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傻瓜级别语言解释任天堂蓝海战略

在网上久了,不时会看到许多可笑的论调,尤其是那些SF对N天堂的蓝海战略所存在的肤浅天真的解读,每每读到都不禁让人连同大门牙一起喷饭。(当然不排除一些人故意歪曲解读,如著名的S青张老师)所以我也早觉得有些必要为这些人单独开一课详细讲一讲什么是任天堂的蓝海战略。

经常看到有些人自顾自的解释所谓蓝海和红海的格格不入,所谓N开发蓝海是放弃了昔日红海的阵地的幼稚观点,仿佛是PS3和XO把任天堂赶出了原来的市场。PS3它们才是红海的胜利者似的。这种人的心态非常好理解,一半阿Q式的妄自尊大,一半有意地诋毁对方抬高自己,混淆视听,掩盖其内心的虚弱和慌张。其实,他们并不理解什么才是蓝海战略,攻占蓝海的意义所在,他们的心中,世界只有二进制,除了黑就是白,没有中间路线,所得出的结论可想而知何等的荒诞可笑。

蓝海战略是什么?在不同的商业领域,也没有一定的专属范例,如果从一般意义上说:“蓝海战略其实就是企业超越传统产业竞争、开创全新的市场的企业战略。”这句话里包含着两层意思:一种是超越传统产业的竞争,开创全新市场;而另一种就是,它是一种战略,是一种竞争的手段而不是目的。它的存在简单的说来就是让企业能够在一个更有力的环境下进行竞争而不是退出竞争或转行,最终这个企业仍然不能回避与其他企业的竞争,所不同的只是竞争的环境。如果我们把这种概念引申到游戏业中,可以发现往日的三大家竞争实际上并没有因为N开拓蓝海而有所减弱,相反却更加激烈,更加难以预料结局。

游戏业的红海是什么,它包括了什么,想来这个问题一直困扰着某些人,实际上,即便是现在,我们也很难做出一个明确的解答。但是可以肯定,这片红海所包含的,远远不止我们一般意义上理解的以游戏为主要购买动力的“玩家”。无论是在FC、SFC时代,还是在PS、PS2时代,为游戏而动的玩家实际上永远不可能是游戏商品消费群体的最大组成,他们可以形成相对集中的核心购买力,但厂商却往往不能仅仅依靠他们的购买而生存,真正形成最大购买力的,还是属于跟随在玩家之后,以流行趋势为追捧目标的一般性用户,是那些未必可形成强悍的凝聚力,但却真正能够以庞大的基数取胜的所谓LU们,我们可以暂时称他们为“流行饭”。无论某些人是否承认,但他们作为游戏市场真正的消费主力的事实是不可动摇的。所谓的红海市场,恰恰也是由他们作为大部分组成要素而形成的。

广泛概念上的红海,和狭隘概念中的红海,意义是决不可能相同的。某些人所处心积虑的想通过N停止在狭隘红海中的争夺,把N排斥在广义红海之外,其用心不可不谓良苦。但其实我们只要稍微追问几句,这些人立即就画皮尽落,歇斯底里了。他们之中未必没人知道这种偷梁换柱的把戏高明不到哪里去,但被人揭穿总会让人难堪。



上面这张图,我大概标明了目前的竞争态势,可以分辨出,核心玩家部分是阵营最明确的,也是最少的一部分,在目前这次战争来说,先行一年的XO无疑占据着最多的核心玩家。而PS3的则最少,N的核心群体非常固定,不多也不少。但是如果我们以以往的眼光判断,无论占据着最多核心玩家的是SONY还是MS,其两家的经营方向和思想都非常一致,其推行的游戏理念也如出一辙,而N天堂的核心玩家虽然不是数量最少的,但是却无论如何也不可能以一家之力对抗两大企业所竭力推行的游戏理念,两家的理念一致,会集起来所构成的核心市场就对N推行理念下的市场形成了绝对优势。这一点是N不能也不可能有能力进行正面对抗的。而紫色的部分,则代表了昔日市场下的流行饭,他们并不在乎谁的主机好,谁的机能高,他们所追寻的无非是“流行”这个概念,谁成为流行,他们就会追随谁。那么什么是他们判断流行的标志呢?当然只可能是销量,是销售数目。他们会毫不犹豫地投入到占据着最大核心市场的厂商的怀抱中去。索尼在PS和PS2两场战争中都深入地抓住了“流行”二字的关键,也就构成了对推行不同理念的N所在市场的绝对性绞杀,第三方厂商面对红紫两大市场的诱惑,无疑会对竞争的胜利者趋之若鹜。当年的NGC之所以迅速败北,原因就在于此。NGC的开发,错误的把技术作为对抗PS2的唯一手段,与SONY拼技术,就等于直接认同了SONY关于“技术引领流行”的理念,而实际上无论N怎样努力也不可能有SONY那样对技术绝对灵敏的嗅觉,在此领域争夺“流行”势必有心无力。被技术引领的流行风也决不可能抛弃以技术著称的SONY来兼顾N的存在。以己之短击对方所长,能够不死已经是奇迹了。

