My position on this would basically be:
- The content dropoff for the Wii actually began as early as 2008, we knew it was happening when Wii Music broke Nintendo's stream of casual hits, and in Media-Create threads in that era people already started predicting a major falloff for the system if Nintendo didn't change its strategy.
- I'm not sure what your standard is for accepting Wii into the "fad" curve while rejecting the PS2, which similarly climbed extremely quickly and then fell off quickly. Is the one year hitch on the PS2 curve enough to count as "maturity" phase, even though it wasn't at the peak level? Is a pointy curve not a "fad" as long as it's over a long enough period of years? You'd expect a particularly successful console to hew closer to the fad chart in general since by virtue of being successful, more people buy it early on; if the product nears the cap for potential adoption (as I'd argue the Wii did) there simply aren't as many potential late-period customers.
- Similarly, a portion of the difference between the Wii and the PS1/PS2 in particular has to do with global strategies: the Sony consoles were actively marketed to less wealthy nations in their late life, and continued to sell well there long after they'd dried up in the US/Japan. The Wii, conversely, had no comparable legacy program, and its individual sales curves in the US and Japan were more similar to PS2's than its global sales.
- The Wii also experienced several unprecedented events during its generation, of which two (that interact with each other) are, to my mind, the most important: it cut across the curve for HDTV adoption (which in the US was something like 33% in 2006 and 66% in 2010) and it went up against two competing systems that had unusually long sales curves due to high initial price (and the aforementioned HDTV stat), with unusually desirable libraries (due to a wide range of factors.) In all previous generations a market leader that had reached the decline stage could coast as a low-cost option with a great library against new systems that had no games; the late-stage Wii, however, had to compete with relaunches of $200/$300 systems that already had excellent libraries.
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1. Interesting point. Though if the content drop off started then, it would be at least another year before the freefall began for the Wii. FY2009 was the peak of the system.
2. As for my standards. It's pretty simple. PS2 doesn't have a curve anywhere NEAR that of the Wii. I put together these graphs:
Here is the PS2:
Notice that while it is dropping off slowly over time, it is rare for sales to plummet. And when those drop offs happen, it tends to find a new relatively stable area in which to function. In the five years after its peak, it never dropped below 50% of it's yearly max. After that, it had a huge drop-off but stabilized, in its last three years, it went from 7.9 million to 6.5 million. It sold 6.5 million its 12 year on the market.
Now it is an anomaly, as game systems have planned obsolescence built into their life cycle, which is why most consoles seem to follow a fashion line over the years as compared to other goods.
But this:
is the Wii. I ran Nintendo's official numbers myself just to make sure the curve that we have been using in the thread was an accurate representation. It was. The decline is linear. And as others have said in this thread, nothing Nintendo did put so much as a dent in it.
Now again, declines have to happen after the peak year, or else it wouldn't BE a peak year. But dropping from that height to its current lows without a successor on the market is pretty damning. Even WITH a successor, you don't see things like this.
3. Interesting point, but I can't find numbers on US PS2 sales by year to compare with the Wii numbers. I do know that it sold 50 million more after 2006, which is pretty impressive. Sony just gives WW numbers, but if the numbers in the US, Japan and Europe followed a similar trend to the Wii, Sony would have to be selling massive numbers in these other regions to make up for it. And that isn't outside the realm of possibility. If you know a place which has the YOY regional numbers for the PS2 I'll gladly look them over.
4. That's all true, and I don't want to discount it, but it does again speak to Nintendo being unable to hold on to its market. One of the big arguments I see for the Wii was that Nintendo realized that their market didn't care about graphics. If that's the case then the HD twins shouldn't have proven much of a threat to their casual market over time. Their core gamer market was never that strong to begin with, and yeah it had jumped ship in the later years as well. They had no one left, except maybe the kids market, and MS was attacking that hard with the Kinect. If graphics and processing was ever a real concern then the Wii had a sell-by date from the beginning.
Combining that stuff together, I guess the tl;dr of my argument is that I think you're overplaying how different the Wii's sales curves are from previous market leaders, and underplaying how unusual the generation was overall.
I'm not denying that the Wii fit the pattern of a quick-uptake, quick-falloff product, but to my mind using that to label it a "fad" is a little inflammatory and serves to disguise, rather than illuminate, the truth about how it performed in the market and how the people who bought Wiis fit into today's gaming industry
But a quick-uptake, quick-falloff. product is the definition of a fad. And its nature as a product like that said quite a lot about what its effects in the market were. The generation was segmented, where you had two slow burning systems selling loads of software to a different market than where the Wii. That market slowly expanded while the Wii went nuts.
And yeah, I get that people don't like the term fad, and I try to be as clinical as I can with it, but it fits. The blue ocean that was the goal of Nintendo with the Wii proved incredibly shallow. Fads are often very susceptible to competition and knock offs, and much of the talk in this thread has been about how casual games on smart phones, or the Kinect, or what have you out competed Nintendo in their own space.
I think the lessons we can learn are two-fold, one is that there is a huge market out there that wants to play games, if they are delivered to them in an nonthreatening, inviting, and easy to play manner. The second part of it is, that that market at least as it stands now, is remarkably fickle. I think Nintendo realized that when designing the Wii U as they clearly wanted to get a strong core base playing their system, they just mucked it up to no end.