Cheez-It said:liuelson said:...the traditional model of technology adoption (as I understand it): get early adopters early, get a critical mass of marketshare, and use the network effect to drive adoption up the saturation curve.
Isn't that what he posted? The typical strategy being more top-down, and following the gist of your understanding?
Actually, the more I think about it, the more Nintendo seems to be following a traditional technology adoption curve. It's just that they decided not to differentiate the market by price.
Looking at historical adoption of consoles, it seems like hardware manufacturers pursued different market segments based on price. When a particular market segment saturated (ie "people willing to buy a game console at $350"), the manufacturer lowered the price and pursued the next market segment (ie "people willing to buy a game console at $300"). To a certain extent, that still seems to be the strategy for MS and Sony now.
Nintendo wanted to start at mass market pricing from the very beginning - so they sacrificed the targeted pursuit of higher-priced market segments and compressed the adoption curve. This, combined with supply constraints, makes it very difficult to analyze the Wii market. We have no idea how many traditional early adopters there are, or what the equilibrium weekly hardware sales rate is.
I would argue that investment decisions are about risk management. Because all of those early adopter market segments have been "lumped together" with the mass market adoption of the Wii, I'm not sure there's enough data about the Wii userbase to help 3rd party publishers analyze their risks very well.
Edit:
kame-sennin said:To address your first point, you are absolutely right. But the videogame industry is not a technology industry, it is an entertainment industry. This is why the business model you outlined, the business model put forth by Sony and MS, is such a dangerous one. As I said in the last post addressing this issue, the market is like a pyramid. The most avid consumers represent the top of that pyramid, and thus are the smallest in number. Relying on the smallest market section to carry your product is a risky strategy.
Good point. I'm still thinking in terms of technology adoption, which in this case, would imply that MS and Sony will come out with motion controllers. Your point is that Nintendo has redefined the relevant market to put video games in the context of entertainment, rather than the context of technology. Clearly, the entertainment market functions differently than the technology market - although one can still think in terms of early adopters creating a critical mass and driving acceptance of an entertainment medium (rap music?) to the mainstream.