正因如此,N在新的次世代来临时才采用了另类的竞争手段,它不再与SONY比较谁的技术应用的高,而是从另外的角度重新诠释市场对于“流行”这一概念的定位,它通过新奇的操作方式,相差无几的旧时代技术,向人们宣告了一个全新的理念:“技术是流行是错误的观点,创意才是流行的趋势”,它所要扭转的,是市场用户中所普遍存在的“技术代表流行”的思想,重新建立一个创意才是流行的时代。那么它如何才能推行它的这一观点呢?继续在红色的核心中正面对抗SONY和MS是不可能的,那么也就只有通过开拓更广泛的蓝海市场,在尚没有对“什么是流行”产生概念的大爷大妈等等蓝海用户中推行其理念,并迅速打开局面,制造出一个全新的,更有利于自身的环境。从而重新定义业界对流行所形成的观念。

方才也提到,流行饭对于主机到底是不是更高机能,更好效果并不关心,他们也同样缺少对某个厂商的忠诚,他们评价流行的唯一标准只在于他们看得见的销量和普及速度,只有这两个能够让他们判断什么才是当下的流行热潮,任天堂在本次战役不再试图劳而无功地去和MS SONY争抢那区区红圆中的份额,它只要确保自己的份额无损,而后全力地去争夺蓝海的市场,让自己的主机通过更广泛的蓝海获得普及,造成一种壮大的声势,而出于中间的流行饭,就会为这种更大的声势所左右,从仅仅以核心市场判断流行转为以核心和蓝海这两个市场的总量表现来判断流行在哪一边,并且投入到看上去多的一方。这也就是任天堂所一直推行的蓝海战略中最关键的一环,“以当下蓝海的普及造成流行趋势,便于获得昔日红海的份额,达成最终的胜利结局”。简单的说就是依蓝而制红,将流行饭从昔日围绕在以技术为流行趋势的核心市场周围撕裂开来,并让这些份额围绕在自己开创的市场周围。而剩下的那些纯核心的市场,则是任天堂不会去抢也根本不想抢的。

从以上的蓝海战略,我们不难发现任天堂的心思是很深的,它的目的不仅仅是要吃掉蓝海和红海外围的市场,而且更主要的是要扭转人们对于游戏的认识,让业界的风变得更加有利于自己,或者干脆自己制定风的方向。从而取得决定性的胜利。究竟业界会不会成为它这一战略的成果呢?一切就让时局自己说了算吧。

[ 本帖最后由 马甲雷 于 2007-6-2 15:41 编辑 ]


本帖最近评分记录
  • Jonsoncao 发贴积分 +30 辛苦了 2007-6-2 16:53

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...沙发



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LU还有人说:蓝海战略是任天堂社长聪哥哥提出来的....
经济学教授看来也补课了...


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农村包围城市,呵呵

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占位慢慢看

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蓝蛋比红蛋大

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为啥索尼的核心玩家少,微软的核心玩家多?

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引用:
原帖由 RestlessDream 于 2007-6-2 15:57 发表
蓝蛋比红蛋大
精辟...

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引用:
原帖由 wants 于 2007-6-2 16:00 发表
为啥索尼的核心玩家少,微软的核心玩家多?
按照LZ的观点是由主机发售时间决定的...

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在目前这次战争来说,先行一年的XO无疑占据着最多的核心玩家。而PS3的则最少……

————————————————————

请详细读原文,谢谢

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引用:
原帖由 wants 于 2007-6-2 16:00 发表
为啥索尼的核心玩家少,微软的核心玩家多?
这还用问吗?,XO在前期过百万的CU作品这么多

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雷弟应该以红紫蓝三个半径逐渐扩大的同心圆来解释更确切些,呵呵

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顶一下。。

其实那本蓝海战略之所以这么受欢迎,并不是仅仅提出“蓝海“这个概念(开发新的市场并不是很新鲜的概念),而是提供了一套系统的,指导你怎么去发现,去拓展蓝海的思考方式。同时还有像side-by-side comparison的图表这样的分析工具。

俺上学期一篇marketing essay就是写的任天堂的蓝海战略。还有做图表。可惜iBook的电源坏了,新的暴贵不已,实在不舍得出血,没法上图了。

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引用:
原帖由 马甲雷 于 2007-6-2 16:01 发表
在目前这次战争来说,先行一年的XO无疑占据着最多的核心玩家。而PS3的则最少……

————————————————————

请详细读原文,谢谢
就是看完没有找到答案啊
按时间和销量来算的?
PS2的核心玩家不算么?
仅指PS3,Xo,Wii的核心玩家?

