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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 3]
Yves
Guillemot, president and CEO of French game publisher Ubisoft,
says Nintendo has become the top console maker to work with.
Two of Ubisoft's games, Rayman: Raving Rabbids and Red Steel
(in which you use the Wiimote like a sword), have sold nearly
a million units each. "We looked at the capabilities
of the Wii early on and saw that it was solving the most important
element in the game industry—accessibility," Guillemot
says.
Both the Wii and
the DS, Guillemot adds, have Ubisoft developers thinking creatively
about what constitutes a game. Later this year Ubisoft will
unveil "My Life Coach" and "My Word Coach,"
titles developed in collaboration with a behaviorist and a
linguist, respectively. "Nintendo has been very open
with us," says Guillemot. "They're willing to do
things that are a bit crazy. They see what we want to do and
help us to make it as good as possible."
It
took a while, but the industry's largest publisher, EA, has
also come around to the Wii. At EA headquarters in Silicon
Valley, developers glow at how the Wiimote opens a new aspect
of games like "The Godfather" and "Tiger Woods".
The company developed a new Wii-exclusive game, "MySims,"
due out in the fall; it is working with Steven Spielberg on
a Wii title; and its latest FIFA soccer game will use Mii
characters. "Nintendo is a pioneer," says John Schappert,
COO of EA Studios. "They're zigging when others are zagging.
It's another growth curve for the industry."
"We are successfully
moving up the blue ocean," Iwata says. "But once
the blue ocean has become big enough for so many people to
notice, it is going to change its color to red."
The
Blue-Ocean Strategy
Talk
about lost in translation. Turns out there's a name for the
line of attack Iwata has been taking: the blue-ocean strategy.
Two years ago business professors W. Chan Kim and Renée
Mauborgne published a book by that title. It theorizes that
the most innovative companies have one thing in common—they
separate themselves from a throng of bloody competition (in
the red ocean) and set out to create new markets (in the blue
ocean).
Starbucks
is an example. There's always been coffee; Howard Schultz
gave us the coffee experience. Or Apple, which gave us the
iPod and iTunes—and created a new form of entertainment.
Iwata set his course
before the book was published, but now that he's read it,
he feels validated. "Even before someone invented the
term blue-ocean strategy, we were exercising it," he
says. "It is an unwritten company credo, something that
runs deep in our DNA."
The Wii's success
has done little to convince Microsoft executives they're on
the wrong course. The company is positioning itself for a
world where people play multiplayer games, download movies
and control their TVs through one box. "Nintendo has
created a unique and innovative experience," says Peter
Moore, who runs Microsoft's Xbox business. "I love the
experience, the price point, and Nintendo content." But
Microsoft, Moore adds, "provides experiences that Nintendo
cannot provide."
Of course Microsoft
has little more to lose than money, and there's plenty of
that to go around. Sony is another matter. Gaming has been
the company's profit center for years. Suddenly, when everyone
thought the PS3 would solidify Sony's dominance, along came
the Wii. With an unheard-of price and few quality games to
choose from, the PS3 has produced disappointing sales; the
father of the PlayStation, Ken Kutaragi was recently forced
to resign his post as chairman of Sony Computer Entertainment.
But while he acknowledges
a slow start, Jack Tretton, the president and CEO of Sony
Computer Entertainment America, thinks it's too early to start
talking winners. "You have to give Nintendo credit for
what they've accomplished," says Tretton, who's quick
to point out that Sony has come out with some innovative controllers
too. "But if you look at the industry, any industry,
it doesn't typically go backwards technologically. The controller
is innovative, but the Wii is basically a repurposed GameCube.
If you've built your console on an innovative controller,
you have to ask yourself, Is that long term?"
Iwata knows the
Wiimote alone won't sustain Nintendo forever. But Tretton's
question nicely encapsulates two distinct approaches toward
innovation. Despite the fact that the PS2, with its seven-year-old
innards, is still the top-selling game console, Sony views
the world through the eyes of an engineer, seeing an impressive
proprietary technology (Betamax, Memory Stick, Blu-ray) and
foisting it on the market.
From
that point of view, less technology is always a step backward.
Nintendo takes its cues from the outside world—Miyamoto's
garden, for example, which was the inspiration for the Nintendo
game Pikmin. Or from the behavior of everyday people, like
the way we leave our TV remotes on the couch. In Miyamoto's
eyes technology is just a tool, and less of it is often more.
"What I want to do," he says, "is to make it
so people can actually feel something unprecedented."
So what's next
for this company, so full of surprises? The Wii gives Nintendo
a few options. It could stick with the current Wii for a few
years until today's top-end technology falls to Kmart prices.
At that point it could introduce a Wii 2.0 with technology
similar to today's PS3, but on the cheap. It could cut $50
off the sticker to compete with the price cuts that are undoubtedly
coming from Sony and Microsoft.
But that's red-ocean
thinking. Iwata wants to keep innovating, to do for gaming
what Starbucks has done for coffee or Apple has done for music.
"The relationship with the Mac or PC to iTunes and the
iPod," he says, "that kind of combination may be
possible between DS and Wii."
Until Nintendo
gets more Wiis on retail shelves, all that is theoretical.
Iwata says no single bottleneck has caused the shortage, and
that has made the problem harder to solve. Because it was
targeting a market that didn't exist, the company had no idea
how popular the machine would be. And nobody could have known
the Wii would still be selling so well as summer approaches.
That kind of thing
just doesn't happen in the Christmas-centric world of gaming.
"We cannot simply make 1.5 times as much or two times
as much," he says. "When you're making one million
a month already, getting to 1.5 million or two million is
not very easy."
No, not
easy. But necessary. So hurry up, Nintendo. My grandma is
waiting.
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