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{{Merge|Video game console|date=December 2006}} {{short description|Video game industry term}}
{{about|the video game industry term|other uses|Console Wars (disambiguation)}}
{{VG History|expand menu=2}}
In the video game industry, a '''console war''' describes the competition between two or more ] manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.


While there have been many console wars to date, the term became popular between ] and ] during the late 1980s and early 1990s as Sega attempted to break into the United States video game market with its ] console. Through a novel marketing approach and improved hardware, Sega had been able to gain a majority of the video game console market by 1991, three years after the Genesis’ launch. This caused back and forth competition between the two companies throughout the early 1990s. However, Nintendo eventually regained its market share and Sega stopped making home console hardware by 2001.<ref>{{Cite web |date=January 12, 2021 |first=Emmanuel |last=Ocbazghi 30 |title=How Sega went from huge fame in the '90s to cultural irrelevancy |url=https://www.businessinsider.com/sega-nintendo-rise-fall-90s-genesis-dreamcast-sonic-console-2020-1 |access-date=2022-09-19 |website=Business Insider |language=en-US}}</ref>
'''"Console wars"''' is a term used to refer to periods of intense competition for market share between ] manufacturers. The winners of these "wars" may be debated based on different standards: market penetration and financial success, or the fierce loyalty and numbers of the fans of the system's games.


==Background and etymology==
Due to different manufacturers releasing consoles at different times, the wars described below are not exact definitions and do not necessarily have firm beginning and ending dates. Also, these wars had different years and combatants on different continents, since traditionally the 4 main markets—Europe, Japan, Australia and North America—have been treated as separate entities, with machines and games released at different times or even completely different games being released. This situation is not quite so apparent today; however, it is still there, particularly with regards to Japan vis-a-vis the other three markets.
{{see also|Video game console#Competition}}
The video game console market started in 1972 with the release of the first home console, the ]. As more manufacturers entered the market and technology improved, the market began to coalesce around releases of more advanced hardware every few years on a predictable cycle, which are typically grouped into generations. Since 1972, there have been nine console generations, with two to three dominant manufacturers controlling the marketplace.<ref name="gamble chapter">{{cite book |title=Crafting and Executing Strategy: The Quest for Competitive Advantage: Concepts and Cases 16th Edition |publisher=] |isbn=978-0073381244 |last1=Thompson |first1=Arthur |last2=Peteraf |first2=Margaret |last3=Gamble |first3=John |last4=Strickland |first4=A. |chapter=Case 14: Competition in Video Game Consoles: Sony, Microsoft and Nintendo Battle for Supremacy |pages=C-198-C-211 |year=2008}}</ref>


As with most industries without a single dominant leader, console manufacturers have marketed their products in a manner to highlight them in a more favorable manner compared to their competitors', or to focus on features that their competitors may lack, often in aggressive manners. For example, console manufacturers in the 1980s and 1990s heavily relied on the word size of the ], emphasizing that games had better capabilities with 16-bit processors over 8-bit ones.<ref name="Therrien">{{cite journal |last1=Therrien |first1=Carl |last2=Picard |first2=Martin |date=April 29, 2015 |title=Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch |journal=] |volume=18 |issue=10 |pages=2323–2339 |doi=10.1177/1461444815584333 |s2cid=19553739}}</ref> This type of aggressive marketing led video game journalists to call the competitive marketing a "war" or "battle" as early as August 1988.<ref>{{cite magazine |title=The Changing Role of Computer Game Designers |first=Don |last=Daglow |magazine=] |issue=50 |date=August 1988}}</ref><ref name="inverse entomology">{{cite web |url=https://www.inverse.com/gaming/console-war-meaning-origin-gaming |title=How a Retro Rivalry Ignited the Most Heated Feud in Video Games |first=Danny |last=Paez |date=September 20, 2020 |accessdate=February 13, 2021 |work=]}}</ref> As each new console generation emerged with new marketing approaches, journalists and consumers continued to use variations of the "war" language, including "system wars" and "console wars". By the early 2000s, the term "console war" was most commonly used to describe heated competition between console manufacturers within any generation.<ref name="inverse entomology"/>
In the mid-1980s, low-end ] were used as game consoles by consumers worldwide (since no other competitive consoles were then available) and that era is included here as well.


==Nintendo versus Sega==
In North America, the devotees of each system are referred to as ''fans'' or by linking to the platform name, as in ''PS2 owners.'' In the United Kingdom the term ''fanboy'' originated during the 1980s during console wars between many home computer systems, particularly the ] and ]. It should be noted, however, that the two terms have been used by people of the other countries. For example, the term fanboy is used quite often on US-based Video Game message boards. By any name, fanboys lock themselves into buying and using one console, one brand, or one company's line of console.
While not the only console war, the rivalry between Sega and Nintendo for dominance of the North American video game market in the late 1980s and early 1990s is generally the most visible example of a console war. It established the use of aggressive marketing and advertising tactics by each company to try to gain control of the marketplace, and ended around 1995 when a new player, ], entered and disrupted the console space.<ref>{{cite web |url=https://venturebeat.com/2015/11/28/the-art-and-legacy-of-the-90s-console-war/ |title=The art and legacy of the '90s console war |first=Gavin |last=Greene |date=November 28, 2015 |accessdate=February 22, 2021 |work=]}}</ref>


===Background===
==General concepts found in system wars==
The United States video game industry suffered a severe ] from numerous factors which led to a larger market recession and increasing popularity of personal computers as a video game platform. A key contributing factor to the crash was the loss of publishing control for console games. Early success by some of the first third-party developers like ] for the ] console led to venture capitalists bringing in teams of inexperienced programmers to try to capture the same success, but only managed to flood the market with poor quality games, which made it difficult for good quality games to sell. The video game crash impacted other factors in the industry that were already in decline, such as video game arcades.<ref name="ultimate chap14">{{cite book |title=] |first=Steven L. |last=Kent |author-link=Steven L. Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 14: The Fall}}</ref>
Although a "console war" can be thought of as a battle between competing console manufacturers, much of the controversy and notoriety is associated with the supporters of each console, who often pledge loyalty to a console even before its release and engage in intense arguments over the merits of their chosen console.


In Japan, ] had released its ] (Family Computer) console in 1983, one of the first consoles of the ]. Japan did not have a similar third-party development system in place, and Nintendo maintained control on the manufacturing of game cartridges for the Famicom using a licensing model to limit which third-party games were published on it. Nintendo looked to release the unit in the United States, but recognized that the market was still struggling from the 1983 crash. Nintendo took several steps to redesign the Famicom prior to a United States launch. It was made to look like a ] unit rather than a console, and was given the name the "Nintendo Entertainment System" to distance it from being a video game console.<ref name="In Their Words">{{cite web |title=In Their Words: Remembering the Launch of the Nintendo Entertainment System |date=October 19, 2015 |first=Frank |last=Cifaldi |work=IGN |url=https://www.ign.com/articles/2015/10/19/in-their-words-remembering-the-launch-of-the-nintendo-entertainment-system |access-date=July 1, 2019}}</ref> Further, Nintendo added a special ] lockout system that worked as a lock-and-key system with game cartridges to further prevent unauthorized games from being published for the system and avoid the loss of publishing control that had caused the 1983 crash.<ref name="odeonnel nes10">{{cite journal |title=The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon |first=Casey |last=O'Donnell |date=2011 |journal=] |volume=6 |issue=1 |pages=83–100 |doi=10.1177/1555412010377319 |s2cid=53358125}}</ref> The NES revitalized the U.S. video game industry and established Nintendo as the dominant name in video game consoles over Atari.<ref>{{cite news |title=Nintendo Scores Big |url=https://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html |access-date=July 1, 2010 |date=December 4, 1988 |work=The New York Times |first=Douglas C. |last=McGill}}</ref> In lifetime sales, the NES had sold nearly 62 million units worldwide, with 34 million in North America.<ref>{{cite web |url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1509.pdf |title=Nintendo Co., Ltd. : Consolidated Sales Transition by Region |website=Nintendo.co.jp |access-date=August 8, 2018}}</ref>
This phenomenon is unusual in the world of consumables; there are, for example, hardly any "stereo system wars", where people care about what kind of stereo system others purchase. The only explanation usually put forth as to '''why''' there are console wars amongst gamers is based on the idea that the more popular a console is, the more games will eventually be developed for it. This is the positive ] and is the underlying reason for a related phenomenon, the computer operating system ''OS Wars''.


]
What makes these "fan wars" even more fierce is that often, the major controversies and debates occur before any of the systems are even released, based on what historically have often been dubious specifications released by the manufacturers.
At the same time, ] was looking to get into the video game console industry as well, having been a successful arcade game manufacturer, but due to the downturn in arcade game business, looked to use that expertise for the home market.<ref>{{Cite magazine |url=https://www.wired.com/wired/archive/1.06/sega_pr.html |title=The Next Level: Sega's Plans for World Domination |magazine=] |publisher=] |date=December 1993 |access-date=October 9, 2013 |first=John |last=Battelle |url-status=live |archive-url=https://web.archive.org/web/20120502064808/http://www.wired.com/wired/archive/1.06/sega_pr.html |archive-date=May 2, 2012 |df=mdy-all}}</ref> They released the ] console in Japan the same day as the Famicom in 1983, but sold only 160,000 units of the SG-1000 in its first year.<ref name="Retro163">{{cite magazine |last=Marley |first=Scott |date=December 2016 |title=SG-1000 |magazine=] |issue=163 |pages=56–61 |publisher=]}}</ref>


Sega redesigned the SG-1000 twice to try to build a system to challenge Nintendo's dominance; the SG-1000 Mark II remained compatible with the SG-1000 but failed to gain any further sales.<ref name="Wired SG-1000">{{Cite magazine |last=Kohler |first=Chris |date=October 2009 |title=Playing the SG-1000, Sega's First Game Machine |url=https://www.wired.com/gamelife/2009/10/sega-sg-1000/ |url-status=live |magazine=Wired Publications |archive-url=https://web.archive.org/web/20140101073612/http://www.wired.com/gamelife/2009/10/sega-sg-1000/ |archive-date=January 1, 2014 |access-date=October 5, 2009 |df=mdy-all}}</ref><ref name="Retroinspection">{{cite journal |author=McFerran, Damien |title=Retroinspection: Master System |journal=] |pages=48–53 |issue=44 |issn=1742-3155 |location=London, UK}}</ref> The next iteration, the ], was released in 1985, using Sega's arcade hardware for its internals to provide more refined graphics. The console was slightly more powerful than the Famicom, and Sega's marketing attempted to push on the more advanced graphics their system offered over the Famicom.<ref name="kotaku1000">{{cite web |author=Plunkett |first=Luke |date=February 27, 2012 |title=The Story of Sega's First Ever Home Console |url=http://kotaku.com/5888800/the-story-of-segas-first-ever-home-console |url-status=live |archive-url=https://web.archive.org/web/20140915093659/http://kotaku.com/5888800/the-story-of-segas-first-ever-home-console |archive-date=September 15, 2014 |access-date=September 14, 2014 |website=] |publisher=] |df=mdy-all}}</ref> Sega attempted to follow Nintendo with a worldwide release of the Mark III, rebranded as the Master System.<ref>{{cite magazine |date=June 2002 |title=Bruce Lowry: The Man That Sold the NES |magazine=] |publisher=] |volume=12 |issue=110 |pages=102–103}}</ref> The Master System was released in the United States in 1986, but Nintendo of America developed a licensing plan in the U.S. to keep developers exclusive to the NES, limiting the library of games that Sega could offer and to also ensure that another gaming crash didn't begin. Further, Sega's third-party distributor, the toy company ], opted against localizing several of the Japanese games Sega had created, further capping the game library Sega could offer in the U.S. Only a total estimated two million systems were sold.<ref name="ultimate chap20">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 20: The New Empire}}</ref>
Psychologically, debates amongst fans in a console war can be seen to be a way of dispelling buyer's remorse. This is because game consoles are often a significant outlay for a youth, and often a gamer feels they can only afford to choose one. Realizing as more games are released that one has chosen incorrectly can be a major ego bruise.


