Nintendo: Its History of Reinvention, Business Practices, and Soft Power
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Nintendo's history is a remarkable story of reinvention, evolving from a family-owned business producing Hanafuda playing cards in 1891 to becoming a global gaming giant by the late 20th century. Unlike many Japanese corporations that relied on state aid or traditional corporate networks known as *keizai*, Nintendo maintained significant independence, allowing it to pioneer unique industry practices. A defining characteristic of the company is its refusal to sell console hardware at a loss; while competitors like Sony and Microsoft subsidized their consoles to drive software sales, Nintendo successfully sold both the Wii and the Switch at a profit by prioritizing distinct gameplay experiences over graphical fidelity. This approach has allowed the company to escape the relentless arms race for graphics power that often plagues the industry, focusing instead on creating immersive worlds and innovative mechanics that resonate with players worldwide.
The company's internal culture reflects a blend of uniquely Japanese traits and broader societal challenges. Nintendo adheres closely to the ideal of lifetime employment, fostering deep loyalty among its relatively small workforce of over 6,700 employees, which stands in stark contrast to the lean staffing of other major industry players like Electronic Arts. This commitment is exemplified by executives who have voluntarily taken significant pay cuts during financial hardships to protect their staff, a practice that contrasts sharply with Western counterparts who often lay off workers while seeing executive compensation soar. However, Nintendo also shares problematic features common in Japan, such as a substantial gender pay gap where women earn significantly less than men and are underrepresented in management roles. Despite these internal issues, the company's success has revitalized its franchises for new generations and generated immense goodwill, serving as a powerful vehicle for Japan's soft power through tourism, cultural curiosity, and global brand recognition.
Despite its commercial triumphs, Nintendo's reputation is somewhat tarnished by an aggressive litigation strategy that often alienates fans and creators. The company has a long history of suing entities ranging from Blockbuster in 1989 to modern fan communities over game rentals, YouTube videos, and unauthorized tournaments. This legal approach extends to protecting intellectual property against fan-made projects that demonstrate love and dedication rather than commercial malice, casting a shadow over its otherwise consumer-friendly image. While these actions are intended to protect the brand, they have drawn criticism from industry journalists, influencers, and consumers who view them as excessive. Nevertheless, Nintendo's ability to adapt, diversify into film and theme parks, and maintain a loyal global following suggests a bright future, even as the company continues to navigate the complex balance between protecting its legacy and fostering a welcoming community for its passionate fanbase.
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Right. So, today's video is a little bit
more different. I wrote this paper for a
course in contemporary Japanese
society that I did last year. I figured
I'd turn it into a video on
Nintendo. Nintendo's reinvention,
business practices, and soft power. To
be
specific, Nintendo is a brand beloved by
generations of gamers. From American
adults who spend their childhoods
playing on their S, NES, and Game Boy
consoles to the hundreds of millions of
people worldwide today who have
purchased over 143 million units of the
Nintendo Switch console. This global
business has been a dominant force
across the gaming industry ever since it
entered the space in the late 1980s and
early 1990s. The company has bucked a
number of industry trends and
established
others. Its practices variously having
served as harbingers of developments to
come as well as occasional re relics of
aged institutional perceptions. Across
the body of this essay, I will examine
the company's place in the industry and
especially how some of the business's
uniquely Japanese practices have allowed
it to continue to command a leadership
position across the sphere.
I will also discuss its role as a
purveyor of soft power for Japan at
large as well as how its history of
extreme litigous practice against
members of various online fan
communities hurts Nintendo's standing in
the project of soft power it offers its
country of origin. Across the first part
of the essay, I argue that certain
characteristics of Nintendo are uniquely
its own. its capacity for reinvention,
its refusal to engage in an increased
use of part-time labor, for example,
while others are characteristic of a
larger Japanese work culture, namely the
tendency of CEOs to cut their own
salaries rather than to let employees go
at times of financial hardship, as well
as a significant gender pay gap. My
argument across the second part of this
essay is that Nintendo's performance has
increased Japan's soft power. However, a
pension for litigation serves to blemish
its reputation in the gaming
industry. Nintendo, a mainstay of the
gaming
industry. Nintendo's story is that of a
company capable of reinvention. Nintendo
began as a familyowned business that
produced Hanafuda playing cards in
1891. In the early days after these
cards were legalized during the Maji
Restoration, an early lucrative
opportunity that Ashcraft argues for
Polygon was at least in part as
successful as it was because of some
association with gambling and organized
crime.
The playing cards business would prove
to be a lucrative one indeed, sustaining
the company throughout the first half of
the 20th century, eventually allowing it
to expand to toys, arcade games, and
beginning in the 1980s to video games.
After its ve into the gaming business,
Nintendo became an exemplar of a
Japanese company that needed neither
state aid in the form of loans or
government funding by the early 1990s.
