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[Nick Williams, GamerMetrics]
On whether
publishers underestimated the Wii and DS:
Many publishers adopted a wait-and-see approach with the Wii and DS,
which is understandable given Nintendo's ambitious mass-market
strategy and unproven new technologies. Historically, the success of
Nintendo's platforms has been closely tied to its home-grown
franchises, and up until recently, the Wii and the DS had been no
different.
But now that both platforms are creating new market
opportunities, third-party publishers feel compelled to capitalize on
the large installed bases and diversify their software offerings to
mesh with the new audiences.
So, yes, third-party
publishers underestimated the popularity of the DS and the Wii;
however, Nintendo's platforms have always been difficult for
outsiders to conquer. Now that Nintendo's platforms are starting to
lose their core gamer stigma, the opportunity is certainly there for
these publishers to step up to the plate. Case in point: Electronic
Arts CEO John Riccitiello mentioned that EA was on "the wrong
horse" and that the company would be shifting its strategy to
account for the Wii's success.
On which
publishers have fared best and worst:
The epicenter of the DS movement is unquestionably in Japan.
Third-party Japanese publishers such as Namco Bandai, Square-Enix,
Konami, Capcom and Sega have been able to capitalize on the rise of
the DS with titles that are popular in the Japanese market but also
resonate with international audiences.
It is Nintendo, however, that
has profited most from the DS' success. On the software front, it has
performed a masterful balancing act between driving mass market
adoption and retaining traditional gamers. This trend looks to
continue into the 2007 holiday season, thanks to a diverse Nintendo
software lineup that includes Brain Age
2, Flash
Focus and The
Legend of Zelda: Phantom Hourglass.
Ubisoft's Wii exclusive launch title Red Steel
Moving onto the Wii:
Clearly, most publishers were reluctant to invest significant
portions of their development resources into the console, prior to
launch. Ubisoft, on the other hand, noticed the potential early on
and has since generated the second most software revenue of any Wii
publisher in the U.S. behind Nintendo [according to The NPD Group]
thanks to titles like Red Steel
and Rayman: Raving Rabbids.
It is worth noting that as of July 2007, Ubisoft has published more
Wii titles than Nintendo, excluding virtual console titles -- a clear
indicator of its commitment to the platform. Publishers that have
missed the boat, include Take-Two Interactive and Vivendi Games, and
it should be interesting to see how these companies respond to the
rise of the Wii and DS.
On advice to
publishers looking to capitalize on the Wii and DS:
It is vital for publishers to adjust with the spirit of the times,
but it's also important that they don't overcompensate in their
strategies and lose sight of their core values.
So my advice would
be to explore family-oriented software for the Wii and DS, without
sacrificing key franchises and licenses. The proliferation of
peripherals, especially on the Wii, should provide plenty of
opportunities for developers to enhance current franchises. The Wii
Balance Board, for example, could provide a completely fresh
experience for all kinds of gamers.
Could you imagine a Grand
Theft Auto game where you actually run
out of breath while trying to outrun the cops? Or, how about a Tony
Hawk game where you can simulate
real-life skating tricks? Or even a Madden
game where gamers control the movement of the quarterback with
unprecedented precision? If done in the right way, these types of
games could bridge the gap between casual gamers looking for a fun
workout and core gamers looking for a unique gaming experience.
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