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effect of console adoption on games that are developed. Developers, wanting to reach the
largest number of consumers, prefer to develop games that are compatible with the most
popular console industry. This is then perpetuated because the most popular games are only
available on a certain console (due to exclusivity restrictions), which drives more users to adopt
that particular console. Once this network externality has iterated several times, there will be
only one or a small number of big-name consoles controlling the market, and all of the games
available will be compatible with only one of the options. Buying the console with the largest
market share, then, makes sense for consumers who want the largest game selection, while
also perpetuating that specific brand’s market share.
Specifically, we see the consequences of network effects with VCS and Fairchild -- though
similar systems, only one survived because if its influence, and popularity, and ultimate market
share. That being said, once the video gaming systems were created, the network grew
substantially as over 17% of US homes owning a video game system within 4 years and 1/3rd of
Japanese homes in 7 years . Because of this, game cartridge sales were thriving as well
revealing the sheer strength of the gaming market as a whole. Nintendo while controlling the
market did spur interest and revenues for the market at large including games, developers,
chips, and retailers.
(Nintendo 3)
Nintendo's strategy in pricing of consoles and games
● Nintendo kept a close eye on the pricing of consoles and games. The strategy employed
was to manipulate the number of games in circulation to induce scarcity and reduce
excess games on shelves. Additionally, the strategy deployed for games saw that few
games were released each year by Nintendo in house; in fact, for those licensing out the
right, it took more than a month for Nintendo to approve the request. Nintendo also
intentionally kept the price of consoles low so that the game could be accessible to a
wider customer base.
● This negatively affected the value created by the industry because it stymied creativity in
the field. It also created market inefficiencies because the market was not
cleared--consumers remained who would have purchased the system at the listed price.
● Due to its large control of the marketplace, Nintendo’s strategy in pricing was to focus on
quality and not flood the industry. Nintendo captured a huge portion of the value in the
market. Once game consoles were in users’ homes, they were essentially locked in to
providing more revenue to Nintendo in the form of compatible games, either those
developed solely by Nintendo, or those licensed with very favorable terms & conditions
for Nintendo.
If backwards compatibility is not technologically feasible, users will likely to be hesitant to adopt
the new technology given that they would need to rebuild their game library. This is akin to a
situation of excess intertia. If they really wanted to promote this technology, Nintendo could limit
their licensees to only move forward with creating 16-bit compatible games. However, there is
~1 year lead time associated with this. If there is no backwards compatibility, Nintendo is best to
delay adoption as it works with developers to get a library of 16-bit games ready for the release.
The other firms entering with 16-bit systems face the same compatibility issue with users’
current Nintendo game libraries, so Nintendo should not be concerned with customers being
poached as long as they can continue having exclusive game rights (which have been written
into their terms and conditions). Therefore, in this case, we conclude that Nintendo delays while
building up 16-bit game options and ensuring their customers are ready for a forced upgrade.