===Entering the United States' market===
==Early console wars==
{{multiple image
This console war took place primarily in North America, between 1980 and 1984, and was fought between three American companies. The ] outcome and virtual ] of all the major combatants set the stage for Japanese dominance of video game console manufacturing by eliminating competition and discouraging American and European investment. When ] brought console gaming back to North America in 1985, the discredited ] held no American-based competition.
|image1=Sega-Genesis-NA-Mk2-Console-Set.png
|image2=NES-Console-Set.png
|footer=The Sega and Nintendo console war primarily centered on the launch of the ] (top) to try to outsell the ] in the United States.
|direction=vertical
|align=right
}}
The ] was started by the launch of ]'s ] in 1987 in Japan. While the PC Engine used an 8-bit CPU, it included 16-bit graphic rendering components, and NEC marketed this heavily as a 16-bit game console to distinguish it from the Famicom and Mark III; when NEC brought the PC Engine worldwide, it was rebranded as the "TurboGrafx-16" to emphasize this. After the release of the TurboGrafx-16, use of the bit designation caught on, which led manufacturers to focus their advertising heavily on the number of bits in a console system for the next two console generations.<ref name="Therrien" />


NEC was one of many competitors to Sega and Nintendo.<ref>{{Cite web |url=https://ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=4 |title=IGN Presents the History of Sega (page 4) |last=Fahs |first=Travis |date=April 21, 2009 |website=IGN |publisher=Ziff Davis |archive-url=https://web.archive.org/web/20140221125331/http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=4 |archive-date=February 21, 2014 |url-status=live |access-date=October 5, 2013}}</ref> Following a similar path they had done for the Mark III, Sega used their arcade game technology, now using 16-bit processor boards, and adapted those into a home console, released in Japan in October 1988 as the ].<ref name="retroinspection megadrive">{{cite magazine |last=Sczepaniak |first=John |date=August 2006 |title=Retroinspection: Mega Drive |url=http://www.sega-16.com/2006/09/retroinspection-mega-drive/ |url-status=live |magazine=] |publisher=Imagine Publishing |issue=27 |pages=42–47 |archive-url=https://web.archive.org/web/20150924100219/http://www.sega-16.com/2006/09/retroinspection-mega-drive/ |archive-date=September 24, 2015 |via=Sega-16}}</ref> Compared to its prior consoles, the Mega Drive was designed to be more mature-looking and less like a toy compared to the Famicom to appeal to an older demographic of gamers, and "16-bit" was emblazoned on the console's case to emphasize this feature. While the system was positively received by gaming magazines like '']'', it was overshadowed by the release a week prior of '']'' for the Famicom.<ref name="retroinspection megadrive"/>
The ''Atari VCS'' was introduced in 1977 at a price point of $199 ], after two years of research and $100 million in investment. Its name was changed to '']'' in 1982 when Atari introduced the "next generation" ]. By 1980, sales were doubling annually and three million homes had Atari consoles.


As with the Master System, Sega also planned for a major push of the Mega Drive into the United States to challenge Nintendo's dominance among other markets, with the unit rebranded as the Sega Genesis. Sega was dissatisfied with Tonka's handling of the Master System and so sought a new partner through the ] led by ]. Tramiel was bullish on the Genesis due to its cost, and turned down the offer, instead focusing more on the company's computer offerings.<ref name="ultimate chap22"/> Sega instead used its dormant Sega of America branch to run a limited launch of the console in August 1989 in test markets of New York City and Los Angeles, with its launch system being bundled with the port of the arcade game '']''.<ref name="ultimate chap22"/>
Seeing this success, toy company ] began work in 1978 on their own console, the ], which debuted in 1980 with a price tag of $299 and a pack-in game, '']''. The system was an immediate success. Though not the first system to challenge ] (systems from ], ], and ] were already on the market), it was the first to pose a serious threat to Atari's dominance. A series of Intellivision TV ads featuring ] mercilessly attacked the Atari VCS's lesser capabilities with side-by-side game comparisons. Nevertheless, Atari held exclusive rights to most of the popular ] conversions of the day, and used this key segment to support their older hardware in the market.
]
In October 1989, the company named former Atari Entertainment Electronics Division president Michael Katz as CEO of Sega of America to implement a marketing strategy for a nation-wide push of the Genesis with a target of one million consoles. Katz used a two-prong strategy to challenge Nintendo. The first was to stress the arcade-like capabilities of the Genesis with the capabilities of games like ''Altered Beast'' compared to the simpler 8-bit graphics of the NES, and devising slogans such as "Genesis does what Nintendon't."<ref name="ultimate chap22"/> Katz also observed that Nintendo still held most of the rights to arcade game ports for the NES, so the second part of his strategy was to work with the Japanese headquarters of Sega to pay celebrities for their naming rights for games like '']'', '']'', '']'', and '']''.<ref name="ultimate chap22"/>


Most of these games were developed by Sega's Japanese programmers, though notably, ''Joe Montana Football'' had originally been developed by Mediagenic, the new name for Activision after it had become more involved in publishing and business application development alongside games. Mediagenic had started a football game which Katz wanted to brand under ]'s name, but unknown to Katz at the time, the game was only partially finished due to internal strife at Mediagenic. After the deal had been completed and Katz learned of this, he took the game to ]. Electronic Arts had already made itself a significant force in the industry as they had been able to reverse engineer the cartridge format for both the NES and the Genesis, though Electronic Arts' CEO ] felt it was better for the company to develop for the Genesis. Electronic Arts used their reverse engineering knowledge as part of their negotiations with Sega to secure a freer licensing contract to develop openly on the Genesis, which proved beneficial for both companies. At the time Katz had secured Mediagenic's ''Joe Montana football'', Electronic Arts was working on its '']'' series for personal computers. Electronic Arts was able to help bring ''Joe Montana Football'', more as an arcade title compared to the strategic ''John Madden Football'', to reality, as well as bringing ''John Madden Football'' over as a Genesis title.<ref name="ultimate chap22">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 22: The Year of the Hardware}}</ref>
This game advantage and the difference in price between the machines meant that each year Atari sold more units than Intellivision, lengthening its lead despite inferior graphics. This need for price parity has influenced every console war in the quarter century since Atari and Intellivision faced off.


===The second push in 1991===
] was introduced by ] in 1982 and sold 500,000 units its first year, further dividing the marketplace. It was priced similarly to Intellivision and had slightly greater technical power, and Coleco licensed several major coin-op games for its system as well.
The Genesis still struggled in the United States against Nintendo, and only sold about 500,000 units by mid-1990. Nintendo had released ''Super Mario Bros. 3'' in February 1990 which further drove sales away from Sega's system. Nintendo themselves did not seem to be affected by either Sega's or NEC's entry into the console market.<ref name="ultimate chap22"/> Sega's president ] wanted the company to develop an iconic mascot character and build a game around it as one means to challenge Nintendo's own ] mascot.<ref name="lame title">{{cite web |url=http://www.1up.com/features/essential-50-sonic |title=Sonic Boom |last=Kennedy |first=Sam |website=] |archive-url=https://web.archive.org/web/20110604011401/http://www.1up.com/features/essential-50-sonic |archive-date=June 4, 2011 |url-status=dead |access-date=September 24, 2014}}<!--previous archived version: https://www.webcitation.org/6SqBtjVif--></ref> Company artist ] came up with the concept of ], a fast anthropomorphic character with an "attitude" that would appeal to teenagers and incorporating the blue color of Sega's logo, and ] helped to develop the game '']'' to showcase the character as well as the graphics and processing speed of the Genesis.<ref name="gamasutra gdc2018">{{cite web |url=https://www.gamasutra.com/view/news/315731/Sonic_the_Hedgehogs_origin_story_according_to_the_devs_who_made_him.php |title=Sonic the Hedgehog's origin story, according to the devs who made him |first=Alex |last=Wawro |date=March 21, 2018 |access-date=March 21, 2018 |work=]}}</ref> The game was ready by early 1991 and launched in North America in June 1991.


Separately, Sega fired Katz and replaced him with ] as Sega of America's new CEO in mid-1990.<ref name="ultimate chap23">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 23: Run for the Money}}</ref> Kalinske had been president of ] and did not have much experience in video games but recognized the ], and developed a new strategy for Sega's push to challenge Nintendo's dominance in America with four key decisions, which included cutting the price of the Genesis from {{US$|189|long=no}} to {{US$|149|long=no}}, and continue the same aggressive marketing campaigns to make the Genesis look "cool" over the NES and of Nintendo's upcoming ] (SNES).<ref name="ultimate chap23"/> Further, Kalinske pushed hard for American developers like Electronic Arts to create games on the Genesis that would better fit American preferences, particularly sports simulation games which the console had gained a reputation for. Finally, Kalinske insisted on making ''Sonic the Hedgehog'' the bundled game on the system following its release in June 1991, replacing ''Altered Beast'' and even offering those that had purchased a Genesis with ''Altered Beast'' a trade-in replacement for ''Sonic''.<ref name="ultimate chap23"/>
This first console war ended with the ], when huge oversupplies of games and competition from ] caused game prices to drop precipitously.


Under Kalinske, Sega also revamped their advertising approach, aiming for more of a young adult audience, as Nintendo still was positioning the SNES as a child-friendly console. Advertising focused on ''Sonic'', the edgier games in the Genesis library, and its larger library of sports games which appealed to this group. Television ads for the Genesis and its games ended with the "Sega Scream" – a character shouting the name "Sega" to the camera in the final shot – which also caught on quickly.<ref name="ultimate chap23"/>
==Personal computer wars==
Although these wars are grouped under one category here, there were many different minor wars between personal computer brands that ran from the mid 80s until the mid 90s. All of the computers involved had many upgraded versions released; however, due to their nature as computers and not true consoles (though that is what they were mostly treated as), the release of a new system was not the big milestone it would become with the dominance of Japanese consoles. These wars mainly took place in the ], which during the late 80s was the centre of the world computer game industry, having been unaffected by the crash that took place in Japan and the US. This period is also renowned for being the time of the 'bedroom programmer', and many companies formed by such people have lasted until the current day.


These changes, all predating the SNES's planned North American release in September 1991, gave Sega its first gain on Nintendo in the U.S. market. Further, the price cut to {{US$|149|long=no}} made the Genesis a cheaper option than the planned {{US$|199|long=no}} price for the SNES led many families to purchase the Genesis instead of waiting for the SNES. The Genesis had a larger library of games for the U.S. with over 150 titles by the time the SNES launched alongside eight games, and Sega continued to push out titles that drew continuous press throughout the year, whereas with the SNES, its game library was generally held up by flagship ''Mario'' and ''Zelda'' games that only came at out once a year, along with less which further made the Genesis a more desirable option.<ref name="ultimate chap23"/>
===ZX Spectrum vs. Commodore 64===
In the UK, the Atari vs. Intellivision war never reached the major scope and impact that it did in North America. Instead, the ] vs. ] wars of the mid 1980s were the true origins of the console wars. This was due to the start of single format computer game magazines and the far greater entry into mainstream youth culture of these computers than the previous consoles. The Commodore machines were generally far more technically advanced, but they usually sold for double the price of the Spectrum and thus did not gain much support from the bedroom programmers.
One aspect of this period was a 'class war' of the low priced Spectrum and Commodore owned by average working class children against the superior technology and far higher cost of the ].


For Nintendo, up until 1991, they had been passive towards Sega's approach in North America, but as the SNES launch approach, the company recognized that they were losing ground. The company shifted their advertising in North America to focus on more of the advanced features of the SNES that were not present in the Genesis, such as its ] to create simulated 3D perspective effects.<ref name="eurogamer year1991">{{cite web |url=https://www.eurogamer.net/articles/2012-05-07-definitive-years-in-gaming-history-1991 |title=Definitive Years in Gaming History: 1991 |first=Jaz |last=Ringall |date=May 7, 2012 |accessdate=February 22, 2021 |work=]}}</ref> When the SNES launched, this would be most prominently seen with the release of '']'', where the 3D made the game look more complex, compared to earlier 3rd person racing games on home consoles. '']'' used Mode 7 to better simulate the landings that would happen, after players completed the other objectives in the level. The initial shipment of one million SNES units sold out quickly and a total of 3.4 million SNES were sold by the end of 1991, a record for a new console launch, but the Genesis maintained strong sales against the SNES.<ref name="ultimate chap23"/> The Genesis's resilience against the SNES led several of Nintendo's third-party developers to break their exclusive development agreements with Nintendo and seek out licenses to also develop for Genesis. These developers included Acclaim, Konami, Tecmo, Taito, and Capcom, the latter of which arranged to have a special licensing mechanism with Sega that allowed them to publish select titles exclusively for the Genesis.<ref name="ultimate chap24">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 24: The War}}</ref>
===Amiga vs. Atari ST===
The ] vs. ] wars took place in the late 80s and lasted well into the early 90s, by which time it overlapped with the beginnings of true game consoles, with the Amiga in particular keeping a strong fanbase which tried to keep up a format war of sorts against PC owners.


