Microsoft’s
Xbox
Microsoft’s Xbox was launched in 2001 among
much hype. The world’s biggest software
company requires no introduction and it is not
unexpected either-Xbox was referred to as the
“gaming console of the millennium”,
technically ahead of everything that the competitors
had to offer. Before the release, the reviews
were all over the electronic and print media with
the development details, third parties’
role and Microsoft’s entry into the gaming
industry. This paper would analyze the journey
of Xbox from birth into the gaming console market
in light of the overall strategy of Microsoft.
Taking a look at the gaming console history,
it is evident that the breakthroughs have come
with sophisticated technology, good graphics,
storage capacities and price. These factors played
a key role in the popularity of Atari 2600, which
made its mark in 1977. Sony and Nintendo along
with Sega have been the major players in this
industry with Microsoft being the later entrant.
Though, Microsoft and Sega did partner with each
other to come up with Sega Dreamcast (Windowplanet.net,
2001). Microsoft’s business level strategy
has always been marked by joint ventures or acquisition
of applications or ideas from third party vendors.
In this case too, Xbox’s development took
place mostly with the third parties like Hasbro
and Edios owing to the enormous returns expected.
However, this involvement has had a contradicting
impact, it has made the incorporation of the most
advanced technology but it has also made the gaming
console expensive which limits the sales as the
market is not for high solutions. Xbox was based
upon the PC centric background and gave the developers
more margin to write codes and innovate with the
technology; however, on the other hand this also
meant that Xbox would become like a PC with some
limitations with a high price tag which also has
now resulted in Sony taking the lead (Windowplanet.net,
2001). The technology favors the programmers with
the platform that it uses, the software and hardware
friendly Direct X gives the programmers more liberty
If we do an analysis of the Microsoft’s
environment, it becomes evident that not all the
factors are playing in favor of Xbox. This is
manifestation of the idea of a next generation
TV game machine. Microsoft’s strategy to
expand its domain into hardware as well resulted
in the advanced technologies in the Xbox. With
its ability to be connected online, Xbox gives
the users the opportunity to play games online
and create online gaming communities thus establishing
a network of gaming virtually. However, with all
these specifications talked about before the release
of the game, Sony also invested in the online
gaming console technology and the result has been
Sony’s online presence and Sony’s
lead in the gaming console market. The environment
of this market required good graphic display and
compatibility. The issues with Xbox related with
its non-customizable nature, non-executable character
with even Windows 2000 format and absence of dynamic
link loads (Windowsplanet.net, 2001). With all
of these moves, Microsoft positioned the PC into
the gaming console market, which rebounded despite
the advanced features of the console in comparison
with its competitors. Through the past few years,
Microsoft has been accused of taking leads of
other companies, copying them and launching them
as their own original products. The lawsuits surrounding
the company have also left mark on the credibility.
In gaming console domain, Microsoft has seen sluggish
growth with Sony outplaying it in sales in Japan
at a ratio of 4:1 (Dvorak, 2004). As the Xbox
was selling at $299 initially, still the sales
did not cover the development cost and when Microsoft
came up with the Xbox 2, with the PowerPC processor
and more enhanced hardware features, the company
will not be able to cover the cost of components.
Another concern has been that the developers have
not been coming up with the original material.
Microsoft has been criticized for its new True
Fantasy Online game as well, though it is anticipated
highly, but the name resembles the Sony Play station’s
Final Fantasy game, for lack of originality. There
have been some key problems with the marketing
strategy that Microsoft has been employing. It
has been too aggressive in the development as
well as the launching of Xbox while Sony adopted
the slow growth strategy and despite a low profile
campaign, the Sony Playstation 2 was received
warmly and it has also expanded its network more
rapidly than Xbox.
The biggest failure of Microsoft Xbox has been
the high-expectation or hype that has been around
before the launching. It has also been compared
to the death environment that surrounded the 3DO
machine and Sega, which were also much hyped up
items but saw deaths owing to the same symptoms.
Despite all this, Xbox is number two platform
in America, just down to Sony but ahead of Nintendo
GameCube (Dvorak, 2004).
If we do a technical analysis then Xbox’s
weaknesses have been attributed to the weak RPGs,
which are the essential success component of the
Japanese market. This has been termed as the “it”
factor that is absent in the Xbox (Brickey, 2004).
With the Xbox, Microsoft intended to establish
online networks, which ultimately users would
subscribe to; however, in reality while Microsoft
has been engaged in fighting the competition,
Sony has been building the inroads in this arena
as well (Dvorak, 2004). Another problem is with
its controller that gamers have complained about
and the limited number of games that Microsoft
has to offer. This may be linked to Microsoft’s
dependence upon the third parties, in the development
phase, they joined hands but now as the profits
are not coming in, the innovation is also on a
hold.
On the other hand, the strengths of the console
are the capabilities that it has in terms of hardware
and the network and online connectivity. Thus
the success of Xbox has been limited as well and
its biggest issue is that it will not become a
profit center for Microsoft (Dvorak, 2004).
In light of the above discussion, the future
of Xbox is dependent upon the two options for
Xbox. In order to combat the lead of Sony, it
needs to invest more to come up with the next
generation consoles; however, that definitely
means more investment. The other way is to give
in the competition; that would seriously damage
the reputation and credibility of the company.
Amongst the lawsuits and negative reviews about
the originality issues, in 2004, Xbox faces competition
from launch of Sony PSP and Nintendo DS. With
the entrance of the portable gaming consoles,
both Sony and Xbox have to endeavor to get the
maximum market share. In Asia Pacific region,
the online console market is expected to grow
from $640 million in 2003 to $720 million in 2004
(DFC Intelligence, 2004). However, the market
players have to cater for customized aspects e.g.
there are mass consumer markets like Europe and
America and then markets like Asia Pacific require
cultural adjustments. At the end of 2003, Xbox
held the fifth slot even down to EA, Sony and
Mythic Entertainment. NCsoft held the No. 1 position;
this included total gross revenue, subscriptions,
advertising and sponsorships (DFC Intelligence,
2004).
In the present scenario, Xbox does not enjoy a
competitive sustainable advantage and will continue
to face tougher competition. Nintendo has found
its niche in the children games and enjoys success
in that domain; however, as Microsoft has expanded
the horizon of the gaming console market, it will
be vulnerable to a variety of threats from its
competitors and remove the inherent problems in
the Xbox technology as well.
To conclude, one can say that Microsoft will
have to reanalyze the gaming market and reassess
its overall business strategy and align its marketing
strategy accordingly as well.
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