Did Nintendo Blow it?
In case you haven't heard, they've begun another game platform
war. The recent E3 show was chock full of important announcements
concerning the new 32- and 64- bit gaming platforms. Just prior
to E3, Nintendo announced they would delay the rollout of the
Ultra 64 until spring of 1996, missing the all-important 1995
holiday season. Sega announced the very next week that they had
begun shipping their 32-bit Saturn system. Sony followed suit
by promising to have the PlayStation on retailers shelves by early
autumn. Sega and Sony claimed a first mover's advantage (vis-à-vis
Nintendo) in the new gaming market.
Since these events, many general business and trade publications
have commented on the new systems; some have even attempted to
analyze the platform war. These articles inevitably conclude that
Nintendo has committed a huge blunder. These conclusions, however,
are never supported by empirical evidence or systematic reasoning.
Furthermore, they tend to ignore entirely the most important issue
consumer acceptance of these new platforms.
Let's go out on a limb and look at this platform war from a different
perspective that suggests that Nintendo may not have sold the
farm after all. Instead of relying on anecdotal information or
conventional wisdom to deduce that Sega, Sony, Nintendo, 3DO or
whoever will come out of this thing a winner, we will rely on
the principles of game theory to analyze the strategies of the
participants. This is only fitting, since we are dealing with
game platforms. As an added bonus, we'll include consumer acceptance
of the new platforms as a in this analysis.
Game Theory and Business Strategy
Game theory is a branch of economics that enables one to examine
sets of choices and the resulting outcomes systematically, and
determine optimal strategies. You and an opponent are playing
a game, let's call it "nuclear escalation." Both you
and your opponent have two choices either build up your nuclear
stockpile or disarm. While it is better for everybody if both
opponents disarm, if only one disarms she is at a disadvantage.
Game theory involves examining and determining if or an equilibrium
exists. When a competitor examines the results of the available
options versus her opponents, she may find that choosing one particular
strategy will always make her better off regardless of what her
opponent does. This is a called a dominant strategy. In "nuclear
escalation" you will always be better off if you escalate
than if you disarm, even though if both opponents would be better
off if they both disarm. Since the dominated strategy of disarming
would not be used, the equilibrium of this game is for both opponents
to escalate.
The steps in a game theoretical analysis are:
Examine your available strategies and their outcomes.
Examine your opponent's available strategies and their outcomes.
Eliminate dominated strategies, determine the strategy your opponent
will choose.
Given the strategy your opponent will choose, pick the strategy
available to you that will maximize your payoff (or minimize your
loss).
Payoffs in the Real World
The point about the various possibilities for other player's "moves"
and the several choices available to Nintendo is that there are
outcomes in the real world that have a payoff value. To use a
"game theory" model to describe Nintendo's position,
we need estimates of what those payoffs might be.
There are three players in this game Sega, Nintendo and Sony.
Each player has two choices or strategies rollout the platform
in time for the 1995 holiday season, or wait until 1996. (Atari
Jaguar and 3DO, while important participants, are not considered
in this game as they do not have the choice to enter or wait they
are already in the market.)
For this analysis, we use a simple revenue model based on two
possible market conditions for this year's peak holiday selling
season a good market and a weak market. In the good market case
(based on survey research by Alexander & Associates), consumers
react favorably to the new introductions and 1.5 million units
from all manufacturers sell. In the weaker market consumers are
less favorable and only 500,000 units of all platforms sell. (Keep
in mind that no game system has penetrated the mass market at
a price of more than $150 to $175, and these systems are priced
at $250 to $450.)
Clearly, there are many opportunities to expand on these market
scenarios; one of the benefits of game theory analysis, however,
is that we don't need the world's best market forecasts for an
initial assessment of likely outcomes and strategic alternatives.
We divide up the total units sold equally among all participants
in the holiday market but of course, that depends on who's playing.
If there are three players in the good market, then we divide
up the market three ways for a figure of 500 thousand units apiece;
if there are two players in the weaker market, our figure would
be 250,000 units for each platform. The dollar value of these
payoffs is calculated at the hardware selling price times the
number of units plus two software titles in the new format times
their selling price. Since our focus is the companies, we use
wholesale selling prices, not retail.
What about the 16-bit market? We make two basic assumptions concerning
the existing base of over 20 million SNES and Genesis systems.
First, Sega and Nintendo will receive payoffs from this market
regardless of their new platform strategy (Sony will receive no
payoff from this market as they have no 16-bit platform). Committing
to the new market involves shifting resources from the 16-bit
market and receiving a lower overall payoff (by 50 percent) for
that market if your opponent does not commit to the new market.
If both Sega and Nintendo commit, or both do not commit, they
split the 16-bit market 50-50. The second basic assumption is
that if consumer acceptance for the new systems is unfavorable,
the 16-bit market will be $2 billion versus $1 billion if consumer
acceptance of the new platforms is favorable. (In either case,
the 16-bit market in 1995 will be substantially less than it was
in '94).
(This is an abridged version of the full story. Complete text of the 3 page white paper
can be sent on request.)
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