During this period, the push for marketing by both Nintendo and Sega led to the growth of ]. Nintendo had already established '']'' in 1988 in part to serve as a help guide for players on its popular titles, and was able to use this further to advertise the SNES and upcoming games. Numerous other titles grew in the late 1980s and early 1990s, giving Sega the opportunity to market its games heavily in these publications.<ref>{{cite web |url=https://www.bbc.com/news/uk-england-47896612 |title=Sonic, Street Fighter and the 'golden age' of gaming magazines |first=Simon |last=Armstrong |date=September 4, 2019 |accessdate=February 22, 2021 |publisher=]}}</ref>
==8-bit era==
{{main|History of video game consoles (third generation)}}
In the ], the ] came out on top in ] and ] (where it was known as ''Nintendo Famicom''), partially due to its earlier release, but mostly because Nintendo banned developers from releasing their games on other systems if their games were released on the NES.<ref>{{cite web | author=GaZZwa | title=History of Videogames (part 2) | format=html | work=Gaming World | url=http://www.gamingw.net/articles/74 | accessdate=January 7|accessyear=2005}}</ref> This put a damper on third party support for the ] and the rest of Nintendo's competition. In ] and ], the Master System did much better than in any other territory. Many more games were released in Europe and Brazil than in North America, and the Master System had a very long shelf-life in Brazil, finally "dying" in the mid-1990s.


===World wide sales figures=== ===The war escalates in 1992 and 1993===
Nintendo publicly acknowledged that it knew it was no longer in the dominant position in the console market by 1992.<ref name="ultimate chap24"/> A year into the SNES's release, the SNES's price was lowered to {{US$|149|long=no}} to match the Genesis, to which Sega reduced the Genesis to {{US$|129|long=no}} shortly after. The SNES was helped by Capcom's decision to maintain exclusivity of its home port of its popular brawler arcade game '']'' to the SNES when it was released in June 1992.<ref name="ultimate chap24"/><ref name="ultimate chap25"/> Nintendo also experimented with including processing chips within game cartridges to augment to power of the SNES, with the ] chip bring real-time 3D rendering first used in '']''.<ref>{{cite book | title = Service Games: The Rise and Fall of Sega | first = Sam | last = Pettus | page = 89 | date = 2013 | isbn = 9781311080820 | publisher = ] }}</ref> While the SNES outsold the Genesis in the U.S. in 1992. the Genesis still had a larger install base.<ref name="ultimate chap24"/><ref name="ultimate chap25">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 25: Moral Kombat}}</ref>
<!-- Need source for Master System, NES information -->
* ]: 60 Million {{fact}}
* ]: 13 Million{{fact}}


The success of ''Street Fighter II'' both as an arcade game and as a home console title led to the growth of the ] genre, and numerous variations from other developers followed. Of significant interest was ] '']'', released to arcades in 1992.<ref>{{Cite journal |date=November 1995 |title=75 Power Players |journal=Next Generation |volume=Imagine Media |issue=11 |pages=68}}</ref> Compared to most other fighting games at the time, ''Mortal Kombat'' was much more violent. The game showed combatants’ blood splatter during combat and allowed players to end matches in graphically intense "fatalities.” Because of its controversial style and gameplay, the game proved extremely popular in arcades.<ref name="ultimate chap25"/>
==Handheld wars==
In the ] wars, ]'s ] came out well on top and far outlived the ], becoming one of the most successful consoles of all time. The Game Boy's victory is generally attributed to its greater battery life, cheaper price tag, and wider third party support over the Sega Game Gear.


By 1993, Both Nintendo and Sega recognized the need to have ''Mortal Kombat'' on their consoles. However, Nintendo, fearing issues with the game’s violence, licensed a “clean” version of the game from Acclaim for the SNES. Which included replacing the blood splatter with sweat and removing the aforementioned fatalities. Sega also licensed a censored version of the game for the Genesis. However, players could enter a ] that reverted the game back to its original arcade version.<ref>{{Cite web |title=Mortal Kombat 1993 Cheats - Genesis Cheats Wiki Guide |url=https://www.ign.com/wikis/gen-cheats/Mortal_Kombat_1993_Cheats |access-date=2022-07-27 |website=IGN |date=15 March 2017 |language=en}}</ref> Both home versions were released in September, and approximately 6.5 million units were sold over the game’s lifetime. But the Genesis version was more popular with three to five times more sales than its SNES counterpart.<ref name="ultimate chap25"/>
The Game Boy had many ]s of games from popular Nintendo franchises. It was also launched with the extraordinarily popular puzzle game '']'' as a pack-in.


{{external media|video1=}}
Many other companies attempted to get in on the handheld market and they could also be added into this category. These included the ] the ] and the ] (though the latter was in Japan only).
The popularity of the home console version of ''Mortal Kombat'', coupled with other moral panics in the early 1990s, led to concerns from parents, activists and lawmakers in the United States, leading up to the ] first held in December. Led by Senators ] and ], the Senate Committees on ] and ] brought several of the video game industry leaders, including ], vice president of Nintendo of America, and Bill White, vice president of Sega of America, to discuss the way they marketed games like ''Mortal Kombat'' and '']'' on consoles to children. Lincoln and White accused each other's companies of creating the issue at hand. Lincoln stated that Nintendo had taken a curated approach to selecting games for their consoles, and that violent games had no place in the market. White responded that Sega purposely was targeting an older audience than Nintendo, and had created a ] for its games that it had been trying to encourage the rest of the industry to use; further, despite Nintendo's oversight, White pointed out that there were still many Nintendo titles that incorporated violence.<ref name="ultimate chap25"/> With neither Lincoln nor White giving much play, Lieberman concluded the first hearing with a warning that the industry needs to come together with some means to regulate video games or else Congress would pass laws to do this for them.


By the time of the second hearing in March 1994, the industry had come together to form the ] (today the Entertainment Software Association) and were working to establish the ] (ESRB), a ratings panel, which ultimately was introduced by September 1994.<ref name="nytimes 03-05-94">{{cite news |url=https://www.nytimes.com/1994/03/05/business/makers-say-they-ll-rate-video-games.html |title=Makers Say They'll Rate Video Games |date=March 5, 1994 |accessdate=October 30, 2018 |agency=Associated Press |newspaper=] |archive-url=https://web.archive.org/web/20180618173741/https://www.nytimes.com/1994/03/05/business/makers-say-they-ll-rate-video-games.html |archive-date=2018-06-18 |url-status=live}}</ref> Despite Sega offering its ratings system as a starting point, Nintendo refused to work with that as they still saw Sega as their rival, requiring a wholly new system to be created.<ref name="Wired-kohler-chris-2009-07-29">{{cite magazine |first=Chris |last=Kohler |title=July 29, 1994: Videogame Makers Propose Ratings Board to Congress |date=July 29, 2009 |magazine=] |url=https://www.wired.com/thisdayintech/2009/07/dayintech_0729/ |access-date=June 1, 2011 |archive-url=https://web.archive.org/web/20140218213902/http://www.wired.com/thisdayintech/2009/07/dayintech_0729/ |archive-date=February 18, 2014 |url-status=live |df=mdy-all}}</ref> The ESRB eventually established a form modelled off the ] (MPAA)'s rating system for film, and the committee was satisfied with the proposed system and allowed the video game industry to continue without further regulations.
===World wide sales figures===
<!-- Need source for these figures -->
* Nintendo Game Boy & Game Boy Color: 118.69 Million as of March 31, 2005 (Japan: 32.47, The Americas: 44.06, Other Regions: 42.16)<ref name="Nintendo FY05">{{cite web|url=http://www.nintendo.com/corp/report/NintendoAnnualReport2005.pdf |title=Annual Report 2005 - Nintendo Co., Ltd. |accessdate=2006-08-14 |accessmonthday= |accessyear= |author= |last= |first= |authorlink= |coauthors= |date=] |year= |month= |format=PDF |work= |publisher=Nintendo Co., Ltd. |pages=9 |language= |archiveurl= |archivedate=}}</ref>
: ]: 69.42 Million as of December 2004 (Japan: 20.61, Other: 48.81)<ref name="console stats 2004-12" />
: ]: 49.27 Million as of December 2004 (Japan: 11.86, Other: 37.41)<ref name="console stats 2004-12" />
* ]: 8.65 Million as of December 2004 (Japan: 1.78, Other: 6.87)


===The arrival of Sony and the end of the war===
==16-bit era generation==
{{multiple image
{{main|History of video game consoles (fourth generation)}}
|image1=Sega-Saturn-Console-Set-Mk2.png
This "16-bit era" is mostly known for the rivalry between the ] (known as ''Sega Genesis'' in North America) and the ] (SNES) (known as ''Super Famicom'' in Japan). The Sega Mega Drive came out about two and a half years earlier than the SNES; however, its first few years were not very successful and it was not until the release of '']'' that it started to sell well. The results of the war revealed that the Mega Drive outsold the SNES in Europe and North America, though it was never able to secure as good position in Japan. Overall, the SNES came out the winner in the console war.
|image2=N64-Console-Set.png
|image3=PSX-Console-wController.png
|footer=The ] (top) and ] (middle) struggled against Sony's newcomer, the ], which ultimately ended Sega and Nintendo's console war.
|direction=vertical
|align=right
}}
In 1994 and 1995, there was a contraction in the video game industry, with ] reporting a 17% and 19% year-to-year drop in revenue. While Sega had been outperforming Nintendo in 1993, it still carried corporate debt while Nintendo remained debt-free from having a more dominant position in the worldwide market, even beating Sega in the North American and US market winning the 16 bit console war. To continue to fight Nintendo, Sega's next console was the ], first released in November 1994 in Japan. It brought in technology used by Sega's arcade games that used 3d polygonal graphics, and launch titles featured home versions of these arcade games including '']''. While ''Virtua Fighter'' was not a pack-in game, sales of the title were nearly 1:1 with the console in Japan.<ref name="ultimate chap27">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 27: The "Next" Generation}}</ref> Sega, recognizing that they had numerous consoles with disparate games they were now trying to support, decided to put most of their attention onto the Saturn line going forward, dropping support for the Genesis despite its sales still being strong in the United States at the time.<ref name="ultimate chap27"/>


At the same time, a new competitor in the console marketplace emerged, ], with the introduction of the ] in December 1994. The PlayStation moved away from cartridges and took advantage of nanscene ] technology for game distribution, allowing much more data to be stored on each disc and reducing the costs for reproduction. Nintendo had worked with Sony on a prototype add-on for the SNES, the ], that would allow it to read CD-ROMs, but the project was terminated by 1992 after Nintendo revealed it opted to start working with ] and its own optical disc technology, while Sony used their development towards the PlayStation.<ref name="vgc ps history">{{cite web | url = https://www.videogameschronicle.com/features/psones-betrayal-and-revenge-story/ | title = The Road To PS5: PSOne's Betrayal And Revenge Story | first = Andy | last = Robinson | date = February 5, 2020 | access-date = February 6, 2020 | work = ] | archive-date = January 18, 2022 | archive-url = https://web.archive.org/web/20220118215338/https://www.videogameschronicle.com/features/psones-betrayal-and-revenge-story/ | url-status = live }}</ref> Sega, aware of Sony's potential competition in Japan, made sure to have enough Saturns ready for sale on the day the PlayStation first shipped as to overwhelm Sony's offering.<ref name="ultimate chap27"/>
Even though Sega saw success in the 16-bit console war, this proved to be the beginning of the end for them with their attempts to usher in the new generation needlessly ahead of time, for they were performing well in the current one. The worst examples of this were the ] and ] add-ons for the Mega Drive, which were commercial failures. This, combined with Sega dropping virtually all support for the Mega Drive and its add-ons in favour of the upcoming ] upset loyal fans, and resulted in the Saturn getting off on the wrong foot.


Both Sega and Sony turned to move these units to the North American market. With the formation of the ISDA, a new North American tradeshow, the ] (E3) was created in 1995 to focus on video games, to distinguish it from the ] (CES), which covered all home electronics. Nintendo, Sega and Sony gave their full support to E3 in 1995. Sega believed they had the stronger position going into E3 over Sony, as gaming publications, comparing the Saturn to the PlayStation, rated the Saturn as the better system. At the first E3 in May 1995, Sega's Kalinske premiered the North American version of the Saturn, announced its various features and its selling price of {{US$|399|long=no}}, and said that while it would officially launch that same day, they had already sent a number of systems to selected vendors for sale.<ref name="ultimate chap27"/> Sony's Olaf Olafsson of Sony Electronic Publishing began to cover the PlayStation features, then invited Steve Race, president of Sony Computer Entertainment America to the stage. Race stated the launch price of the PlayStation, "{{US$|299|long=no}}", and then left to "thunderous applause".<ref name="ultimate chap27"/> The surprise price cut caught Sega off-guard, and, in addition to several stores pulling Sega from their lineup due to being shunned from early Saturn sales, the higher price point made it more difficult for them to sell the system.<ref name="ultimate chap27"/> As a result of this strategy by Sony, future E3s became a battleground for other console wars, with journalists judging the various hardware manufacturers' presentations to determine which one had the most successful pitches. <ref>{{cite web | url=https://www.gamesindustry.biz/the-life-and-death-of-e3 | title=The life and death of E3 | date=5 June 2024 }}</ref>
A knock on effect of Sega's early ending of the console war and releasing the Saturn was that the SNES eventually went on to sell more than the Sega Mega Drive in North America; however, this took place after the end of this console war.


