Entries tagged “wii”

Please (re-)visit Dan Cook's seminal Nintendo's Genre Innovation Strategy essay from 2005. It's chock-full of his signature revelatory insights, in this case inspired by the excitement and skepticism surrounding the announcement of the controller for the Nintendo Wii (then known as the Revolution).

Among many other inspired moments, Dan offers up, early in the piece, two key points.

  • The increasingly hardcore nature of the game industry is causing a contraction of the industry.
  • New intuitive controller options will result in innovative game play that will bring new gamers into the fold.

He goes on to describe the evolution of individual genres within the gaming industry, reaching a conclusion that was surprising to me, but that intuitively felt correct upon re-reading:

As the less hardcore players burn out on the game mechanics of their favorite genres, they too are at risk of leaving the game market. The result is a steady erosion of the genre’s population.

What is left is a very peculiar group of highly purified hardcore players. They demand rigorous standardization of game mechanics and have highly refined criteria for judging the quality of their titles. With each generation of titles in the genre, they weed out a few more of the weaker players.

This made me think of the recent innovations around the iPhone and, particularly, the games that have been created for the iPhone app store. Prior to the iPhone's release, high-end mobile phones had, essentially, become a really specific gaming genre, catering to hardcore "players", consisting of tech reviewers and industry analysts whose tastes had evolved as all genres must. "They demand rigorous standardization of game mechanics and have highly refined criteria for judging the quality of their titles. With each generation of titles in the genre, they weed out a few more of the weaker players."

The iPhone was about Nintendo-style innovation, applying the same rules that Nintendo has, and achieving a quite Nintendo-like result of producing a device that is fun, satisfying, and very inexpensive to develop innovative games for. As Dan says about Nintendo's history of innovating in controllers:

One of the easiest ways of creating a new genre is to invent a new series of verbs (or risk mechanics as I called them in my Genre Life Cycle articles). One of the easiest ways of inventing new verbs is to create new input opportunities. Nintendo controls their hardware and they leverage this control to suit their particular business model.

And this is exactly what Nintendo has done historically. The original Dpad, the analog stick, the shoulder buttons, the C-stick, the DS touch pad, link capabilities, the tilt controller, the bongo drums … the list goes on and on.

The touchscreen and tilt sensor in the iPhone are just another in the series of controller innovations, and they've yielded the results that these inventions always do. Only, instead of Mario being the brand that benefits from this new set of verbs, Apple is the brand that benefits.

And all of this confirms my suspicion that the iPod and iPhone are not only designed to be subscription hardware that you repurchase constantly, but that Apple is deliberately creating their devices so that the only way you can level up in this game is by buying a new iPod or iPhone.

It's worth concluding with one of Dan's final points:

Nintendo’s strategy of pursuing innovation benefits the entire industry. It brings in new audiences and creates new genres that provide innovative and exciting experiences. The radical new controller is a great example of this strategy in action.

Surprisingly, this also benefits Microsoft and it benefits Sony. As the years pass, the hard core publishers that serve mature genres will adopt previously innovative genres and commoditize them. Their profits will be less, but they’ll keep a lot of genre addicts very happy. Everybody wins when a game company successfully innovates.

I see both of these strategies as a necessary and expected part of a vibrant and growing industry. Industries need balance and Nintendo is a major force of much needed innovation that prevents industry erosion and decline.

According to Amazon's account of holiday bestsellers, "Nintendo Wii dominated the top sellers in video games and hardware including the Wii console, the Wii remote controller and the Wii nunchuk controller." Worldwide sales of the Wii are nearly equal to sales of the Microsoft XBox 360 and Sony Playstation 3 combined.

When we were unpacking the delightful Nintendo Wii a few weeks ago, I was marvelling at how well-thought-out the process was. Beautiful, pleasant, and of course full of anticipation at the great machine we were about to be enjoying.

But the we had to open our extra controllers. They were entombed in those awful plastic clamshells, and I had to go find a utility knife, knowing there was roughly a fifty-fifty chance I was going to lose some blood in the process. If it's not the knife itself, it's the sharp plastic edges that are left.

Though there's no evidence anybody's died from that kind of packaging, a Wired story a few months ago did reveal how large the problem is:

But it's not just a matter of customer frustration. These packages pose real danger. Data on the topic is irregularly collected and vague; the U.S. Centers for Disease Control's most recent accounting, in 2001, listed "unintentional cut/pierce" as the fifth most common cause of nonfatal unintentional injury, but that also includes the much more common assortments of knife accidents owing to normal kitchen work.

Anecdotally, though, emergency room doctors say they're slammed the week after Christmas with such injuries and see them regularly all year. Dr. Christian Arbelaez, a Boston-area ER physician, sees about a case a week, some as serious as tendon and nerve damage that require orthopedic surgeons to repair.

There aren't yet detailed statistics on wrap rage; The closest thing to research on the topic is Consumer Reports' Oyster Awards, where they give out awards to the packages that are most difficult to open.

iPod Packaging Reduction And this got me thinking about the much-praised packaging for the Apple iPod. There's no shortage of (deserved) raves for the box that the iPod comes in, even though more recent ones have been less lavishly packaged as Apple tries to save money and lessen the environmental impact of their product.

The mere lack of a clamshell package for the iPod, though, probably has a measurable impact. Having sold tens of millions of the devices, its likely that just using the annoying packaging didn't just make people like the Wii and the iPod better. I'm guessing that not requiring people to struggle with a knife on Christmas morning the past few years has probably saved ten thousand fingers. Pretty freaking cool.

It's the Help Cat!

The Nintendo Wii is an amazing and magical device that, for the last week, has left my heart full of joy and my sad geeky arm sore and full of pain. But perhaps the most charming thing about this wee electronic device is the Help Cat.

As Cabel's video beautifully demonstrates, a small animation which makes an everyday function become a frustrating and mystifying experience can somehow entertain an entire roomful of adults. This, truly, is magic. I don't want to go on at too much length about my enjoyment of the Wii; It strains my relationships with my friends and coworkers who don't yet have one. Instead, I'd advocate checking in on Hello, Nintendo or checking out all the Wii action on Vox.

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I'm Anil Dash, and I've been blogging here since 1999, writing about how culture is made. You can contact me at anil@dashes.com or +1 646 541 5843.

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