Game Industry Home video games industry Origins and Development Economics Industry Giants – Nintendo, Sega, 3DO Lessons Conclusion 1 Home Video Game Industry Hardware and Software Early stage: Console Controllers Cartridges Developed stage: CD-ROM, replacing cartridges 2 Development – mid 70s 1976: an U.S. electronic company Fairchild came out with the first video game system capable of playing multiple games. Format: Console, plug-in Cartridges 1977: Atari launched the 2600 VCS (“video computer system”) onto the market. 3 Development – 80s/ 90s 1980s: Nintendo’s 8-bit decade Early 90s: Sega’s 16-bit prominence 1993: 3DO introduced a new technology which later became standard. 32-bit machine & CD-ROM-based software. 4 Development – 90s Sony’s Play Station (1991) Nintendo: N64, Game Boy Advance, GameCube. Sega: Dreamcast. Sony: Play Station 2. X Box by MS 5 Economics of Game Industry Hardware & Software Licensing New Tech vs. Old Tech 6 Giants – Nintendo “One strong company and the rest weak.” – Hiroshi Yamauchi, President, Nintendo Nintendo introduced video game system Famicom in 1983. While IBM AT or Apple Macintosh were selling for between $2,500 and $4,000, Famicom was priced at $100, its price so low that people believed it to be below cost. 7 Complements: Hardware & Software Hardware: Main Machine Software: Cartridge or CD-ROM They are complements: Each makes another more attractive. More game titles available more attractive main machine Faster main machines more games. 8 Own team or Licensing? Companies have 2 choices: Develop both hardware & software, Licensing to others It is common for companies to keep its own production team and license out the technology at the same time. 9 Licensing: When the companies license its technology out to other production houses, usually it would charge a loyalty fees for every disc/cartridge they can sell. Nintendo and Sega charged licensee at around $3 per cartridge, which was sold at retail price of around $40. 10 Licensing: A two-sided market exists when game companies license out technology: Game Companies Buy Main Machine from game companies Pay Loyalty fees for each disc it sell Consumer Licensee Buy cartridge/CD-ROM from the licensee 11 Nintendo’s Virtuous Circle Cheap Hardware & Hit games A larger base of machines Drive down Manufacturing costs More software houses More games Better games 12 Giants – Nintendo Once sales took off, Nintendo didn’t have to do everything itself. Software houses lined up to write games for Nintendo. The software house couldn’t sell a game program without Nintendo’s permission. Nintendo had built a security chip into the hardware to ensure that only Nintendoapproved cartridges could run on the 13 Giants – Nintendo Nintendo’s software licensing program had some remarkable conditions: Each licensee was limited to just 5 titles a year. All games had to meet a set of standards including a ban on any excessively violent or sexually suggestive material. An exclusivity clause prohibited licensees from releasing the same title for other game systems for 2 years. 14 Giants – 3DO 3DO is known for having created the first 32-bit CD-ROM video game architecture, bringing the game industry to a new era. With this new technology, games could be created with high-quality video, CDquality sound, and impressive graphics. 15 Giants – 3DO 3DO made money by licensing software house to produce games and collecting $3-only royalty fee. Its hardware technology was licensed for free. With main machine priced at $700 and a title priced at around $75, only 30,000 machines were sold by 1994. 16 Licensing: chicken-and-egg problem 30,000 machines did not constitute a mass market to make it profitable. 3DO company found that software houses were not willing to invest in writing games for 3DO machines. as The limited game titles made it even more difficult to sell the machines. What’s wrong with 3DO? 17 3DO’s chicken-and-egg problem Expensive Hardware & software A small base of machines High Manufacturing costs Software houses not willing to write games for the system 18 Licensing: What’s wrong with 3DO? The main machine was too expensive. 3DO: $700 Sega’s Saturn: $400 Sony’s Play Station: $300 The licensee did not have an incentive to write games for 3DO. 19 What did 3DO do? 3DO started to their own title development. Reduced the price of machine from $700 to $500. Offered hardware makers 2 shares of 3DO stock for each machine sold at a low suggested retail price. Collected “Market Development Fund” from software developers to induce hardware makers for more-aggressive pricing. 20 Giants – Sega “I don’t like the idea of one company monopolizing an industry.” – Hayao Nakayama, President, Sega Enterprises Promoted with the slogan “Genesis does what Nintendo don’t”, 21 Giants – Sega It developed a faster, more powerful 16-bit machine. It took Nintendo 2 years to respond with its own 16-bit machine. Sega was already well established a secure & significant market position. 22 Sega’s Judo Strategy The Japanese art of Judo teaches how to use an opponent’s weight against him, to turn his strength into weakness. Judo explains how Sega was able to topple the video game giant Nintendo. 23 Sega’s Judo Strategy Was Nintendo simply asleep at the wheel? The answer is more complicated than that, and this is where the link between games come in. 24 Sega’s Judo Strategy Nintendo had been developing a 16-bit video game system since the late 80s but was in no rush to bring it to market. Before Sega entered, Nintendo was content to grow the 8-bit base and thereby grow the potential customer base for its future 16-bit machines. 25 Sega’s Judo Strategy After Sega entered the 16-bit market, if Nintendo jumped into the game, there was competition and, hence, much lower 16-bit prices. By staying out of Sega’s way, Nintendo made a calculated trade-off: give up a piece of the 16-bit pie in order to extend the life of the 8bit one. Nintendo’s decision to hold back was reasonable, given the link between 8-bit and 16-bit games. 26 Sega’s Judo Strategy “The Nintendo philosophy is that “we haven’t maxed out the 8-bit system yet.” If Nintendo jumped too quickly into the 16-bit game, there was even a risk that software houses and retailers would abandon the 8-bit market. The 8-bit market was Nintendo’s golden goose. Why risk killing it? 27 Sega’s Judo Strategy The new 16-bit game and the old 8-bit game were closely linked. When Sega launched the 16-bit game, Nintendo’s 8-bit franchise was at the height of its value. An organization’s core competencies in one generation of technology can turn into “Core Rigidities”. That gave Sega a judo opportunity to use Nintendo’s strength against itself. 28 Sega’s Judo Strategy Established players often find it hard to make the transition to the next-generation technology. That’s why a technological change often gives challenging opportunities to incumbents. 29 Lessons Nintendo’s “a good cycle”: Sega’s “Judo’s strategy”: Facing 16-bit market “wait-and-see” Turned incumbent’s (Nintendo’s) strength into a handicap. 3DO’s “Relying others”: Dangerous to leave 2 complementary markets to others. 30
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