When the PlayStation officially launched in the United States in September 1995, its sales over the first two days exceeded what the Saturn had sold over the prior five months.<ref name="IGN History of PlayStation">{{cite web |url=https://ign.com/articles/1998/08/28/history-of-the-playstation |title=History of the PlayStation |work=IGN |date=28 August 1998 |access-date=November 16, 2014 |archive-url=https://web.archive.org/web/20120218120358/http://psx.ign.com/articles/060/060188p1.html |archive-date=February 18, 2012 |url-status=live}}</ref> Because Sega had invested heavily on Saturn into the future, Sony's competition drastically hurt the company's finances.<ref name="ultimate chap28"/>
===World wide sales figures===
<!-- Need source for this claim -->
* ]: 30.75 Million as of December 2004 (Japan: 3.58, Other: 27.17)<ref name="console stats 2004-12" />
* ]: 49.10 Million as of March 2006 (Japan: 17.17, The Americas: 23.35, Other: 8.58)<ref name="VGCharts hardware shipments" />
* ]: 5 Million{{fact}}


In the case of Nintendo, they bypassed the 32-bit CPU and instead their next offering was the ], a 64-bit CPU console first released in June 1996.<ref name="ultimate chap28">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 28: The Mainstrain and all its Perils}}</ref> While this gave them powerful capabilities such as 3D graphics to keep up and surpass those on the Saturn and PlayStation, it was still a cartridge-based system limiting how much information could be stored for each game. This decision ultimately cost them ] who moved their popular '']'' series over to the PlayStation line to take advantage of the larger space on optical media.<ref name="ultimate chap28"/> The first PlayStation game in the series, '']'', drove sales of the PlayStation, further weakening Nintendo's position and driving Sega further out of the market.<ref>{{cite web |url=http://www.edge-online.com/features/making-final-fantasy-vii/3/ |title=The Making Of: ''Final Fantasy VII'' |page=3 |work=Edge |date=August 26, 2012 |access-date=March 5, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20141026033706/http://www.edge-online.com/features/making-final-fantasy-vii/3/ |archive-date=October 26, 2014}}</ref><ref name="ultimate chap29">{{cite book |title=The Ultimate History of Video Games: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world |first=Steven L. |last=Kent |publisher=Crown |year=2010 |isbn=978-0307560872 |chapter=Chapter 29: And the Cycle Continues}}</ref>
==32-bit era==
{{main|History of video game consoles (fifth generation)}}
In the fifth generation, the ] was released first, but suffered from limited third-party support. Sega's decision to use dual processors has been roundly criticised, and some believe the second ] was added as a "panic" response to the ]'s specifications. It has been said that only Sega's first-party developers were ever able to utilize the second CPU effectively. The Sega Saturn was the more difficult console to program for, and therefore the 3D graphics on its 3rd party games often lacked the luster of the PlayStation or ] (N64), a severe disadvantage at the dawn of 3D games.


By this point, the console war between Nintendo and Sega had evaporated, with both companies now facing Sony as their rival. Sega made one more console, the ], which had a number of innovative features including a built-in ] for online connectivity, but the console's lifespan was short-lived in part due to the success of Sony's next product, the ], currently being the best-selling home console of all time.<ref>{{cite web |url=https://www.gamasutra.com/view/feature/132517/the_rise_and_fall_of_the_dreamcast.php |title=The Rise And Fall Of The Dreamcast |first=Douglass |last=Perry |date=September 9, 2009 |accessdate=February 28, 2021 |work=]}}</ref> Sega left the home console hardware business in 2001 to focus on software development and licensing.<ref name="ultimate chap29"/> Nintendo remains a key player in the home console business, but more recently has taken a ] approach to avoid competing directly with Sony or Microsoft on a feature-for-feature basis with consoles like the ], ], and ].<ref name="fc nintendo blue ocean">{{Cite web |url=https://www.fastcompany.com/3067343/innovation-agents/nintendo-switch |title=With Nintendo's Switch Game Console, New Ideas Create New Experiences |first=Kevin |last=Ohannessian |date=January 20, 2017 |access-date=January 20, 2017 |website=] |url-status=live |archive-url=https://web.archive.org/web/20170120150351/https://www.fastcompany.com/3067343/innovation-agents/nintendo-switch |archive-date=January 20, 2017 |df=mdy-all}}</ref>
Sega was also hurt by the plan to have a surprise four month early US launch of their console . This head start failed for several reasons. One of the major reasons being there were few software titles ready. The Sega Saturn was also $100 more expensive than the PlayStation at its launch, and only available at four retailers.


===Legacy===
Sony took an early advantage by tapping the mass market and positioning the PlayStation as a "lifestyle accessory" for males in the late teens to late twenties. Sega and particularly Nintendo's offerings were characterized as appealing more to children (both companies, for instance, featured mascots that appeared in ]s). The securing of this new market is widely credited as the key to the system's success. With greater hardware sales came greater third party support; ultimately the PlayStation won the era. Sony carried this momentum over into the release of the ].
The Sega/Nintendo console war is the subject of the ] '']'' by Blake Harris in 2014,<ref>{{Cite magazine |last1=Kohler |first1=Chris |title=The Untold Story of How Sega Nearly Won the Console Wars |magazine=] |date=May 13, 2014 |url=https://www.wired.com/2014/05/console-wars-book-sega/ |access-date=September 13, 2017}}</ref> as well as a ] of the book in 2020.<ref>{{Cite web |last1=Good |first1=Owen S. |title=In the rousing doc Console Wars, the good guys win… and lose, too |work=] |date=2020-09-23 |url=https://www.polygon.com/2020/9/23/21450733/console-wars-review-documentary-movie-cbs-all-access-release-date-streaming |language=en-US |access-date=2020-09-24 |df=mdy-all}}</ref>


Sega and Nintendo have since collaborated on various software titles. Sega has developed a biennial ''Mario & Sonic at the Olympics'' series of sports games based on the Summer and Winter Olympics since 2008 featuring characters from both the ''Super Mario'' and ''Sonic'' series,<ref>{{cite web |url=https://www.nytimes.com/2007/11/23/arts/music/23mari.html |title=Plumber's Progress |first=Seth |last=Schiesel |date=November 23, 2007 |access-date=February 13, 2021 |work=]}}</ref> while Nintendo has developed the '']'' crossover fighter series for numerous Nintendo properties that has included Sonic as a playable character along with other ''Sonic'' characters in supporting roles since '']''.<ref>{{cite web |url=https://arstechnica.com/gaming/2007/10/sonic-to-be-a-playable-character-in-super-smash-bros-brawl/ |title=Sonic to be a playable character in Super Smash Bros. Brawl |first=Ben |last=Kuchera |date=October 10, 2007 |accessdate=February 13, 2021 |work=]}}</ref>
The Nintendo 64 was released 16 months after the Sega Saturn in North America due to numerous delays. By the time of its release Sony had already established their dominance and the Saturn was starting to struggle. Its use of ] rather than ]s alienated developers and publishers due to the space limits and the relatively high cost involved (compare £2($3.50) for an N64 cartridge to 20p(35¢) for a PS1 disc), despite the fact that the Nintendo 64 had much faster load times because of its cartridge media. In addition, the initially high ] of the console may have driven potential customers away, and many early adopters of the system who had paid the initial cost were angered by Nintendo's decision to reduce the cost of the system within a few months of its initial release, although compensation was available to those who had claimed. Still, Nintendo managed to carve out a niche in this era selling over 30 million consoles despite Sony's established dominance


==Sony versus Microsoft==
===World wide sales figures===
===Background===
<!-- Need sources for these figures -->
Since the sixth generation, both Sony and Microsoft have been direct competitors for home consoles. Since 2000, both companies have released a new console model within a year of each other with roughly comparable specifications. While Nintendo also has remained a significant competitor to both companies, its development and marketing strategy using the ] is considered fundamentally different from Sony or Microsoft that it is usually not regarded as major participant in the console war.<ref name="fc nintendo blue ocean" />
* ]: 32.93 Million as of March 31, 2005 (Japan: 5.54, The Americas: 20.63, Other Regions: 6.75)<ref name="Nintendo FY05" />
* ]: 102.49 Million shipped as of March 31, 2005 (Japan: 21.59, USA: 40.78, Europe: 40.12)<ref name="PS shipments">{{cite web|url=http://www.scei.co.jp/corporate/data/bizdataps_e.html |title=Cumulative Production Shipments of Hardware / PlayStation |accessdate=2006-08-14 |accessmonthday= |accessyear= |author= |last= |first= |authorlink= |coauthors= |date=] |year= |month= |format= |work= |publisher=Sony Computer Entertainment Inc. |pages= |language= |archiveurl= |archivedate=}}</ref>
* ]: 9.26 Million as of December 2004 (Japan: 5.74, Other: 3.52)<ref name="console stats 2004-12" />


=== Initial Challenge From Microsoft ===
==Sixth generation==
Microsoft specifically entered the console market with the ] console in 2001 as it saw Sony's ] as a potential competitor to the home computer as a ubiquitous device in the living room. Whereas the PlayStation 2 was developed from mostly custom components, Microsoft approached the Xbox as a highly refined personal computer based on ] and ] technology. The original Xbox did not compete well against the PlayStation 2, selling only about 24 million units worldwide against the PlayStation 2's 155 million, with Microsoft reportedly failing to profit on the console hardware. Nonetheless, Microsoft, satisfied with the Xbox's overall performance, reaffirmed its commitment to the console marketplace with the reveal of the Xbox 360 in 2005.<ref name="Bloomberg oral">{{cite web |url=https://www.bloomberg.com/news/features/2021-01-06/xbox-the-oral-history-of-an-american-video-game-empire |title=Xbox: The Oral History of an American Video Game Empire |first=Dina |last=Bass |date=January 6, 2021 |access-date=January 6, 2021 |work=]}}</ref>
{{main|History of video game consoles (sixth generation)}}
This era is currently drawing to a close; it appears to be a sales victory for the ], with the ] second, ] third, and ] fourth.


=== Xbox 360 vs PlayStation 3 ===
This era began with the launch of the ], which arrived prior to all of the others. However, the impending and much-hyped PlayStation 2 competed with the Dreamcast before it was even released; this, combined with the shadow of the Saturn's downfall and the vast ] problems it suffered all led to the Dreamcast's early demise.{{citeneeded}} The brand ] had established with the original ] was a major factor in their victory, both in terms of securing a consumer base and attracting third party developers; the gradual increase in one tending to reinforce the other. The PlayStation 2 was also able to play ]s and was ] with PlayStation games, which many say helped the former's sales. Any user considering buying a DVD player or PlayStation could view the PlayStation 2 as a sensible alternative, and the system effectively had a back catalogue available before it even went on sale.
Microsoft was able to take lessons learned from the first Xbox to its second model, the ] released in 2005, ahead of Sony's release of the ] in 2006. Besides the earlier release and improved design, Microsoft had secured more first-party developers in its ], mimicking Sony's own first-party developers and other third-party developers for several console exclusives.<ref>{{cite web |url=https://www.gamespot.com/articles/xbox-360-inside-and-out/1100-6124293/ |title=Xbox 360: Inside and Out |author=Gamespot Staff |date=July 14, 2006 |access-date=February 14, 2021 |work=]}}</ref> The PlayStation 3, on the other hand, had fewer exclusives at launch and was hampered by a higher price point at launch, giving the Xbox 360 an edge in the first years of release.<ref>{{cite web |url=https://www.eurogamer.net/articles/2011-02-09-analysed-lifetime-ps3-and-360-sales |title=Analysed: lifetime PS3 and 360 sales |first=Robert |last=Purchase |date=February 9, 2011 |accessdate=February 13, 2021 |work=]}}</ref> Both consoles aimed to include multimedia feature into high-definition movie playback.<ref>{{cite magazine |url=https://www.newyorker.com/tech/annals-of-technology/the-future-of-game-consoles-isnt-just-about-games |title=The Future of Game Consoles Isn't Just About Games |first=Matt |last=Buchanan |date=June 12, 2013 |accessdate=February 14, 2021 |magazine=]}}</ref> One miscue Microsoft had was backing the ] standard for movie playback over the ] standard that Sony had selected, as shortly after the Xbox 360's release, the movie industry had standardized on Blu-ray.<ref>{{cite web |url=https://www.engadget.com/2014-06-07-format-wars-blu-ray-vs-hd-dvd.html |title=Format Wars: Blu-ray vs. HD DVD |first=R. |last=Lawler |date=June 7, 2014 |accessdate=February 13, 2021 |work=]}}</ref> The Xbox 360 also suffered from the "]", a hardware fault on a large fraction of retail models that cost Microsoft over {{US$|1.1 billion|long=no}} in repairs over the console's lifetime.<ref name="looper Xbox">{{cite web |url=https://www.looper.com/324445/the-stunning-transformation-of-the-xbox/ |title=The Stunning Transformation Of The Xbox |first=Jessica |last=Reyes |date=February 1, 2021 |accessdate=February 13, 2021 |work=]}}</ref>


