Group3 WiiEncore
Group3 WiiEncore
Group3 WiiEncore
Wii Encore
1) What are the main challenges faced by video game console manufacturers
when launching a new console generation and how do they overcome them?
Main challenges faced by game console manufacturers can be classified into three
categories: hardware/production-related, games-related, competition-related.
Next generation console has to bring innovation in the gaming experience at the
appropriate time. It sometimes could be challenging to anticipate what customers would
view as cool (multi-features of PS3 and Xbox 360 vs move-sensing of Wii) and a
valuable addition to the experience (quick-recall cartridge vs bigger-memory CD). It is
extremely important to have cutting-edge product well-tested and have it without any
hardware bugs and issues.
Console wont be valuable without games people can play on it. Games policy
decisions, such as in-house vs third party development, SDK availability, type and
quality and diversity of content have direct influence on popularity of the console. For
new cutting edge entrants, like Wii was, it is important to provide game suite along with
console. The obvious reason is to give customers something to play on brand-new
console, another reason is to showcase capabilities of new system, and attract thirdparty developers. For established systems, or follower systems without major
innovation features in the hardware area, it is important to create a console specific cult
games, as well as facilitate development of diverse game offerings for the console.
Another big challenge is managing and staying ahead of competition. If the console
manufacturer announces launch of a new console, their competitor may announce their
console a year ahead with better hardware and thus gain an edge. Coming up with new
innovative approaches to gaming pays off but require vision, research and willingness
to take risks. Wii, at the time, obtained considerable first mover advantage, outsold its
more feature-intensive competitors, and kept the company ahead of competition for
several years. Bigger companies fight such challenge by using their extensive
resources to improve on the invention in the hardware.
2) How do console manufacturers make money? What is the logic behind their
pricing strategy?
Initially, console manufacturers such as Magnavox (with its Odyssey console) did not
bundle games separately, and thus derived all their profits from console sales.
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However, starting with Fairchild Cameras Channel F and Ataris VCS 2600, console
manufacturers separated the console and games into two complementary revenue
streams. However, console manufacturers were giving away hardware at near-zero
profit margins but made money on software. For example, the Atari VCS 2600 retailed
at $199 ($731 in 2011 dollars), which was a small margin over manufacturing costs, but
each cartridge sold for $30 and cost $10 to manufacture.
After the market crash of 1983, caused due a proliferation of cheap and uninspired
game software, console manufacturers started charging royalty feeds to closely monitor
quality of games sold. Nintendo equippsed
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Tech Strategy
Appendix:
Table of invention features and challenges for consoles
Year
Company/
Console
Innovation
Challenge
1972
Magnavox/
Odyssey
Limited action
(boring?)
1974
Atari/
Pong
Pong clones
1976
Fairchild/
Channel F
1977
Atari/
VCS 2600
No lock-out for
independent
game
developers
1979
Activision and
others
Many flopped
because of bad
game quality
1983/85
Nintendo/
NES
1995
Sony/
PlayStation
1998
Sega/
Dreamcast
1999
Sony/
Playstation2
2001
Microsoft/
Xbox
Limited titles;
hardware
issues
Difficulty with
hardware and
software
providers
Tech Strategy
2005/2006
Microsoft/Xbox
360 and Sony/
PlayStation3
No real
innovation in
gaming area
2006
Nintendo/
Wii
Motion-sensing controllers;
Demand higher
than production
capability
2010
Microsoft/Kine
ct and Sony/
Move