Wii Case Study - Nintendo’s Strategy for the Video Game Business

Author

Vandelyn Nichols

By the mid-2000s, the video game industry had settled into a familiar pattern. Sony, Microsoft, and Nintendo were all competing to build faster, more powerful consoles with better graphics, larger storage capacity, and increasingly advanced gameplay. While each new generation of hardware represented a technical improvement, companies were still competing for the same group of experienced gamers, making it increasingly difficult to grow by simply building a better version of the previous console. Nintendo recognized that its biggest challenge was not building a better gaming console—it was deciding which customers were worth building a console for (Hunter 2013).

Nintendo’s strategy was not to take customers away from Sony and Microsoft—it was to grow the market itself. Families, older adults, casual players, and first-time gamers became the audience Nintendo built the Wii around (Hunter 2013; Kim and Mauborgne 2005). Reaching those customers required Nintendo to rethink who the gaming industry had been building products for and design the Wii around what those customers actually wanted (Rusetski 2012).

Once Nintendo knew who it was building the Wii for, every major decision became much clearer. Rather than investing in faster processors or better graphics, Nintendo invested in motion controls, intuitive gameplay, family-friendly experiences, and a lower price point. Someone who had never played a video game before could pick up the Wii Remote, swing it like a tennis racket or roll it like a bowling ball, and immediately understand how to play. Just as importantly, people who would normally watch from the sidelines suddenly wanted to join in. The controller, games, price, and overall experience were all designed around the needs of that audience. Nintendo was not asking people to adapt to gaming; it adapted gaming to fit the way people already spent time with family and friends (Ewalt 2006; Hunter 2013; Rusetski 2012).

Those choices came with meaningful tradeoffs. Nintendo knew the Wii would never match Sony or Microsoft on technical performance, so instead of competing on those terms, it built an experience aimed at people who had never seen themselves as gamers. The console was designed to be simple, fun, and affordable, appealing to a much broader audience than the industry had traditionally targeted. Opting for less expensive hardware also allowed Nintendo to sell the Wii at a lower price while still turning a profit on every unit sold. While Sony and Microsoft continued investing in more advanced technology to satisfy experienced gamers, Nintendo recognized that, for many people, an enjoyable experience mattered far more than raw performance (Ewalt 2006; Hunter 2013).

Rather than trying to appeal to every type of gamer, Nintendo stayed focused on the audience it set out to reach. Every major decision—from the controller and the games to the price and the overall experience—supported that same goal. None of those decisions would have had the same impact on their own. Together, they created gaming that was approachable, enjoyable, and different from anything else on the market. That combination, more than any single feature, gave millions of people a reason to see themselves as gamers (Martin 2014).

The real risk for Nintendo was not the console itself—it was betting that millions of people who had never considered themselves gamers would buy one if the experience felt simple, familiar, and worth bringing into their homes. That was not a small bet because the rest of the industry was still focused on selling better technology to the same group of experienced gamers (Rusetski 2012). If those assumptions were wrong, Nintendo would have launched a console less powerful than its competitors while also disappointing many of its existing customers. By deciding who it wanted to serve, Nintendo also accepted that some gamers would prefer Sony or Microsoft. Rather than chasing every customer, it focused on building the best experience for the customers it believed represented the greatest opportunity.

Satoru Iwata, Nintendo’s president at the time, was not simply introducing a new product; he was committing the company to a completely different direction without knowing whether the market would respond. Instead of trying to gain a larger share of an established market, Nintendo accepted the uncertainty of pursuing customers who had never considered themselves gamers. Nintendo’s strategy succeeded because every major decision supported the same goal, accepted the tradeoffs those choices required, and stayed focused on the audience it set out to reach. Rather than following the industry’s definition of success, Nintendo created its own—and in doing so, brought millions of new customers into the gaming market (Martin 2014).

References

Ewalt, David M. 2006. “Nintendo’s Wii Is a Revolution.” Forbes. https://www.forbes.com/2006/11/13/wii-review-ps3-tech-media-cx_de_1113wii.html.
Hunter, Jason. 2013. The Nintendo Wii: Lessons Learned from Noncustomers. Insead.
Kim, W. Chan, and Renée Mauborgne. 2005. Blue Ocean Strategy: How to Create Uncontested Market Space and Make the Competition Irrelevant. Boston, MA: Harvard Business School Press.
Martin, Roger L. 2014. “The Big Lie of Strategic Planning.” Harvard Business Review 92 (1/2): 3–8.
Rusetski, Alexander. 2012. “The Whole New World: Nintendo’s Targeting Choice.” Journal of Business Case Studies (Online) 8 (2): 197.