Both consoles were challenged by Nintendo's ] and specifically its novel ] motion-sensing device. To compete, both Microsoft and Sony released their motion-sensing systems, the ] and ], respectively, for their consoles. The companies also released console refreshes mid-generation. Microsoft released a low-cost Xbox 360 S, which shipped with less internal storage space, as well as a high-end Xbox 360 E, which shipped with more storage space and the Kinect sensor. Sony released two different Slim models of the PlayStation 3 that reduced the system size and subsequent retail price which helped improve sales. Ultimately, the Xbox 360 sold an estimated 84 million units, based on industry estimates as Microsoft stopped reporting its sales,<ref>{{cite web |title=E3 2014: $399 Xbox One Out Now, Xbox 360 Sales Rise to 84 million |url=https://www.gamespot.com/articles/e3-2014-399-xbox-one-out-now-xbox-360-sales-rise-to-84-million/1100-6420231/ |website=GameSpot |access-date=March 24, 2017 |language=en |archive-url=https://web.archive.org/web/20170325025705/https://www.gamespot.com/articles/e3-2014-399-xbox-one-out-now-xbox-360-sales-rise-to-84-million/1100-6420231/ |archive-date=March 25, 2017 |url-status=live |df=mdy-all}}</ref> while the PlayStation 3 sold 87 million units;<ref name="WorldPS3Sales">{{cite web |url=https://www.sie.com/en/corporate/data.html |title=SIE Business Development |access-date=April 26, 2019 |publisher=] |archive-url=https://web.archive.org/web/20190427203732/https://www.sie.com/en/corporate/data.html |archive-date=April 27, 2019 |url-status=live |df=mdy-all}}</ref> the Wii comparatively sold over 101 million units.<ref name="earnings release 2016-03-31">{{Cite web |date=March 31, 2016 |title=Consolidated Sales Transition by Region |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |access-date=April 29, 2016 |publisher=Nintendo |archive-date=April 27, 2016 |archive-url=https://web.archive.org/web/20160427084600/https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |url-status=live}}</ref>
The ], despite the formidable financial backing of ] and despite being more powerful than the ], has failed to significantly threaten the Playstation 2 place as market leader. However, it has attracted a large fanbase in the United States and Europe and has become a recognisable brand amongst the mainstream. In Japan its sales are far poorer, possibly due to the physical size of the console, and Microsoft's inability to acquire many major Japanese developers for their franchises as exclusives for the platform (contrast with Microsoft's multi-million dollar acquisition of UK developer ]). However, there is a niche fanbase, particularly as the online services for the console, "]", offers more to users than Playstation 2's non-centralized online system and Nintendo GameCube's near total lack of online games.


=== Xbox One vs PlayStation 4 ===
] struggled with their own brand images, particularly the family-friendly one developed during the 1990s. Nintendo's arsenal of franchises and history in the industry failed to give them an advantage against the ] and ]. The ] came in second place in total console sales in Japan, and in a close third place in the United States and Europe.
Sony and Microsoft both released their next consoles, the ] and the ], in 2013. Sony considered the difficulties developers had with using the custom instruction set for the Cell processor on the PlayStation 3 and restructured the PlayStation 4 to use more the standard ] instruction set used by most personal computers helping to bring development in convergence with computer systems.<ref name="fc 2017">{{cite web |url=https://www.fastcompany.com/40462400/the-most-valuable-contractor-at-sony-mark-cerny |title=Sony's Most Valuable Contractor |first=Jared |last=Newman |date=September 30, 2017 |access-date=February 13, 2020 |work=]}}</ref> Microsoft initially wanted to drive the Xbox One as a replacement for a cable box in the living room as a single source for entertainment with features aimed around television viewing in addition to gaming. To achieve this, the Xbox One was to be shipped with Kinect and was to use an always-on Internet connection to enable numerous features, such as the ability to share games with other family members. However, when these features were first promoted, there was a heavy backlash from journalists and consumers, considering these unnecessary, privacy-invading features. Microsoft had to pull many of these features from the Xbox One before launch, such as eliminating the always-connected requirement and the need to use Kinect.<ref name="looper Xbox"/> Sony took the opportunity in their PlayStation 4 marketing to play off Microsoft's missteps, such as demonstrating the simplicity of game sharing by simply passing along the physical media to another person, as well as its lower price point.<ref>{{cite web |url=https://www.ign.com/articles/the-mostly-complete-history-of-the-ps4 |title=The (Mostly) Complete History of the PS4 |first=Jonathan |last=Dornbrush |date=January 17, 2021 |access-date=January 17, 2021 |work=]}}</ref> While Microsoft was able to course-correct the Xbox One after launch, Sony had gained enough ground with the capabilities of the PlayStation 4 along with a strong library of console-exclusive titles, and the PlayStation 4 outsold the Xbox One, 117 million units<ref name="ps4_units_sold_106M">{{cite press release |title=Playstation Network Monthly Active Users Reaches 103 Million |publisher=Sony |date=January 6, 2020 |url=https://www.sie.com/en/corporate/release/2020/200107.html |access-date=January 6, 2020 |archive-url=https://web.archive.org/web/20200113155603/https://www.sie.com/en/corporate/release/2020/200107.html |archive-date=January 13, 2020 |url-status=live}}</ref> to 52 million units.<ref name="gq"/><ref>{{cite news |last1=Haigh |first1=Marilyn |title=Why Japanese gamers don't buy Xbox |url=https://www.cnbc.com/2019/10/08/why-microsoft-xbox-isnt-as-popular-in-japan-as-sonys-playstation.html |publisher=] |access-date=October 31, 2019 |date=October 8, 2019}}</ref>


The Xbox One was ultimately the more expensive of the two,<ref>{{Cite web |title=PlayStation 4 vs Xbox One - Difference and Comparison {{!}} Diffen|url=https://www.diffen.com/difference/PlayStation_4_vs_Xbox_One|access-date=2021-12-27|website=www.diffen.com|language=en}}</ref> however, both console prices were high when compared to the historical console market,<ref>{{Cite web |date=2020-11-07 |title=Battle for control: why the age-old console wars show no sign of stopping |url=http://www.theguardian.com/games/2020/nov/07/video-games-battle-for-control-ps5-playstation-v-xbox |access-date=2021-12-27 |website=The Guardian |language=en}}</ref> setting a trend for ever more expensive consoles.
===World wide sales figures===
* ]: 21.20 Million as of September 30, 2006 (Japan: 4.02, The Americas: 12.44, Other: 4.75)<ref name="Nintendo Q2FY07">{{cite web|url=http://www.nintendo.co.jp/n10/news/061026e.pdf |title=CONSOLIDATED FINANCIAL HIGHLIGHTS |accessdate=2006-10-26 |accessmonthday= |accessyear= |author= |last= |first= |authorlink= |coauthors= |date=] |year= |month= |format=PDF |work= |publisher=Nintendo Co., Ltd. |pages=9 |language= |archiveurl= |archivedate=}}</ref>
* ]: 111.25 Million shipped as of September 30, 2006 (Japan: 23.99, USA: 44.86, Europe: 42.40)<ref name="PS2 shipments">{{cite web|url=http://www.scei.co.jp/corporate/data/bizdataps2_e.html |title=Cumulative Production Shipments of Hardware / PlayStation®2 |accessdate=2006-10-26 |accessmonthday= |accessyear= |author= |last= |first= |authorlink= |coauthors= |date=] |year= |month= |format= |work= |publisher=Sony Computer Entertainment Inc. |pages= |language= |archiveurl= |archivedate=}}</ref>
* ]: 10.6 Million as of December 2004 (Japan: 2.30, Other: 8.30)<ref name="console stats 2004-12" />
* ]: more than 24 Million as of May 10, 2006<ref name="Xbox sales">{{cite web |url=http://www.xbox.com/zh-SG/community/news/2006/20060510.htm |title=Gamers Catch Their Breath as Xbox 360 and Xbox Live Reinvent Next-Generation Gaming |accessdate=2006-08-14 |accessmonthday= |accessyear= |author= |last= |first= |authorlink= |coauthors= |date= |year= |month= |format= |work=Xbox.com |publisher=Microsoft |pages= |language= |archiveurl= |archivedate=}}</ref>


=== Xbox Series X|S vs PlayStation 5 ===
==Seventh generation==
Both companies released their next consoles in 2020, the ] and the ]. Both console families represent technology improvements with similar target specifications, including high-resolution and high framerates, high-speed internal storage, and backward compatibility with earlier systems.<ref>{{cite web |url=https://www.nytimes.com/2020/09/15/technology/xbox-series-x-playstation-5.html |title=How Microsoft Is Ditching the Video Game Console Wars |first=Kellen |last=Browning |website=] |date=September 15, 2020 |accessdate=June 10, 2021}}</ref> More recently Microsoft has expanded game offerings beyond consoles, such as ] and the ] game streaming service, as to move away from a console war mentality.<ref>{{cite web |url=https://www.nytimes.com/2021/06/10/technology/xbox-games.html |title=How Microsoft Is Ditching the Video Game Console Wars |first=Kellen |last=Browning |website=] |date=June 10, 2021 |accessdate=June 10, 2021}}</ref> ], head of Xbox for Microsoft, stated that they see Xbox in competition with ] and other online streaming services vying for entertainment options, rather than Sony.<ref name="gq">{{cite web |url=https://www.gq-magazine.co.uk/culture/article/xbox-phil-spencer-todd-howard-interview |title=How Xbox outgrew the console: inside Phil Spencer's multi-billion dollar gamble |first=Sam |last=White |website=] |date=November 15, 2021 |access-date=November 15, 2021}}</ref> Similarly, Sony launched a more intense focus into streaming services. For example, in 2020, a "media remote" was launched, advertising "effortless control of a wide range of blockbuster entertainment on the PS5".<ref>{{Cite web |title=PS5 Media remote {{!}} Control all your PS5 entertainment|url=https://www.playstation.com/en-gb/accessories/media-remote/|access-date=2021-12-26|website=PlayStation|language=en-GB}}</ref>
{{main|History of video game consoles (seventh generation)}}
The "next-generation war" is between the new consoles of Microsoft, Nintendo, and Sony: the ], ], and ] respectively. The Xbox 360 was the first console to be released in this generation, followed by the Wii and the Playstation 3. All three consoles have had major shortages both at their launches and directly afterwards due to production problems with the Xbox 360's continuing for months after release. Both the Xbox 360 and Wii are technically currently available worldwide, while the PlayStation 3 has only seen releases in Japan and North America with a European release date set for mid-2007. This new generation for the first time has all of the major consoles focusing on online integration and wireless controllers. Leading analysts such as ] have noted that the currently emerging console war features few of the fanboy hallmarks of previous wars, this is hopefully put down to the aging of the gaming community and computer games no longer being the domain solely of children.


