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Wii
Will Rock You
Fortune's
Jeffrey M. O'Brien explains how Nintendo's new game machine
won over the world—and beat the pants off Sony and Microsoft.
By Jeffrey M. O'Brien
June
22, 2007
Nintendo's legendary
videogame designer Shigeru Miyamoto is lying face down on
the floor in Kyoto, Japan, hobbled by a right cross and struggling
to regain his composure. The man some credit with the very
existence of the $30 billion videogame industry, the Walt
Disney of our generation, has taken one blow to the face too
many. I'm standing over the creative force behind Donkey Kong,
Super Mario, Nintendogs and his latest worldwide sensation,
the Wii. I goad him to get up for the rest of his beating.
Clearly,
one of us is taking our boxing match a bit too seriously.
After all, it's not really Miyamoto who has crumbled but rather
his avatar—his Mii, in Nintendo parlance. "Ohhh"
is about all the man can muster as the clock runs out. Miyamoto
puts down his controller and concedes defeat to finish a photo
shoot.
I may have beaten
him at his own game, but we both know who's the real winner
here. Nintendo's newest contraption has performed exactly
as designed, creating yet another Wiivangelist, this time
a gloating gaijin 5,000 miles from home who not only got up
off the couch to play a videogame but actually worked up a
sweat. With this little victory Miyamoto and company gather
more momentum in their quest to conquer worthier competition.
Videogame controllers
generally feature a bewildering array of buttons, and watching
an avid gamer work the device, thumbs pattering across plastic,
can be intimidating. By contrast the Wii's wireless, motion-sensitive
remote, which Miyamoto had been dreaming of for years, often
requires no button manipulation whatsoever.
In the
boxing game my 54-year-old host and I were bobbing and weaving
and punching at air—jabs and crosses mostly. Miyamoto,
whose official title is senior managing director, would angle
his hands from one side to another to avoid haymakers; each
time I missed, he'd giggle. And everyone in the room laughed
along.
While
game consoles typically attract youngish males with an antisocial
streak, the Wii is bringing people of all demographics together:
in nursing homes, for Wii bowling leagues, on cruise ships,
at coed (!) Wii-themed parties and, of course, in lines—as
hordes of consumers clamor to buy the impossible-to-find $250
machine. Nintendo is churning out over a million units a month
and still can't meet demand.
At the Nintendo
World store in New York City's Rockefeller Center, shipments
arrive nightly. In the wee hours customers begin lining up
around the block. Doors open at nine, and a few hours later
the consoles are gone. In the world's gadget epicenter, Tokyo's
Akihabara district, shopkeepers complain about the lack of
inventory. Wii displays are covered with SOLD OUT signs, while
piles of PlayStation3 boxes carry a different message: 5 percent
OFF. Even the Nintendo of America company store near Seattle
sees lines of employees, visitors and contractors. Forget
about lucking into a Wii at your local Best Buy.
It's not unusual
for a new game console to sell out during its pre-Christmas
introduction, only to see sales dwindle come January. But
six months after the Wii's launch, sales are accelerating.
Nintendo sold 360,000 boxes in the U.S. in April, 100,000
more than in March. That's two Wiis for every Xbox 360 and
four for every PlayStation3.
While Sony and
Microsoft lose money on hardware in hopes of seeding the market
with their consoles, analysts say Nintendo makes about $50
on every unit. It may not sound like much, but the company
plans to sell 35 million of these things over the next few
years. That's $1.75 billion in potential profit. Add that
to the ridiculous earnings from the company's handheld gaming
device, the Nintendo DS, as well as software sales and licensing
revenue, and you begin to understand why Nintendo's market
cap just passed $45 billion, an all-time high. (Nintendo trades
on the Tokyo and Kyoto stock exchanges and as an ADR in the
U.S.)
More
difficult to comprehend is how a company founded 118 years
ago as a maker of playing cards in Kyoto came to be pummeling
Microsoft and Sony. The answer has something to do with reinvention.
From industry-changing arcade machines to handhelds, 3-D graphics
to immersive game play, Nintendo has shown a knack for leapfrogging
its industry. Sure, some initiatives failed—a toy vacuum
cleaner, a taxi service, a chain of "love hotels"—but
the company rarely fails to surprise. And if the Wii shortage
demonstrates anything, it's that this time, in changing perceptions
of gaming, Nintendo has surprised even itself.
In a quieter moment
Miyamoto ponders that ability to chart a new course. "How
Nintendo has been able to create one surprise after another
is a big question even for me," he says. "I'd like
to know the answer."
New
Recruits
The word "Nintendo"
is an amalgamation of three symbols: nin, meaning "leave
to"; ten, for "heaven"; and do, "company."
The most common translation in Kyoto is "the company
that leaves to heaven." What that means is open to debate.
It could be a resignation to fate, as in "The company's
destiny is in heaven's hands." But it's clear from a
series of exclusive interviews with several executives over
three months in Japan and the U.S. that little is left to
chance. Another translation might be "Take care of every
detail, and heaven will take care of the rest."
The man who oversees
every detail is president and CEO Satoru Iwata. Iwata, 47,
started as a developer for a firm Nintendo bought in 2000.
Since taking over in 2002 he has westernized Nintendo, instituting
performance-based raises and a retirement age of 65.
To hear suppliers
and contractors talk, working with Nintendo is both frustrating
and inspirational. It can be Wal-Mart-esque, driving down
prices by playing parts manufacturers against one another
while challenging them to be more creative. Employees talk
breathlessly about loving their jobs while grumbling about
hectic schedules. Everyone flies commercial. The one person
permitted in first class, Iwata himself, has been known to
slog to London and back in one day for a press conference.
No hotel required.
In short, Iwata
has made Nintendo as efficient as a bullet train and as stingy
as a bento box. The company's 3,400 employees generated $8.26
billion in revenue last year, or $2.5 million each.
While exchange
rates and fiscal calendars complicate comparisons to U.S.
companies, let's do it anyway. Over roughly the same time
frame, Microsoft employees generated $624,000 each; Google's
performed 50 percent better, at $994,000, though still less
than half as well as Nintendo employees. Nintendo's profits
reached almost $1.5 billion, or $442,000 per employee, last
year, compared with Microsoft's $177,000 and Google's $288,000.
Such
gaudy numbers aren't the result of mere penny-pinching. Mainly
they're a product of the strategic course Iwata has set. When
he took over, PlayStation2 was king, and Microsoft, with its
Xbox, was challenging Sony in a technological arms race. But
Iwata felt his competitors were fighting the wrong battle.
Cramming more technology into consoles would only make the
games more expensive, harder to use, and worst of all, less
fun.
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