unknowingly) sacrifice the accessability or the "Fun" of the product which makes it less desireable in the new market.



More threads/posts like this is what a "sales/chartz site" needs.

Turn it back into sales/predictions/market strategy instead of fanboy rants (i admit I'm guilty) like gamespot/ign.

three cheeers for bladeforce, hip hip......



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Pyro as Bill said:
More threads/posts like this is what a "sales/chartz site" needs.

Turn it back into sales/predictions/market strategy instead of fanboy rants (i admit I'm guilty) like gamespot/ign.

three cheeers for bladeforce, hip hip......

Hooray!

Hip hip...



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Alterego-X said:
TX109 said:
i've seen many well thought out posts so far, but i'm still on the fence here.
these are all predictions based on how the market has behaved so far. they seem accurate, but only time will tell. this isn't a natural process like the water cycle or photosynthesis.

Acually, it is almost unavoidable. Christensen wrote his disruption books a few years ago, but the pattern of a disruptive innovation  taking over existing markets is much older.

 

Some extreme examples, quoted from Wikipedia's page on disruption:

"Though early muskets had less fire rate, range, accuracy and reliability than crossbows and longbows, firearms allowed essentially anyone to become an effective soldier with very little training. Earlier military units like bowmen and knights needed years of practice to master the skills."

(so there was a market for primitive muskets, this market allowed upstreaming of the technology, until it was good enough for professional archers, too)

 

"The first television channels mainly aired news, and began to replace newsreels. As television featured soap operas, animated shorts and other low-budget drama, demand for B movies declined, and concentrated onfeature films with high budget. Pornography is another genre which has gradually moved from the silver screen to home television, as video recorders appeared (mostly since home systems offer more privacy than theaters). Cable and digital encoding has increased the range of television programs. Multiplexes increased cinema's range, at the cost of nearness. Currently, the budgets of Hollywood TV series are closing up on the budgets of feature films. Also, since audio-visual performance of television sets has improved more than movie theaters (as cinema technologies such as Cinemascope, 3D cinema, IMAX, THX have had limited commercial success), the box office mainly survives from the artificial time gap between cinema openings and DVD releases, together with snack sales. "

 

See, there is not neccessarily a clever corporation behind the event, disruption just happens "naturally", when an innovation catches the custumers with the lowest interest, and it naturally starts evolving.  In our case, it is not just Nintendo disrupting the others, it is the combination of the Wiimote, and possibly their more accessible game design, disrupting the HD blockbusters with their huge budgets, and the classic controller. 

What we saw is the earliest form of motion controls, that might be inferior in case of some upmarket genres, not unlike the first muskets, that were inferior in precise aiming for some time.

In theory, the industry could be disrupted without hurting the other companies, if they would adopt to the disruptive innovation on the 0th day. 

In reality, this is unlikely, because when the disruptor company's dominance in the downmarket becomes obvious, it is already too late for the incumbrent to go downmarket, because the downmarket became a red ocean, where the disruptor is on "home ground". When the disruptor moves upmarket, on the other hand, they have a more profitable strategy, more advanced technology, than the incumbrent. 

 

The HD consoles motion controls are good examples of a counterattack somewhere between the downmarket and the upmarket, (middlemarket?), where they will fail because for them, it is just one of the possibilities to move there, while it is a natural process for the disruptor to go upmarket.

If every executive, and even the inverstors of the incrumbents would be visionaries, they could fight for that market, build a huge software lineup for their motion controllers, and bleed money until it will be a red ocean and Nintendo leaves it, but likely they won't.

you're right. i'm not disagreeing with that, but it has always been my belief that if you expect the unexpected, you can avoid future disappointments.

i'm not entirely savvy to how the market works; i come to these threads to learn something new. i won't argue the point, as i have no proof to the contrary, but still, you never know what the coming years hold.... even if this idea of disruption is almost inevitable.... and i certainly hope it is (not the competitors disappearing, though)



                                                                                                  
theRepublic said:
Pyro as Bill said:
More threads/posts like this is what a "sales/chartz site" needs.

Turn it back into sales/predictions/market strategy instead of fanboy rants (i admit I'm guilty) like gamespot/ign.

three cheeers for bladeforce, hip hip......

Hooray!

Hip hip...

 

Hooray!

Hip Hip....

Great thread!



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This was a topic just to really show how many people really don't understand EXACTLY what is going on in the console race. In the end I set it and fully understand the disruption method I was just pondering if there was a way to separate the fanboys from the real men looks like the topic did well :)



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"Hey, Steve, just because you broke into Xerox's house before I did and took the TV doesn't mean I can't go in later and take the stereo." - Bill Gates (Microsoft Corporation)

Bill Gates had Mac prototypes to work from, and he was known to be obsessed with trying to make Windows as good as SAND (Steve's Amazing New Device), as a Microsoft exec named it. It was the Mac that Microsoft took for its blueprint on how to make a GUI.

 

""Windows [n.] - A thirty-two bit extension and GUI shell to a sixteen bit patch to an eight bit operating system originally coded for a four bit microprocessor and sold by a two-bit company that can't stand one bit of competition.""

Some interesting points here. I agree. Nintendo knows its business strategy very well.