With Microsoft's acquisition of ] in 2021 and ] of ] in 2023, the potential for escalation in Sony/Microsoft console war grew, as Microsoft could potentially make ] and Activision Blizzard's games exclusive to the Xbox line.<ref>{{cite web |url=https://www.cnn.com/2022/01/19/tech/sony-shares-microsoft-activision-blizzard-deal-hnk-intl/index.html |title=Sony takes a big hit in the console wars |first=Diksha |last=Madhok |date=January 19, 2022 |accessdate=January 20, 2022 |work=]}}</ref> Microsoft's potential ownership of the '']'' series had become a focus of Sony's concerns of the acquisition. While Microsoft has given Sony a written commitment to keep the ''Call of Duty'' series on the PlayStation consoles for several years, Sony has expressed concern that this is not adequate and that Microsoft would make the series Xbox-exclusive following that period.<ref>{{cite web |url=https://www.eurogamer.net/sony-giving-microsoft-control-of-activision-games-like-call-of-duty-has-major-negative-implications |title=Sony: "Giving Microsoft control of Activision games like Call of Duty" has "major negative implications" |first=Ishraq |last=Subhan |date=September 15, 2022 |accessdate=September 15, 2022 |work=]}}</ref> As regulatory agencies considered these positions, Microsoft stated that they had been losing the console war against Sony, having always been in a weaker sales position against the PlayStation 5.<ref>{{cite web | url=https://www.ign.com/articles/microsoft-admits-xbox-has-lost-the-console-wars-as-it-battles-for-69-billion-activision-blizzard-buyout | title=Microsoft Admits Xbox Has 'Lost the Console Wars' as It Battles for $69 Billion Activision Blizzard Buyout | date=22 June 2023 }}</ref>
====Current system sales figures====
<!-- Let's keep this to legit sources, folks.-->


== Other console wars ==
* ]: Worldwide: 384,836 (as of December 3, 2006), North America: 197,000<ref name="PS3 North America November 2006 sales figures">{{cite web | url=http://www.gamespot.com/news/6162870.html?tag=latestnews;title;0 | title=NPD: November game sales up 15 percent |accessdate=2006-12-07 |publisher=Gamespot}}</ref> (as of the end of November 2006), Japan: 187,836<ref name="PS3 Japanese week 4 sales figures">{{cite web |url=http://www.m-create.com/jpn/s_ranking.html |title=2006 November 27th - December 3rd weekly software & hard cell through ranking |accessdate=2006-12-07 |publisher=Media Create}}</ref> (as of December 3, 2006)
* ]: 1 Million Sold as of December 2nd, 2006, (Release Date: North and Latin America: November 19, 2006, Japan: December 2, 2006, Australia: December 7, 2006, Europe: December 8, 2006) (4 million to be shipped by the end of 2006, 6 million by ], ]<ref name="Nintendo 2006 Policy Briefing QA">{{cite web|last=|first=|authorlink=|coauthors=|date=]|year=|month=|url=http://www.nintendo.co.jp/kessan/060607qa_e/index.html|title=Nintendo Co., Ltd. - Corporate Management Policy Briefing : Q&A|format=|work=|pages=4|publisher=Nintendo Co., Ltd.|language=English|accessdate=2006-06-07|accessyear=|curly=}}</ref>)
* ]: 6 Million sold as of September 30, 2006<ref name="Microsoft Q1FY07">{{cite web |url=http://www.microsoft.com/msft/earnings/FY07/earn_rel_q1_07.mspx |title=Microsoft First Quarter FY 2007 Earnings Release |accessdate=2006-10-26 |accessmonthday= |accessyear= |author= |last= |first= |authorlink= |coauthors= |date= |year= |month= |format= |work= |publisher=Microsoft |pages= |language= |archiveurl= |archivedate=}}</ref>


=== Atari versus Intellivision ===
===Handheld war===
Following the release of the ] in 1977, ] sought to enter the console market, and released the ] in 1979. The console was designed for improved graphics and other features compared to the Atari 2600, a factor that dominated the marketing campaign for Intellivision. Intellivision's launch included a number of ]s, using licenses from the major sports leagues , and included an advertising campaign with sports writer ].<ref name="Eurogamer intellivision"/> Mattel also focused on hardware accessories to the console like a keyboard for programming. While the Atari 2600 sold an estimated 30 million consoles, the Intellivision sold around 5 million units and was considered the primary competitor to Atari in the ].<ref name="variety intellivision"/>
Although Nintendo and Sony deny competing with each other with their handheld products, it is widely believed that a new handheld war has begun with the releases of the ] and ] (PSP) in late 2004 and early 2005, respectively. (The ], a smaller and sleeker version of the Nintendo DS was released later on in 2006.) As of the 2006 ] press conference, however, Nintendo attacked Sony's handheld console, announcing that the Nintendo DS had been outselling the PSP. This could be taken as recognition of a new handheld war.


In the following years, Mattel sought to expand the Intellivision line, releasing the ] in 1983 and with development of an Intellivision III starting in 1982. Atari released its successor to the 2600, the ], in 1982 to compete with the Intellivision.<ref>{{cite web | url = https://www.toledoblade.com/business/technology/2013/11/10/Fight-for-gaming-consoles-supremacy-started-with-Atari-vs-Intellivision/stories/20131110042 | title = Fight for gaming consoles supremacy started with Atari vs. Intellivision | first= Kirk | last =Baird | date = November 10, 2013 | accessdate = May 24, 2024 | work = ] }}</ref> The console war between Atari and Intellivision was shaken up by the arrival of ]'s ] in 1982, which was a further technological improvement over both Atari and Intellivision. Both Atari and Mattel suffered significant financial losses in the ]. Atari would scale back its video game efforts in the years that followed, while Mattel sold off the Intellivision brand in 1984.<ref>{{cite journal | title = Transplatform: Culture, Context, and the Intellivision/Atari VCS Rivalry | first1 = Tom | last1 = Boellstorff | first2 = Braxton | last2 = Soderman | journal = Games and Culture | doi = 10.1177/1555412017721839 | volume = 14 | issue = 6 | date = August 7, 2017 | pages = 680–703 }}</ref><ref name="Eurogamer intellivision">{{cite web | url = https://www.eurogamer.net/40-years-on-celebrating-the-mattel-intellivision | title = 40 years on, celebrating the Mattel Intellivision | first = Graeme | last = Mason | date = May 27, 2019 | accessdate = May 24, 2024| work = ] }}</ref>
The Nintendo DS's power is comparable to that of ]. It is notable in its use of two screens, one of them being a touch screen. It also sports a microphone input. It has shown considerable early success, particularly in branching out from the usual core demographic of computer game players due to the intuitivity of the touch screen control system. The Nintendo DS is the less expensive of the two systems at retail, and has longer battery life. The Nintendo DS is backwards compatible with ] games, but not with games for prior ] systems. The GBA slot is also used for ]s.


After decades where the intellectual property from both Atari and Mattel shifted across different agencies, ] acquired the Intellivision brand and rights to over 200 games from its systems in May 2024, which Atari SA jokingly stated to have put an end to the decades-long console war.<ref>{{cite web | url = https://www.gamesindustry.biz/atari-acquires-intellivision-brand-and-over-200-games | title = Atari acquires Intellivision brand and over 200 games | first = Christopher | last = Dring | date = May 23, 2024 | accessdate = May 23, 2024 | work = ] }}</ref><ref name="variety intellivision">{{cite web | url = https://variety.com/2024/gaming/news/atari-acquires-intellivision-brand-console-war-1236014502/ | title = Atari Buys Intellivision Brand, Ending 'Longest-Running Console War in History' | first = Todd | last = Spangler | date = May 23, 2024 | accessdate = May 23, 2024 | work = ] }}</ref>
Sony's PSP is more powerful than the Nintendo DS, with graphical power comparable to the levels of ] and the ]. It is advertised as a portable multimedia system, as well as a handheld console (much in the same way as the PS2). Numerous movies have been released on the PSP's ] format, and the system can play video and audio from the ] port. The PSP also supports a large high-resolution display, an analogue stick, as well as standard controller buttons.


===1990s handheld consoles===
Both the Nintendo DS and Sony PSP support ] networking, and have free online systems. The PSP has had online games since its launch in December 2004 in Japan, and the DS has had online games since mid-November 2005. Nintendo has also worked with McDonald's and Hilton Hotels to set up Wi-Fi access points across the USA and Europe.
A number of major handheld consoles were released on the market within about a year of each other: Nintendo's ], Sega's ], and the ]. While the Game Boy used a monochromatic display, both the Game Gear and Lynx had colour displays. As these handheld releases were alongside the Sega v. Nintendo console war, they were also subject to heavy marketing and advertising to try to draw consumers.<ref name="eurogamer year1991"/><ref>{{cite web |url=https://www.usgamer.net/articles/too-good-for-its-day-ataris-lynx-remains-a-fan-favorite-25-years-later |title=Too Powerful for Its Own Good, Atari's Lynx Remains a Favorite 25 Years Later |first=Jeremy |last=Parish |date=July 4, 2014 |accessdate=February 22, 2021 |work=]}}</ref> However, the Game Boy ultimately won out in this battle, selling over 118 million units over its lifetime (including its future revisions) compared to 10 million for the Game Gear and 3 million for the Lynx. The Game Boy initially sold for {{US$|50|long=no}} or more cheaper than its competitors, and had a larger library of games, including what is considered the handheld's ], '']'', that drew non-gamers to purchase the handheld to play it.<ref>{{cite web |url=https://www.vice.com/en/article/pkdbx7/how-gunpei-yokoi-reinvented-nintendo |title=How Gunpei Yokoi Reinvented Nintendo |first=Matt |last=Alt |date=November 12, 2020 |accessdate=February 22, 2021 |work=]}}</ref>


====Current system sales figures==== ===In video games===
The ] series of video games started as a parody of the console wars, incorporating personified consoles, developers, consumers, and other such figures within the gaming industry.


==See also==
* ]: 76.79 million as of September 30, 2006 (Japan: 16.62, The Americas: 39.10, Other: 21.06)<ref name="Nintendo Q2FY07" />
* ]
: including ]: 39.79 million as of September 30, 2006 (Japan: 6.48, The Americas: 21.95, Other: 11.37)<ref name="Nintendo Q2FY07" />
* ]
: and ]: 1.87 million as of September 30, 2006 (Japan: 0.59, The Americas: 0.47, Other: 0.80)<ref name="Nintendo Q2FY07" />
* ]
* ]: 26.82 million as of September 30, 2006 (Japan: 11.52, The Americas: 7.51, Other: 7.79)<ref name="Nintendo Q2FY07" />
:including ]: 9.06 million as of September 30, 2006 (Japan: 4.97, The Americas: 2.23, Other: 1.86)<ref name="Nintendo Q2FY07" />
* ]: 22.94 million shipped as of September 30, 2006 (Japan: 5.37, USA: 9.57, Europe: 8.0)<ref name="PSP shipments">{{cite web|url=http://www.scei.co.jp/corporate/data/bizdatapsp_e.html |title=Cumulative Production Shipments of Hardware / PSP® (PlayStation®Portable) |accessdate=2006-10-26 |accessmonthday= |accessyear= |author= |last= |first= |authorlink= |coauthors= |date=] |year= |month= |format= |work= |publisher=Sony Computer Entertainment Inc. |pages= |language= |archiveurl= |archivedate=}}</ref>


==References== ==References==
{{reflist}}
<div class="references-small">
<references/>
</div>


{{History of video games}}
==External links==
*http://www.nintendo.co.jp/n10/news/060525e.pdf
*http://www.scei.co.jp/corporate/data/index_e.html
*http://www.microsoft.com/msft/download/FY06/MSFTQ2_06.ppt
*http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2000.pdf
*http://www.segasammy.co.jp/english/ir/pdf/ir/kako/sega_AR_all_2001.pdf


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Latest revision as of 17:14, 14 January 2025

Video game industry term This article is about the video game industry term. For other uses, see Console Wars (disambiguation).
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In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.

While there have been many console wars to date, the term became popular between Sega and Nintendo during the late 1980s and early 1990s as Sega attempted to break into the United States video game market with its Sega Genesis console. Through a novel marketing approach and improved hardware, Sega had been able to gain a majority of the video game console market by 1991, three years after the Genesis’ launch. This caused back and forth competition between the two companies throughout the early 1990s. However, Nintendo eventually regained its market share and Sega stopped making home console hardware by 2001.

Background and etymology

See also: Video game console § Competition

The video game console market started in 1972 with the release of the first home console, the Magnavox Odyssey. As more manufacturers entered the market and technology improved, the market began to coalesce around releases of more advanced hardware every few years on a predictable cycle, which are typically grouped into generations. Since 1972, there have been nine console generations, with two to three dominant manufacturers controlling the marketplace.

As with most industries without a single dominant leader, console manufacturers have marketed their products in a manner to highlight them in a more favorable manner compared to their competitors', or to focus on features that their competitors may lack, often in aggressive manners. For example, console manufacturers in the 1980s and 1990s heavily relied on the word size of the central processor unit, emphasizing that games had better capabilities with 16-bit processors over 8-bit ones. This type of aggressive marketing led video game journalists to call the competitive marketing a "war" or "battle" as early as August 1988. As each new console generation emerged with new marketing approaches, journalists and consumers continued to use variations of the "war" language, including "system wars" and "console wars". By the early 2000s, the term "console war" was most commonly used to describe heated competition between console manufacturers within any generation.

Nintendo versus Sega

While not the only console war, the rivalry between Sega and Nintendo for dominance of the North American video game market in the late 1980s and early 1990s is generally the most visible example of a console war. It established the use of aggressive marketing and advertising tactics by each company to try to gain control of the marketplace, and ended around 1995 when a new player, Sony, entered and disrupted the console space.

Background

The United States video game industry suffered a severe market crash in 1983 from numerous factors which led to a larger market recession and increasing popularity of personal computers as a video game platform. A key contributing factor to the crash was the loss of publishing control for console games. Early success by some of the first third-party developers like Activision for the Atari VCS console led to venture capitalists bringing in teams of inexperienced programmers to try to capture the same success, but only managed to flood the market with poor quality games, which made it difficult for good quality games to sell. The video game crash impacted other factors in the industry that were already in decline, such as video game arcades.

In Japan, Nintendo had released its Famicom (Family Computer) console in 1983, one of the first consoles of the third generation. Japan did not have a similar third-party development system in place, and Nintendo maintained control on the manufacturing of game cartridges for the Famicom using a licensing model to limit which third-party games were published on it. Nintendo looked to release the unit in the United States, but recognized that the market was still struggling from the 1983 crash. Nintendo took several steps to redesign the Famicom prior to a United States launch. It was made to look like a VCR unit rather than a console, and was given the name the "Nintendo Entertainment System" to distance it from being a video game console. Further, Nintendo added a special 10NES lockout system that worked as a lock-and-key system with game cartridges to further prevent unauthorized games from being published for the system and avoid the loss of publishing control that had caused the 1983 crash. The NES revitalized the U.S. video game industry and established Nintendo as the dominant name in video game consoles over Atari. In lifetime sales, the NES had sold nearly 62 million units worldwide, with 34 million in North America.