This as well as its decision to escue
traditional Japanese corporate networks
or ketsu offered Nintendo significant
independence to act both domestically
and abroad. As an actor within the
gaming industry, Nintendo is far from a
singular leviathan entity. It is however
something of a
trailblazer. Already with its
introduction of the
Famcom/ NES consoles in the early 1980s,
Nintendo set a precedent for one of the
console markets long-standing practices.
The selling of consoles, I quote, at a
loss, emphasizing the importance of
software sales as a mechanism to make
money, close quotes. This has been the
case for every one of the consoles
released by Nintendo's contemporary
competitors in the console market, Sony
and Microsoft. Nintendo itself, however,
has managed to escape the seemingly
all-pervading logic of the console
hardware market by refusing to sell its
two most successful consoles at a loss.
Both the Wii and the Nintendo Switch
were sold at a profit from their
release.
This is owed in part by the vastly
graphically underpowered technological
components within both consoles as
compared to their respective competitors
at Microsoft's Xbox division in Sony's
PlayStation. Graphics has rarely been at
the forefront of Nintendo's agenda. The
one time that the company put an accent
on it during its 21st century history
was with the most disastrous hardware
release in Nintendo's history. Wii's
failed successor, the Wii U. One of
Nintendo's most characteristically
Japanese traits corresponds to what Jeff
Kingston calls the lifetime employment
ideal, which involves a full-time job at
the same company for an entire career.
At Nintendo, this trait is best
encapsulated by what the celebrated
fourth president of Nintendo, Satu
Iwata, who passed away in 2015, called
Nintendo, described by scholar Osamo
Ino, as something like the company's DNA
passed continuously along from person to
person.
Employees rarely leave once they have
come to understand this Nintenderness,
which Ino argues strengthens the
company's lineage and makes employees
feel at home. The economic trend since
the 1990s that saw Japanese companies
more and more often accentuates on
non-regular and part-time jobs does not
seem to have influenced Nintendo. The
company's performance in the gaming
industry across the 21st century has
been characterized by a constant, if
fairly slow, growth. Between 2003 and
2022, the number of its employees have
grown from some 3,100 strong to over
6,700. For a company of Nintendo's
influence, this number of employees is
scant indeed. The closest company in
global influence in employees to
Nintendo's is Electronic Arts with its
12,900 employees in
2022. Nearly twice as much as Nintendo's
in
2024, or 2022 rather. In addition to a
far leaner staffing than other
commanding presences in the gaming
industry, Nintendo is also regarded with
respect, even reverence at times for
executives thought capable and far less
greedy than their western counterparts.
In a year when Microsoft lays off 650
Xbox employees while the company's top
executive sees his pay rise by 63% to a
fantastical $79 million, one cannot help
but feel a great deal of nostalgia for
the tenure of Nintendo president Satu
Iwata, who took a 50% pay cut in order
to retain his employees after the
commercial flop of the Wii U. Norrisata
unique in this. Alexander Putio offers
another example in the face of Kuruka
Nishimatsu who cut his own salary by 60%
in response to Japan Airlines own
struggles in 2007. Such actions at the
executive level exemplify a corporate
culture which prioritizes the long over
the short term of a company and shows a
different mindset at work than the one
that dictates the actions of industry
leaders elsewhere. One feature that
Nintendo sadly shares with many other
Japanese companies is a pay gap between
male and female workers with women
working at Nintendo paid on average 72%
of what men are paid. The same 2023
report notes that female managers in
Nintendo's Japan headquarters are a very
small percentage of the overall number
of managers, a mere 4.2% 2% which
suggests that the company's 2021
Nintendo Women and Allies initiative
leaves much to be desired. One hopeful
development from earlier in
2024 suggests that the initiative might
at last begin to bring dividends. As
Fortune Chris Morris reports, Nintendo
has nominated three women to its board
of directors. Though little has been
reported about addressing the gender pay
gap in the company, this change offers
reason to hope that further change may
begin from the
top. Nintendo, a pav of soft power for
Japan. The Japan times celebrated 2023
as a year for best ever series of soft
power hits for Japan. Author Gioid Ry
draws many of his chief examples from
Nintendo, citing both his fresh foray
into film in the face of the Super Mario
Bros. movie as well as its celebrated
2023 first party release, Legends of
Zelda: Tears of the Kingdom. These are
crowning achievements in the third year
of a decade filled with resounding
successes for Nintendo.
The company's Switch console has been
something of a global phenomenon,
selling
143.2 million copies in the 7 years
since it first came out, perhaps eight
since I first wrote this essay. The
Nintendo Switch has made portable gaming
fashionable again, and what's more, it
has made it cool. Beyond this, it has
served to revitalize many of Nintendo's
franchises for a new generation of
players and longtime fans alike. Games
such as Mario Kart 8, Super Smash Bros.
Ultimate, and Super Mario Odyssey was
sold in the tens of millions. A special
mention must be made of Animal Crossing:
New Horizons. Released at the very
beginning of the coid9 pandemic, this
game served as much needed escapism for
the 11 million gamers who purchased it
within the first two weeks of release.
