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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
[continued,
page 2]
"We
decided that Nintendo was going to take another route—game
expansion," says Iwata, seated on the edge of a leather
chair, leaning over green tea in a three-piece suit, a strip
of gray emerging along the part in his thick hair. He has
an easy command of English but speaks through an interpreter.
"We are not competing against Sony or Microsoft. We are
battling the indifference of people who have no interest in
videogames."
The first
test of the strategy came in 2004 with the Nintendo DS. Handhelds
weren't a new concept. Nintendo had sold tens of millions
of Game Boys. But Sony's forthcoming PSP was being touted
as a multimedia machine rich in technology and with an ability
to play movies. Iwata went cheaper, smaller (the size of the
device), and broader (the intended market). The DS has side-by-side
screens, one of which is a touchscreen; Wi-Fi; and voice recognition—all
to make it approachable and communal.
To put those features
to use, Iwata conceived what would become one of the bestselling
games for the DS, "Brain Age." Based on the brain-training
regimen developed by a Japanese neuroscientist, "Brain
Age" tests and improves mental acuity. With sales of
more than 12 million copies, the title has made the DS a hit
in such unlikely places as nursing homes. Iwata also oversaw
development of a talking cookbook "game." And of
course Miyamoto kicked in, creating the pet-care game "Nintendogs,"
which has moved more than 14 million copies. As of this spring
the company has sold more than 40 million DS devices, compared
with 25 million PSPs. So when it came time to launch the Wii,
Nintendo already had a model to follow.
Breaking
the Mold
The
typical life cycle of a game console goes something like this:
Manufacturer produces or commissions the most sophisticated
parts it can come up with and hopes to milk them for half
a decade. Both the PS3 and Xbox 360, for example, have processors
that are far more powerful than you'll find in most PCs. Each
uses high-end graphics chips that support high-definition
games; Sony even includes a Blu-ray DVD drive.
The boxes are expensive
at first. Hard-core game freaks pay dearly to have a console
early, but sales really jump in years two, three and four,
as Moore's law and economies of scale drive prices down and
third-party developers release must-have games. By year five
the buzz has begun about the next generation, and the onetime
latest, greatest machine can be found at a local garage sale
for $50. Rinse. Wash. Repeat.
The Wii busted
that mold. First, Nintendo used off-the-shelf parts from numerous
suppliers. Sony co-developed the PS3's screaming-fast 3.2-gigahertz
"cell" chip and does the manufacturing in its own
facilities. Nintendo bought its 729-megahertz chip at Kmart.
(Not really. But it might as well have.) Its graphics are
marginally better than the PS2 and the original Xbox, but
they pale next to the PS3 and Xbox 360. Taking this route
enabled the company to introduce the Wii at $250 in the U.S.
(vs. $599 for the PS3 and as much as $399 for the 360) and
still turn a profit on every unit. And while a $250 sticker
makes the Wii more of an impulse buy than even an iPod, it's
not the pricetag that makes it fly off shelves.
As with
DS, the Wii comes with Wi-Fi, which gives customers access
to the Internet, and features an incredibly addictive Mii
channel. Players craft likenesses of themselves (or anyone
else; the little cartoons you see throughout this article
are Miis), which then appear in boxing, tennis, golf and other
games.
The only
thing more fun than bowling in your living room with a bunch
of friends is having their digital counterparts cheer you
on from the alley inside your TV. The experience makes you
forget about graphics altogether. You don't mind that your
Mii is missing arms and legs.
And of course the
Wii has that innovative interface, the Wii Remote. The Wiimote,
as it has come to be known, features a speaker, a rumble pack
that makes the device shake, and even a mystery feature or
two that have yet to be exploited, like a microphone jack.
(Wii Karaoke perhaps?)
But the Wiimote's
magic really comes down to a $2.50 chip developed by a company
in Cambridge, Mass., called Analog Devices Inc., or ADI. Known
as a three-axis accelerometer, the chip precisely measures
movement in three dimensions. At four square millimeters,
several accelerometers would fit on your thumbnail.
Prying open a Wiimote,
ADI applications engineer Harvey Weinberg explains how the
innards work. "This is actually a pretty cool piece of
engineering," he says. "There's a Bluetooth link
in here, a little bitty speaker, and an infrared camera. Of
course the most important part is the accelerometer."
The camera communicates with the light bar, which sits above
or below the TV set. This is important because of a player's
tendency to swing the remote wildly while, say, trying to
hit a baseball 450 feet. Each time the camera faces the TV,
the machine reestablishes a player's whereabouts.
"The Nintendo
guys were going to get large errors if they didn't figure
out how to get absolute position," Weinberg says. "The
camera resets the positional error. But they couldn't have
gotten it to work with IR alone because most of the time you're
not facing the TV. They couldn't have gotten it to work really
good unless it was wireless. And they've aggressively chosen
components that don't use a lot of power. The whole thing
is synergistic."
Nintendo designed
dozens of prototypes before settling on the Wiimote. Miyamoto
says early versions looked more like a control pad. Some were
whimsical, some complicated. Designers arrived at the current
version by coming back to Iwata's decree to battle indifference,
not the competition.
Miyamoto
realized it wasn't a fear of gadgets that kept the average
consumer from playing games. "TV remotes are always sitting
out on a coffee table or on the sofa, but videogame controllers—people
don't want them lying around," he says. "In that
sense we thought we were losing to the TV remote. So we thought,
What kind of controller can we create that won't make people
afraid to touch it?"
A
Gaming Pioneer
Under
Miyamoto's creative direction Nintendo has never had a problem
coming up with great games. Pokémon, Super Mario, The
Legend of Zelda—Nintendo titles have dominated the bestseller
list for each Nintendo console. But that's not necessarily
a good thing for the company. Third-party games increase consumer
interest in the hardware, which sells more software.
What's more, the
console manufacturer gets a licensing fee for every third-party
game sold, and it bears no development costs. "It really
is pure profit," says Reggie Fils-Aime, the president
and COO of Nintendo of America. "Third-party games can
really determine who wins."
Fils-Aime, an intense,
46-year-old Haitian-American, introduced the Wii at a trade
show in 2004 by announcing, "My name is Reggie. I'm about
kickin' ass, I'm about takin' names and we're about makin'
games." That opening salvo lit a fire under the gaming
media and Nintendo fanboys, and now Fils-Aime is trying to
do the same in the game-development community.
He's
got a good pitch: Because the Wii isn't high-def, a game can
cost as little as $5 million to develop, compared with up
to $20 million for the PS3. That message, and the fact that
the Wii is clobbering the PS3 in the marketplace, seem to
be getting across. While Nintendo's own titles still top the
Wii charts, third-party titles are selling well.
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