The Sega SG-1000 console

At the same time, Sega was looking to get into the video game console industry as well, having been a successful arcade game manufacturer, but due to the downturn in arcade game business, looked to use that expertise for the home market. They released the SG-1000 console in Japan the same day as the Famicom in 1983, but sold only 160,000 units of the SG-1000 in its first year.

Sega redesigned the SG-1000 twice to try to build a system to challenge Nintendo's dominance; the SG-1000 Mark II remained compatible with the SG-1000 but failed to gain any further sales. The next iteration, the Sega Mark III, was released in 1985, using Sega's arcade hardware for its internals to provide more refined graphics. The console was slightly more powerful than the Famicom, and Sega's marketing attempted to push on the more advanced graphics their system offered over the Famicom. Sega attempted to follow Nintendo with a worldwide release of the Mark III, rebranded as the Master System. The Master System was released in the United States in 1986, but Nintendo of America developed a licensing plan in the U.S. to keep developers exclusive to the NES, limiting the library of games that Sega could offer and to also ensure that another gaming crash didn't begin. Further, Sega's third-party distributor, the toy company Tonka, opted against localizing several of the Japanese games Sega had created, further capping the game library Sega could offer in the U.S. Only a total estimated two million systems were sold.

Entering the United States' market

The Sega and Nintendo console war primarily centered on the launch of the Sega Genesis (top) to try to outsell the Nintendo Entertainment System in the United States.

The fourth generation of video game consoles was started by the launch of NEC's PC Engine in 1987 in Japan. While the PC Engine used an 8-bit CPU, it included 16-bit graphic rendering components, and NEC marketed this heavily as a 16-bit game console to distinguish it from the Famicom and Mark III; when NEC brought the PC Engine worldwide, it was rebranded as the "TurboGrafx-16" to emphasize this. After the release of the TurboGrafx-16, use of the bit designation caught on, which led manufacturers to focus their advertising heavily on the number of bits in a console system for the next two console generations.

NEC was one of many competitors to Sega and Nintendo. Following a similar path they had done for the Mark III, Sega used their arcade game technology, now using 16-bit processor boards, and adapted those into a home console, released in Japan in October 1988 as the Mega Drive. Compared to its prior consoles, the Mega Drive was designed to be more mature-looking and less like a toy compared to the Famicom to appeal to an older demographic of gamers, and "16-bit" was emblazoned on the console's case to emphasize this feature. While the system was positively received by gaming magazines like Famitsu, it was overshadowed by the release a week prior of Super Mario Bros. 3 for the Famicom.

As with the Master System, Sega also planned for a major push of the Mega Drive into the United States to challenge Nintendo's dominance among other markets, with the unit rebranded as the Sega Genesis. Sega was dissatisfied with Tonka's handling of the Master System and so sought a new partner through the Atari Corporation led by Jack Tramiel. Tramiel was bullish on the Genesis due to its cost, and turned down the offer, instead focusing more on the company's computer offerings. Sega instead used its dormant Sega of America branch to run a limited launch of the console in August 1989 in test markets of New York City and Los Angeles, with its launch system being bundled with the port of the arcade game Altered Beast.

Screenshot from a "Genesis does what Nintendon't" commercial

In October 1989, the company named former Atari Entertainment Electronics Division president Michael Katz as CEO of Sega of America to implement a marketing strategy for a nation-wide push of the Genesis with a target of one million consoles. Katz used a two-prong strategy to challenge Nintendo. The first was to stress the arcade-like capabilities of the Genesis with the capabilities of games like Altered Beast compared to the simpler 8-bit graphics of the NES, and devising slogans such as "Genesis does what Nintendon't." Katz also observed that Nintendo still held most of the rights to arcade game ports for the NES, so the second part of his strategy was to work with the Japanese headquarters of Sega to pay celebrities for their naming rights for games like Pat Riley Basketball, Arnold Palmer Golf, Joe Montana Football, and Michael Jackson's Moonwalker.

Most of these games were developed by Sega's Japanese programmers, though notably, Joe Montana Football had originally been developed by Mediagenic, the new name for Activision after it had become more involved in publishing and business application development alongside games. Mediagenic had started a football game which Katz wanted to brand under Joe Montana's name, but unknown to Katz at the time, the game was only partially finished due to internal strife at Mediagenic. After the deal had been completed and Katz learned of this, he took the game to Electronic Arts. Electronic Arts had already made itself a significant force in the industry as they had been able to reverse engineer the cartridge format for both the NES and the Genesis, though Electronic Arts' CEO Trip Hawkins felt it was better for the company to develop for the Genesis. Electronic Arts used their reverse engineering knowledge as part of their negotiations with Sega to secure a freer licensing contract to develop openly on the Genesis, which proved beneficial for both companies. At the time Katz had secured Mediagenic's Joe Montana football, Electronic Arts was working on its John Madden Football series for personal computers. Electronic Arts was able to help bring Joe Montana Football, more as an arcade title compared to the strategic John Madden Football, to reality, as well as bringing John Madden Football over as a Genesis title.

The second push in 1991

The Genesis still struggled in the United States against Nintendo, and only sold about 500,000 units by mid-1990. Nintendo had released Super Mario Bros. 3 in February 1990 which further drove sales away from Sega's system. Nintendo themselves did not seem to be affected by either Sega's or NEC's entry into the console market. Sega's president Hayao Nakayama wanted the company to develop an iconic mascot character and build a game around it as one means to challenge Nintendo's own Mario mascot. Company artist Naoto Ohshima came up with the concept of Sonic the Hedgehog, a fast anthropomorphic character with an "attitude" that would appeal to teenagers and incorporating the blue color of Sega's logo, and Yuji Naka helped to develop the game Sonic the Hedgehog to showcase the character as well as the graphics and processing speed of the Genesis. The game was ready by early 1991 and launched in North America in June 1991.

Separately, Sega fired Katz and replaced him with Tom Kalinske as Sega of America's new CEO in mid-1990. Kalinske had been president of Mattel and did not have much experience in video games but recognized the razor and blades model, and developed a new strategy for Sega's push to challenge Nintendo's dominance in America with four key decisions, which included cutting the price of the Genesis from $189 to $149, and continue the same aggressive marketing campaigns to make the Genesis look "cool" over the NES and of Nintendo's upcoming Super Nintendo Entertainment System (SNES). Further, Kalinske pushed hard for American developers like Electronic Arts to create games on the Genesis that would better fit American preferences, particularly sports simulation games which the console had gained a reputation for. Finally, Kalinske insisted on making Sonic the Hedgehog the bundled game on the system following its release in June 1991, replacing Altered Beast and even offering those that had purchased a Genesis with Altered Beast a trade-in replacement for Sonic.

Under Kalinske, Sega also revamped their advertising approach, aiming for more of a young adult audience, as Nintendo still was positioning the SNES as a child-friendly console. Advertising focused on Sonic, the edgier games in the Genesis library, and its larger library of sports games which appealed to this group. Television ads for the Genesis and its games ended with the "Sega Scream" – a character shouting the name "Sega" to the camera in the final shot – which also caught on quickly.

These changes, all predating the SNES's planned North American release in September 1991, gave Sega its first gain on Nintendo in the U.S. market. Further, the price cut to $149 made the Genesis a cheaper option than the planned $199 price for the SNES led many families to purchase the Genesis instead of waiting for the SNES. The Genesis had a larger library of games for the U.S. with over 150 titles by the time the SNES launched alongside eight games, and Sega continued to push out titles that drew continuous press throughout the year, whereas with the SNES, its game library was generally held up by flagship Mario and Zelda games that only came at out once a year, along with less which further made the Genesis a more desirable option.

For Nintendo, up until 1991, they had been passive towards Sega's approach in North America, but as the SNES launch approach, the company recognized that they were losing ground. The company shifted their advertising in North America to focus on more of the advanced features of the SNES that were not present in the Genesis, such as its Mode 7 to create simulated 3D perspective effects. When the SNES launched, this would be most prominently seen with the release of F-Zero, where the 3D made the game look more complex, compared to earlier 3rd person racing games on home consoles. Pilotwings used Mode 7 to better simulate the landings that would happen, after players completed the other objectives in the level. The initial shipment of one million SNES units sold out quickly and a total of 3.4 million SNES were sold by the end of 1991, a record for a new console launch, but the Genesis maintained strong sales against the SNES. The Genesis's resilience against the SNES led several of Nintendo's third-party developers to break their exclusive development agreements with Nintendo and seek out licenses to also develop for Genesis. These developers included Acclaim, Konami, Tecmo, Taito, and Capcom, the latter of which arranged to have a special licensing mechanism with Sega that allowed them to publish select titles exclusively for the Genesis.

During this period, the push for marketing by both Nintendo and Sega led to the growth of video game magazines. Nintendo had already established Nintendo Power in 1988 in part to serve as a help guide for players on its popular titles, and was able to use this further to advertise the SNES and upcoming games. Numerous other titles grew in the late 1980s and early 1990s, giving Sega the opportunity to market its games heavily in these publications.

The war escalates in 1992 and 1993

Nintendo publicly acknowledged that it knew it was no longer in the dominant position in the console market by 1992. A year into the SNES's release, the SNES's price was lowered to $149 to match the Genesis, to which Sega reduced the Genesis to $129 shortly after. The SNES was helped by Capcom's decision to maintain exclusivity of its home port of its popular brawler arcade game Street Fighter II: The World Warrior to the SNES when it was released in June 1992. Nintendo also experimented with including processing chips within game cartridges to augment to power of the SNES, with the Super FX chip bring real-time 3D rendering first used in Star Fox. While the SNES outsold the Genesis in the U.S. in 1992. the Genesis still had a larger install base.

The success of Street Fighter II both as an arcade game and as a home console title led to the growth of the fighting game genre, and numerous variations from other developers followed. Of significant interest was Midway's Mortal Kombat, released to arcades in 1992. Compared to most other fighting games at the time, Mortal Kombat was much more violent. The game showed combatants’ blood splatter during combat and allowed players to end matches in graphically intense "fatalities.” Because of its controversial style and gameplay, the game proved extremely popular in arcades.

By 1993, Both Nintendo and Sega recognized the need to have Mortal Kombat on their consoles. However, Nintendo, fearing issues with the game’s violence, licensed a “clean” version of the game from Acclaim for the SNES. Which included replacing the blood splatter with sweat and removing the aforementioned fatalities. Sega also licensed a censored version of the game for the Genesis. However, players could enter a cheat code that reverted the game back to its original arcade version. Both home versions were released in September, and approximately 6.5 million units were sold over the game’s lifetime. But the Genesis version was more popular with three to five times more sales than its SNES counterpart.

External videos
video icon C-SPAN footage of the first congressional hearing on December 9, 1993.

The popularity of the home console version of Mortal Kombat, coupled with other moral panics in the early 1990s, led to concerns from parents, activists and lawmakers in the United States, leading up to the 1993 congressional hearings on video games first held in December. Led by Senators Joe Lieberman and Herb Kohl, the Senate Committees on Governmental Affairs and the Judiciary brought several of the video game industry leaders, including Howard Lincoln, vice president of Nintendo of America, and Bill White, vice president of Sega of America, to discuss the way they marketed games like Mortal Kombat and Night Trap on consoles to children. Lincoln and White accused each other's companies of creating the issue at hand. Lincoln stated that Nintendo had taken a curated approach to selecting games for their consoles, and that violent games had no place in the market. White responded that Sega purposely was targeting an older audience than Nintendo, and had created a ratings system for its games that it had been trying to encourage the rest of the industry to use; further, despite Nintendo's oversight, White pointed out that there were still many Nintendo titles that incorporated violence. With neither Lincoln nor White giving much play, Lieberman concluded the first hearing with a warning that the industry needs to come together with some means to regulate video games or else Congress would pass laws to do this for them.

By the time of the second hearing in March 1994, the industry had come together to form the Interactive Digital Software Association (today the Entertainment Software Association) and were working to establish the Entertainment Software Rating Board (ESRB), a ratings panel, which ultimately was introduced by September 1994. Despite Sega offering its ratings system as a starting point, Nintendo refused to work with that as they still saw Sega as their rival, requiring a wholly new system to be created. The ESRB eventually established a form modelled off the Motion Picture Association of America (MPAA)'s rating system for film, and the committee was satisfied with the proposed system and allowed the video game industry to continue without further regulations.