Animal Crossing grew into a social
activity that caught the imaginations of
millions more as late night shows,
social media, and many other sources of
entertainment came to be enamored with
the escapist fantasy of an animal-filled
island. one can furnish however they
wish. None of these properties is
directly representational of Japan. They
take place in fantastical secondary
worlds bound by their own sets of rules
and internal logic. Yet they are created
by artists, writers, programmers,
engineers, and various others who are
overwhelmingly Japanese and so reflect
the worldview and imagination of people
whose cultural background is much
different than that of the vast majority
of what of that catch all and far too
inaccurate term, Westerners. What a
company such as Nintendo succeeds in
doing is to quote expose its audience to
alternative imaginary worlds. Close
quote. As David Lehini writes, an
interest in Japan develops naturally
from there. Though I must agree with
Lehini when uh he argues that this would
hardly compel anyone to agree with the
disagreeable quote unquote hard power
policy that some Japanese government
might wish to enact. Beyond the
intangibility of such concepts as
goodwill and intellectual curiosity, the
most clear-cut way through which
Nintendo's popularity translates to a
tangible benefit for Japan beyond
corporate tax is tourism. Nintendo's
themed area in Universal Studios Japan,
for example, is a tourist draw. So are
the three Nintendo stores opened across
Japan since
2019. Nintendo has earned a great deal
of goodwill for many of its products
from games to hardware to most recently
film. It has however also earned the
confusion and even eyeire of fans,
industry journalists and
influencers, competitors, consumers
among
others. Nintendo's status as a
particularly liigious company is not
recent. In fact, its liigious practices
can be successfully mapped onto the
company's history across the gaming
industry. Starting with its attempt to
bar the practice of game rentals in
1989 by suing
Blockbuster. Toad's suit ultimately
failed. Nintendo's appetite for
litigation has only sharpened. As
Nicholls notes, the company has worked
to have removed fan-made games, YouTube
videos, and trailers, and even game
tournaments stopped or removed from
their respective platforms. While it is
only natural for a company to protect
its intellectual property, Nintendo goes
above and beyond, suing fan projects
that show love and dedication for their
many properties without charging
anything. These latigious practices are
a stain on Nintendo's reputation and
cast a shadow over what is otherwise
considered one of gaming's more
consumer-friendly leaders.
Conclusion. Nintendo's history spans 135
years for a reason. The company has
shown a remarkable ability for
reinvention. From its humble beginnings
as a playing card manufacturer to its
present role as one of the gaming
industry's most significant companies.
With a recent taste for diversification
across film, physical stores, and theme
parks, Nintendo continues to show the
signs of a business willing to change
with the times. This marks it as
something of an outlier in a country
whose companies are sometimes too bound
to tradition. Yet Nintendo shares many
features with other Japanese companies,
both favorable and not. The concept of
Nintend espoused by company president
Satro Yuata recalls an error in Japanese
employment whereby employees very rarely
leave, choosing instead to spend their
entire careers within a company that
benefits from their
institutional knowledge and
loyalty. The gender pay gap is a more
problematic feature the company shares
with others in Japan and must be
addressed regardless. I have argued that
Nintendo's successes across the gaming
industry have resulted in increasing
Japan's soft power even as that soft
power has its own limits and is itself
somewhat tarnished by Nintendo's
reputation as one of the industry's most
lious companies. This is not reflected
in diminishing sales or interest on the
part of consumers overall. However,
Nintendo's myriad successes suggest that
the company's future is bright
indeed. Let me know if this kind of more
academic essayistic approach is of
interest to anyone and I will endeavor
to make certain that there is something
more to come in this period. Uh, it was
certainly an enjoyable paper to write.
Got top marks for it as well if you
care. I I think I would like to do more
deep dives. And this by no means is a
particularly deep dive into Nintendo,
but I thought it was an interesting
um perspective to an interesting lens
rather to view this fascinating company.
True.
their history, especially the fact that
when they began as a company, they were
actually embroiled in
like local Yakuza politics as well
because gambling with the type of cards
that Nintendo was producing early on was
very much gang
territory. So, I learned all kinds of uh
interesting bits and pieces.
by writing this essay. And so so much
more is to be said about Nintendo and
has been said by many many wonderful
researchers. I
have added on my blog the written form
of this
uh
essay. Alongside it, I have also added
the references that I have used.
Everything is cited as you might
imagine. Um, and if you feel the need
to go and learn about any part of
Nintendo's history, you should feel very
very welcome to consult the literature
that I
have referenced here in this video and
in this essay. I promise a lot of it is
very much worth the read, especially
some of the longer
[Music]
um booksized
approaches. Excellent stuff. Absolutely
excellent
stuff. At any rate, I'm Philip Magnus.
You are not. And I will see you next
time with some gaming stuff and things
stuff and things. Yes, it'll be fun
probably.