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Flat Sales of Wii U Put Nintendo in Hot Seat

TOKYO — Nintendo said Wednesday that poor sales of the Wii U game console had caused a big drop in revenue in the first nine months of its financial year, adding pressure on the company to execute a strategic U-turn.

New York Times Eric Pfanner

Context & Ripple Effects

The January 29 earnings report is the low point of an eighteen-month slide: after the $132M operating loss in July 2012 as original Wii sales collapsed, Nintendo briefly returned to profit in mid-2013 on just 160K quarterly Wii U sales, then warned on January 17 of a fresh loss after cutting its Wii U forecast by 69 percent. The new numbers — a big revenue drop across the first nine months of the fiscal year — convert that warning into confirmed damage.

The same-day press conference shows how management is framing the U-turn: President Satoru Iwata announced plans for non-wearable health-monitoring technology and reconfirmed Nintendo will not bring its games to smartphones or tablets, even as analysts argued the company should build its own platform rather than port titles elsewhere. One bright spot complicates the picture — the 3DS outsold both the Xbox One and PlayStation 4 in December 2013 NPD figures.

First-order effects

  • Nintendo faces immediate financial pressure: with only 1.95 million Wii U units sold in the quarter and a dire final quarter predicted, the company must fund both the console business and the new health-hardware initiative from a shrinking revenue base.
  • Satoru Iwata's dual announcement — health products in, smartphone games out — forces investors to choose between two recovery narratives at once, since the mobile denial rules out the fastest-growing distribution channel for Nintendo's franchises.

Second-order effects

  • Rivals Sony and Microsoft can now compete for living rooms knowing Nintendo will not meet them on smartphones either, while third-party publishers weighing exclusivity face a shrinking install base on one side and iOS/Android reach they cannot get from Nintendo on the other.
  • Analyst pressure for Nintendo to run its own platform (rather than porting) puts the company's licensing and e-commerce model under scrutiny — if hardware keeps underperforming, the argument shifts from 'should Nintendo go mobile' to 'should Nintendo abandon consoles altogether.'

Third-order effects

  • If the pattern holds, Nintendo's identity as a first-party hardware maker becomes the risk itself — a platform holder whose value is its game catalog may be pushed toward licensing models that decouple software from its own devices.
  • A console maker entering health monitoring signals diversification beyond gaming as a survival strategy; if it works, it establishes a template for struggling hardware companies to monetize their brand in adjacent consumer-health markets.

The trend: Dedicated handheld-and-console makers are being forced to either extend their brands into new device categories or license their content onto rivals' platforms — and Nintendo, uniquely among them, has chosen the former while refusing the latter.