The arrival of Sony and the end of the war

The Sega Saturn (top) and Nintendo 64 (middle) struggled against Sony's newcomer, the PlayStation, which ultimately ended Sega and Nintendo's console war.

In 1994 and 1995, there was a contraction in the video game industry, with NPD Group reporting a 17% and 19% year-to-year drop in revenue. While Sega had been outperforming Nintendo in 1993, it still carried corporate debt while Nintendo remained debt-free from having a more dominant position in the worldwide market, even beating Sega in the North American and US market winning the 16 bit console war. To continue to fight Nintendo, Sega's next console was the Sega Saturn, first released in November 1994 in Japan. It brought in technology used by Sega's arcade games that used 3d polygonal graphics, and launch titles featured home versions of these arcade games including Virtua Fighter. While Virtua Fighter was not a pack-in game, sales of the title were nearly 1:1 with the console in Japan. Sega, recognizing that they had numerous consoles with disparate games they were now trying to support, decided to put most of their attention onto the Saturn line going forward, dropping support for the Genesis despite its sales still being strong in the United States at the time.

At the same time, a new competitor in the console marketplace emerged, Sony Computer Entertainment, with the introduction of the PlayStation in December 1994. The PlayStation moved away from cartridges and took advantage of nanscene CD-ROM technology for game distribution, allowing much more data to be stored on each disc and reducing the costs for reproduction. Nintendo had worked with Sony on a prototype add-on for the SNES, the Super NES CD-ROM, that would allow it to read CD-ROMs, but the project was terminated by 1992 after Nintendo revealed it opted to start working with Philips and its own optical disc technology, while Sony used their development towards the PlayStation. Sega, aware of Sony's potential competition in Japan, made sure to have enough Saturns ready for sale on the day the PlayStation first shipped as to overwhelm Sony's offering.

Both Sega and Sony turned to move these units to the North American market. With the formation of the ISDA, a new North American tradeshow, the Electronic Entertainment Expo (E3) was created in 1995 to focus on video games, to distinguish it from the Consumer Electronics Show (CES), which covered all home electronics. Nintendo, Sega and Sony gave their full support to E3 in 1995. Sega believed they had the stronger position going into E3 over Sony, as gaming publications, comparing the Saturn to the PlayStation, rated the Saturn as the better system. At the first E3 in May 1995, Sega's Kalinske premiered the North American version of the Saturn, announced its various features and its selling price of $399, and said that while it would officially launch that same day, they had already sent a number of systems to selected vendors for sale. Sony's Olaf Olafsson of Sony Electronic Publishing began to cover the PlayStation features, then invited Steve Race, president of Sony Computer Entertainment America to the stage. Race stated the launch price of the PlayStation, "$299", and then left to "thunderous applause". The surprise price cut caught Sega off-guard, and, in addition to several stores pulling Sega from their lineup due to being shunned from early Saturn sales, the higher price point made it more difficult for them to sell the system. As a result of this strategy by Sony, future E3s became a battleground for other console wars, with journalists judging the various hardware manufacturers' presentations to determine which one had the most successful pitches.

When the PlayStation officially launched in the United States in September 1995, its sales over the first two days exceeded what the Saturn had sold over the prior five months. Because Sega had invested heavily on Saturn into the future, Sony's competition drastically hurt the company's finances.

In the case of Nintendo, they bypassed the 32-bit CPU and instead their next offering was the Nintendo 64, a 64-bit CPU console first released in June 1996. While this gave them powerful capabilities such as 3D graphics to keep up and surpass those on the Saturn and PlayStation, it was still a cartridge-based system limiting how much information could be stored for each game. This decision ultimately cost them Square Soft who moved their popular Final Fantasy series over to the PlayStation line to take advantage of the larger space on optical media. The first PlayStation game in the series, Final Fantasy VII, drove sales of the PlayStation, further weakening Nintendo's position and driving Sega further out of the market.

By this point, the console war between Nintendo and Sega had evaporated, with both companies now facing Sony as their rival. Sega made one more console, the Dreamcast, which had a number of innovative features including a built-in modem for online connectivity, but the console's lifespan was short-lived in part due to the success of Sony's next product, the PlayStation 2, currently being the best-selling home console of all time. Sega left the home console hardware business in 2001 to focus on software development and licensing. Nintendo remains a key player in the home console business, but more recently has taken a "blue ocean strategy" approach to avoid competing directly with Sony or Microsoft on a feature-for-feature basis with consoles like the Wii, Nintendo DS, and Nintendo Switch.

Legacy

The Sega/Nintendo console war is the subject of the non-fiction novel Console Wars by Blake Harris in 2014, as well as a film adaption/documentary of the book in 2020.

Sega and Nintendo have since collaborated on various software titles. Sega has developed a biennial Mario & Sonic at the Olympics series of sports games based on the Summer and Winter Olympics since 2008 featuring characters from both the Super Mario and Sonic series, while Nintendo has developed the Super Smash Bros. crossover fighter series for numerous Nintendo properties that has included Sonic as a playable character along with other Sonic characters in supporting roles since Super Smash Bros. Brawl.

Sony versus Microsoft

Background

Since the sixth generation, both Sony and Microsoft have been direct competitors for home consoles. Since 2000, both companies have released a new console model within a year of each other with roughly comparable specifications. While Nintendo also has remained a significant competitor to both companies, its development and marketing strategy using the "blue ocean" approach is considered fundamentally different from Sony or Microsoft that it is usually not regarded as major participant in the console war.

Initial Challenge From Microsoft

Microsoft specifically entered the console market with the Xbox console in 2001 as it saw Sony's PlayStation 2 as a potential competitor to the home computer as a ubiquitous device in the living room. Whereas the PlayStation 2 was developed from mostly custom components, Microsoft approached the Xbox as a highly refined personal computer based on Microsoft Windows and DirectX technology. The original Xbox did not compete well against the PlayStation 2, selling only about 24 million units worldwide against the PlayStation 2's 155 million, with Microsoft reportedly failing to profit on the console hardware. Nonetheless, Microsoft, satisfied with the Xbox's overall performance, reaffirmed its commitment to the console marketplace with the reveal of the Xbox 360 in 2005.

Xbox 360 vs PlayStation 3

Microsoft was able to take lessons learned from the first Xbox to its second model, the Xbox 360 released in 2005, ahead of Sony's release of the PlayStation 3 in 2006. Besides the earlier release and improved design, Microsoft had secured more first-party developers in its Microsoft Game Studios, mimicking Sony's own first-party developers and other third-party developers for several console exclusives. The PlayStation 3, on the other hand, had fewer exclusives at launch and was hampered by a higher price point at launch, giving the Xbox 360 an edge in the first years of release. Both consoles aimed to include multimedia feature into high-definition movie playback. One miscue Microsoft had was backing the HD-DVD standard for movie playback over the Blu-ray standard that Sony had selected, as shortly after the Xbox 360's release, the movie industry had standardized on Blu-ray. The Xbox 360 also suffered from the "Red Ring of Death", a hardware fault on a large fraction of retail models that cost Microsoft over $1.1 billion in repairs over the console's lifetime.

Both consoles were challenged by Nintendo's Wii and specifically its novel Wiimote motion-sensing device. To compete, both Microsoft and Sony released their motion-sensing systems, the Kinect and PlayStation Move, respectively, for their consoles. The companies also released console refreshes mid-generation. Microsoft released a low-cost Xbox 360 S, which shipped with less internal storage space, as well as a high-end Xbox 360 E, which shipped with more storage space and the Kinect sensor. Sony released two different Slim models of the PlayStation 3 that reduced the system size and subsequent retail price which helped improve sales. Ultimately, the Xbox 360 sold an estimated 84 million units, based on industry estimates as Microsoft stopped reporting its sales, while the PlayStation 3 sold 87 million units; the Wii comparatively sold over 101 million units.

Xbox One vs PlayStation 4

Sony and Microsoft both released their next consoles, the PlayStation 4 and the Xbox One, in 2013. Sony considered the difficulties developers had with using the custom instruction set for the Cell processor on the PlayStation 3 and restructured the PlayStation 4 to use more the standard x86 instruction set used by most personal computers helping to bring development in convergence with computer systems. Microsoft initially wanted to drive the Xbox One as a replacement for a cable box in the living room as a single source for entertainment with features aimed around television viewing in addition to gaming. To achieve this, the Xbox One was to be shipped with Kinect and was to use an always-on Internet connection to enable numerous features, such as the ability to share games with other family members. However, when these features were first promoted, there was a heavy backlash from journalists and consumers, considering these unnecessary, privacy-invading features. Microsoft had to pull many of these features from the Xbox One before launch, such as eliminating the always-connected requirement and the need to use Kinect. Sony took the opportunity in their PlayStation 4 marketing to play off Microsoft's missteps, such as demonstrating the simplicity of game sharing by simply passing along the physical media to another person, as well as its lower price point. While Microsoft was able to course-correct the Xbox One after launch, Sony had gained enough ground with the capabilities of the PlayStation 4 along with a strong library of console-exclusive titles, and the PlayStation 4 outsold the Xbox One, 117 million units to 52 million units.

The Xbox One was ultimately the more expensive of the two, however, both console prices were high when compared to the historical console market, setting a trend for ever more expensive consoles.

Xbox Series X|S vs PlayStation 5

Both companies released their next consoles in 2020, the PlayStation 5 and the Xbox Series X and Series S. Both console families represent technology improvements with similar target specifications, including high-resolution and high framerates, high-speed internal storage, and backward compatibility with earlier systems. More recently Microsoft has expanded game offerings beyond consoles, such as Xbox Game Pass and the xCloud game streaming service, as to move away from a console war mentality. Phil Spencer, head of Xbox for Microsoft, stated that they see Xbox in competition with Netflix and other online streaming services vying for entertainment options, rather than Sony. Similarly, Sony launched a more intense focus into streaming services. For example, in 2020, a "media remote" was launched, advertising "effortless control of a wide range of blockbuster entertainment on the PS5".

With Microsoft's acquisition of Zenimax Media in 2021 and acquisition of Activision Blizzard in 2023, the potential for escalation in Sony/Microsoft console war grew, as Microsoft could potentially make Bethesda Softworks and Activision Blizzard's games exclusive to the Xbox line. Microsoft's potential ownership of the Call of Duty series had become a focus of Sony's concerns of the acquisition. While Microsoft has given Sony a written commitment to keep the Call of Duty series on the PlayStation consoles for several years, Sony has expressed concern that this is not adequate and that Microsoft would make the series Xbox-exclusive following that period. As regulatory agencies considered these positions, Microsoft stated that they had been losing the console war against Sony, having always been in a weaker sales position against the PlayStation 5.

Other console wars

Atari versus Intellivision

Following the release of the Atari 2600 in 1977, Mattel sought to enter the console market, and released the Intellivision in 1979. The console was designed for improved graphics and other features compared to the Atari 2600, a factor that dominated the marketing campaign for Intellivision. Intellivision's launch included a number of sports games, using licenses from the major sports leagues , and included an advertising campaign with sports writer George Plimpton. Mattel also focused on hardware accessories to the console like a keyboard for programming. While the Atari 2600 sold an estimated 30 million consoles, the Intellivision sold around 5 million units and was considered the primary competitor to Atari in the second generation of video game consoles.

In the following years, Mattel sought to expand the Intellivision line, releasing the Intellivision II in 1983 and with development of an Intellivision III starting in 1982. Atari released its successor to the 2600, the Atari 5200, in 1982 to compete with the Intellivision. The console war between Atari and Intellivision was shaken up by the arrival of Coleco's ColecoVision in 1982, which was a further technological improvement over both Atari and Intellivision. Both Atari and Mattel suffered significant financial losses in the video game crash of 1983. Atari would scale back its video game efforts in the years that followed, while Mattel sold off the Intellivision brand in 1984.

After decades where the intellectual property from both Atari and Mattel shifted across different agencies, Atari SA acquired the Intellivision brand and rights to over 200 games from its systems in May 2024, which Atari SA jokingly stated to have put an end to the decades-long console war.

1990s handheld consoles

A number of major handheld consoles were released on the market within about a year of each other: Nintendo's Game Boy, Sega's Game Gear, and the Atari Lynx. While the Game Boy used a monochromatic display, both the Game Gear and Lynx had colour displays. As these handheld releases were alongside the Sega v. Nintendo console war, they were also subject to heavy marketing and advertising to try to draw consumers. However, the Game Boy ultimately won out in this battle, selling over 118 million units over its lifetime (including its future revisions) compared to 10 million for the Game Gear and 3 million for the Lynx. The Game Boy initially sold for $50 or more cheaper than its competitors, and had a larger library of games, including what is considered the handheld's killer app, Tetris, that drew non-gamers to purchase the handheld to play it.

In video games

The Hyperdimension Neptunia series of video games started as a parody of the console wars, incorporating personified consoles, developers, consumers, and other such figures within the gaming industry.

See also

References

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