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Nintendo’s distinguished
8-bit NES sold over 60 million units and is recognized as the
company’s most successful home game console, having once dominated
nearly 90% of its market. Though it’s highly improbable that
Nintendo could ever again control such a standing in the market, the
GameCube is well positioned to find an impressive market share in the next
generation console war. In an attempt to break down this projection,
the following is an outline of the five primary areas in which
GameCube excels. Together, these successes could thrust
GameCube to a very impressive
market share.
Software:
Key to the immense success of Nintendo’s NES game console was the
tremendous third party system support and excellent first party
offerings. GameCube is supported by virtually every major third
party and thus from a software perspective bears little disadvantage to
competing systems. Recognized for its ease of development, the
system should attract impressive long-term support from the
development community.
With the ability to drive system sales and put competitors at a
severe disadvantage, Nintendo’s first and second party resources
serve as GameCube’s ace in the hole. In house development teams
and second parties including EAD, NST, ND Cube, HAL Laboratories,
Left Field Studios, Silicon Knights, Rareware, and Retro Studios,
represent the finest development houses anywhere. Not a single title
produced by these firms will ever be found on a competing console.
Franchises like 1080, Banjo, DK, Eternal Darkness, KGJ Baseball,
Mario, Metroid, NBA Courtside, Perfect Dark, Pikmin, Pokemon, Rogue
Squadron, Star Fox, Wave Race, Zelda... all GameCube exclusive.
Respected gaming journalist Steven Kent clarified the software
situation in a recent
article stating, “Nintendo has a key advantage: The majority
of games on PlayStation 2 could easily migrate to GameCube, while
the majority of GameCube titles are made by Nintendo and will never
appear on PlayStation 2.” Kent continued to explain the troubling
software situation for GameCube’s greatest competitor, “Despite
reassuring remarks made at last week’s E3, many game designers
still complain about the difficulty of making games for PlayStation
2.”
Retail Price:
At launch in November the GameCube arrived on store shelves with
a sticker price of $199.95 – the lowest price at which Nintendo
has ever launched a game console (inflation adjusted). From a retail
perspective, Nintendo should dominate in sales to wallet-conscious
buyers. Though an assortment of aged
inexpensive games may attract some, the PlayStation 2 sticker among
other faults will trouble many. Amplifying Nintendo’s price
advantage, GameCube retails for a full $100 under the XBOX and PS2
console prices of $299.
Hardware:
Nintendo created the GameCube as a game machine. Every aspect of
system hardware was designed for optimal gaming performance. The
1.5GB mini-DVD software medium allows for expanded game size with
minimal load times. Extensive R&D expertise and Miyamoto’s eye
for functionality created possibly the best-designed game controller
ever. Efficient data transfer and carefully balanced processing
power enable an inexpensive yet technologically competitive next
generation console. Held next to the competition, each of Nintendo’s
hardware advantages is illuminated when considering such pivotal
measurements as internal processing power, game load times,
controller design, memory availability, ease of development, or cost
of manufacture.
The GameCube’s greatest hardware advantages may not be seen in
system spec figures. Nintendo’s decision not to include DVD
playback serves two important purposes: decreased system cost and
assurance to publishers that system owners will be buying games not
DVDs. GameCube’s broadband and 56k modem options should not only
attract many without DSL or cable modem service but will allow
GameCube to build a massive online user base in a predominantly 56k
environment. Even Nintendo’s selection of Matsushita’s SD Memory
Cards over an internal or external hard drive promises expanded
functionality and appears more intelligent every day RAM prices
fall. Though history has proven hardware to be far from supreme in
determining the success of game consoles, GameCube appears to have
the upper hand by far when held to its main competitor.
Handheld Advantage:
Nintendo’s least considered advantage is its ability to leverage
its dominance in the handheld market to increase GameCube sales.
Essentially, gamers can plug their Game Boy Advance directly into a
GameCube system through a controller port. Nintendo has and will
utilize this connection to the best of its ability in an effort to
cross-market both systems.
Anyone who’s seen the back of a Game Boy Advance box will know
Nintendo is already making the gaming community aware of the
handheld’s cross-functionality with the GameCube. Beyond
advertising the connection, Nintendo will create in software and
demonstrate in the minds of consumers the benefits of such a link.
Game Boy Advance users tired of the unit’s dim screen may buy a
GameCube instead of a competing console because it enables GBA play
on a television. Further, the connection may unlock secret
characters or allow for the download of mini-games streamed from
GameCube titles. The technological possibilities from the connection
are endless and serve to further set the GameCube apart from the
competition. The Game Boy Advance screen may be used as a reference
map, compass, hint provider, or other. The system itself may be used
as a controller for titles with only basic digital control
requirements.
Gamer Interest:
Frequently ignored when considering the next generation console war
from a marketing perspective is Nintendo’s unmatched ability to
generate gamer interest. Since the days of NES, Nintendo has
continually delivered in the area of killer app system selling
games. Nintendo’s reserved release of the system to a test
audience at this year’s Electronic Entertainment Expo produced a
fantastic reaction.
The moment doors were opened to exhibits at E3 2001, a flood of
gamers rushed to the Nintendo booth. Through the remainder of the
show, Nintendo's extravagant booth remained thoroughly occupied with
very satisfied gamers (18+ it should be noted). After the event,
many news publications credited Nintendo with taking the show –
later verified when GameCube was awarded Best of Show at E3 2001.
Merrill Lynch even raised their recommendation on Nintendo to a “Buy”
and revised system sales expectations ten fold. The reaction
generated by GameCube’s unveiling at the show demonstrates the
great interest from the gaming community and industry insiders that
is sure to bloom as the system launch nears.
In a further attempt to generate public interest, Nintendo is
segmenting its GameCube offerings to attract gamers across all gamer
demographics. Younger gamers are a lock for Nintendo with such
franchises as Yoshi and Pokémon attracting children and Nintendo’s
name attracting parents. Unlike its previous console, Nintendo is
making sure the GameCube meets the demands of older gamers. Miyamoto
stated he would “like to see [Mario’s] design grow up and see
him be a character that appeals to a very wide range of ages.”
Second party developers Nintendo has invested in produce noticeably
mature offerings. Not even to mention the great third party games
such as Resident Evil that will detract from once exclusive
competing system offerings.
Quotes:
If you’re not yet convinced, take the words of these industry
experts:
- Nintendo knows what it's
getting into this time around and has come prepared. It has the
hardware, the software, and in my opinion, it has the right
business model to make both a success.
– Matt Casamassina
- Nintendo is still playing a
guarded game, but if Star Wars Rogue Leader: Rogue Squadron 2 is
any indication, Nintendo may have an unbeatable hand.
– Steven Kent
- If it becomes too popular, we
just cannot produce enough consoles. [laughs]
- Shigeru Miyamoto (asked what was his greatest system concern)
- They can easily sell a lot
more… but it's probably production capacity that led to that
forecast.
- Lisa Spicer, Gaming Analyst (referring to Nintendo console sales
projections)
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June
12, 2001 |
Rick - Editor in
Chief, GameCubicle |
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