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看看《财富》杂志最新一期是怎么肤浅地解读蓝海战略的:

http://www.tgfcer.com/club/thread-5873466-1-2.html

The blue-ocean strategy


Talkabout lost in translation. Turns out there's a name for the line ofattack Iwata has been taking: the blue-ocean strategy. Two years agobusiness professors W. Chan Kim and Renée Mauborgne published a book bythat title. It theorizes that the most innovative companies have onething in common - they separate themselves from a throng of bloodycompetition (in the red ocean) and set out to create new markets (inthe blue ocean).

Starbucks is an example. There's always beencoffee; Howard Schultz gave us the coffee experience. Or Apple, whichgave us the iPod and iTunes - and created a new form of entertainment.

Iwataset his course before the book was published, but now that he's readit, he feels validated. "Even before someone invented the termblue-ocean strategy, we were exercising it," he says. "It is anunwritten company credo, something that runs deep in our DNA."

TheWii's success has done little to convince Microsoft executives they'reon the wrong course. The company is positioning itself for a worldwhere people play multiplayer games, download movies and control theirTVs through one box. "Nintendo has created a unique and innovativeexperience," says Peter Moore, who runs Microsoft's Xbox business. "Ilove the experience, the price point, and Nintendo content." ButMicrosoft, Moore adds, "provides experiences that Nintendo cannotprovide."

Of course Microsoft has little more to lose thanmoney, and there's plenty of that to go around. Sony is another matter.Gaming has been the company's profit center for years. Suddenly, wheneveryone thought the PS3 would solidify Sony's dominance, along camethe Wii. With an unheard-of price and few quality games to choose from,the PS3 has produced disappointing sales; the father of thePlayStation, Ken Kutaragi was recently forced to resign his post aschairman of Sony Computer Entertainment.

But while heacknowledges a slow start, Jack Tretton, the president and CEO of SonyComputer Entertainment America, thinks it's too early to start talkingwinners. "You have to give Nintendo credit for what they'veaccomplished," says Tretton, who's quick to point out that Sony hascome out with some innovative controllers too. "But if you look at theindustry, any industry, it doesn't typically go backwardstechnologically. The controller is innovative, but the Wii is basicallya repurposed GameCube. If you've built your console on an innovativecontroller, you have to ask yourself, Is that long term?"

Iwata knows the Wiimotealone won't sustain Nintendo forever. But Tretton's question nicelyencapsulates two distinct approaches toward innovation. Despite thefact that the PS2, with its seven-year-old innards, is still thetop-selling game console, Sony views the world through the eyes of anengineer, seeing an impressive proprietary technology (Betamax, MemoryStick, Blu-ray) and foisting it on the market.

From that pointof view, less technology is always a step backward. Nintendo takes itscues from the outside world - Miyamoto's garden, for example, which wasthe inspiration for the Nintendo game Pimkin. Or from the behavior ofeveryday people, like the way we leave our TV remotes on the couch. InMiyamoto's eyes technology is just a tool, and less of it is oftenmore. "What I want to do," he says, "is to make it so people canactually feel something unprecedented."
So what's next for thiscompany, so full of surprises? The Wii gives Nintendo a few options. Itcould stick with the current Wii for a few years until today's top-endtechnology falls to Kmart prices. At that point it could introduce aWii 2.0 with technology similar to today's PS3, but on the cheap. Itcould cut $50 off the sticker to compete with the price cuts that areundoubtedly coming from Sony and Microsoft.

But that's red-ocean thinking. Iwata wants to keep innovating, to do for gamingwhat Starbucks has done for coffee or Apple has done for music. "Therelationship with the Mac or PC to iTunes and the iPod," he says, "thatkind of combination may be possible between DS and Wii."

Until Nintendo gets more Wiis on retail shelves, all that is theoretical. Iwata says no single bottleneck has caused the shortage, and that has made the problem harder to solve. Because it was targeting a market that didn't exist, the company had no idea how popular the machine would be. And nobody could have known the Wii would still be selling sowell as summer approaches.

That kind of thing just doesn'thappen in the Christmas-centric world of gaming. "We cannot simply make1.5 times as much or two times as much," he says. "When you're makingone million a month already, getting to 1.5 million or two million isnot very easy."

No, not easy. But necessary. So hurry up, Nintendo. My grandma is waiting.

[ 本帖最后由 RestlessDream 于 2007-6-2 16:10 编辑 ]

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