charlequin said:
I don't think this is an accurate assumption. There's a general trend towards lower tie ratios as a generation rolls on, but no specific evidence to suggest that people who buy after a price drop represent a significant, immediate shift in buying patterns.
No evidence, though at least something to consider as there's no evidence to the contrary as far as I'm aware. I don't think it's definitely a good idea to not price drop, I just don't think it's a good idea to price drop either, as I don't consider myself to have enough information available to come to such a conclusion, and I'd have to give different answers for different scenerios. Those who decided not to pay for $249 may well be significantly less active software purchasers than those who would have paid $249 during the same period. I'm basing this on the expectation that those only willing to spend less on hardware would also show similar behaviour towards the value of their software purchasing.
$202 isn't really that much. If they buy three Nintendo first-party titles, that's about $105 right there. If one of those games is Wii Fit it's more like $120. An extra Wiimote and Nunchuck puts another ~$30 on there. You are now looking at a customer who only needs to put an extra $50 into Nintendo's coffers over their entire life of ownership to justify their existence.
The more price sensitive shoppers and less dedicated gamers could easily be buying just 4 games over the lifetime of the product, not only because they could well buy software at a much low rate than the average buyer, but also because of when they entered the generation, the less time they have to buy software too. Could even just be three in tie-in ratio. One thing we do know is that there's mass amounts of people significantly below the average in tie-in ratios and mass amounts above it.
Though, I didn't consider peripherals. They completely bypassed me when thinking about this. Do Nintendo really make such a big slice of their software?
You're also ignoring (as I've been saying, I'm sure, to the point of annoyance) the opportunity costs at play. Nintendo has production capacity for Xm Wii systems a year, and takes measurable losses inasmuch as they don't utilize that capacity or are forced to spend money to repurpose it to something else. Keeping sales relatively level over time is in itself a monetarily beneficial thing for a hardware company.
That's a very good point. I haven't been following this discussion all that much, I just turned up to give my reasons why I don't think, from what we know, that a price drop is definitely the best course of action. If you're saying that this opportunity cost effectively increases the production cost per unit compared to how it would be at increased sales/production, then that's a valid. Another figure to which we don't know the value of unfortunately. I think Nintendo intends to keep sales and production up from titles like NSMBWii and whatever the hell they have planned for next year. Good strategy or not, they've showed their rigidity on price with the DS despite significantly weakened sales in Japan for a very long period of time - their response, new propositions.
Basically, I think the history of price drops in the industry suggests that your napkin math here can't possibly accurately suggest that a $50 price drop on the Wii would be inherently unprofitable. Companies have made far larger, far quicker drops on profitable market-leader systems (see the PS2) so the benefit to not dropping the price must come in a different overall product strategy for the Wii, not in math that could apply equally well to almost any platform.
I don't think it's necessarily unprofitable, my intention was to show it's not inherently profitable. Sony had other big interests in dropping the price of the PS2. They needed to prevent Microsoft from getting a foot in their market. They know Microsoft was aiming to compete with them directly on their playing field.
The Xbox and GameCube had games that would have satisfied some gamers and would have got one of them instead of PS2 without a price drop, but a PS2 price drop would push them to buy a PS2 instead of an Xbox or GameCube. In most situations, people would have only bought a PS2 and were completely uninterested in the Xbox and GameCube regardless of the price though.
Wii would mainly benefit from a price drop now rather than later if it would mean prevent potential customers from purchasing a PS3 or 360 instead. I think there's relatively little competition between Wii and PS360 compared to the competition between the different systems of many previous generations. I don't have data at hand. What kind of benefits did DS have from its only price drop? NES would also be a good one for comparison (outside of Europe). And the GameBoy systems too. I'd probably like to use these systems for comparison
But that's basically the opposite of what actually happens: more popular systems gain more sales (or, rather, prevent the loss of more sales-per-period) off of equivalent price drops than less popular ones, because a price drop on a product people actually want is much more enticing than a price drop on a product people don't actually care much about.
It could easily create a higher absolute increase in sales compared to a less popular system, but PS3 sales have benefited greatly from a price drop from terrible to.. much better, and 360 did something similar. They benefit because they're taking potential customers away from their HD rival. Wii wouldn't do the same on anywhere near the same scale. Its sales increase would come mostly from people who only want a Wii and would buy it when its price drops. Less competition in general means a more favourable price elasticity of demand.
Anyway, you've made lots of valid points and I've certainly altered my perspective on the subject a bit, leaning more away from no price drop than before, though still firmly in thinking we-don't-have-enough-info to make a reasonanle conclusion.