Motion control sells a console to people who never bought one
Motion control arrived in North American stores on November 19, 2006. Nintendo's Wii shipped with a remote that sensed movement and a pack-in sports collection, and it reached households that had never wanted a console.
North American launch; Japan followed in December 2006
Entry 120 of 164 in the record
What happened
Nintendo declined to compete on power. The Wii was only modestly stronger than the GameCube and did not output high definition, decisions that let it be cheap, small, quiet and profitable on every unit sold. The remote was the argument. Pointing it at the screen, swinging it, or turning it sideways to hold like a classic controller gave people a way in that did not require learning what two thumbsticks and a dozen buttons were for.
Wii Sports, included in the box, did the persuading. Five simple games demonstrated the controller in about a minute each, and they were played in retirement homes, hospitals, offices and family gatherings by people with no interest in the medium generally. Demand outstripped supply for well over a year. Shortages became a recurring holiday news story, and the console outsold its more powerful rivals through most of the generation. Nintendo's profits climbed to levels the company had not seen in years.
The weaknesses appeared later. Motion control was often imprecise, and a flood of cheaply made party collections traded on the novelty without much behind it. Many of the households that bought one played little after the first months, and the standard-definition output aged badly. Nintendo's attempt to repeat the trick with a successor failed outright, and the company did not find its footing again until it merged its handheld and console lines.
The world at the time
Both competitors were selling expensive high-definition machines at a loss and arguing about processing power. Nintendo had finished last in the previous generation and had already learned, from its dual-screen handheld, that accessible software could reach people the industry had written off. Television sets in most American homes were still standard definition.
Historical significance
The largest expansion of the console audience in the medium's history came from a machine that was deliberately underpowered. It proved that interface and price can outweigh graphics, and it briefly made playing games something grandparents and toddlers did in the same room.
What it changed
Microsoft and Sony both built motion-sensing hardware in response, with mixed results. Fitness and family software became a permanent commercial category. The broader idea, that a console can win by finding new players rather than by beating rivals on specifications, remains the strategy Nintendo returns to whenever it designs new hardware.
Sources consulted
- Consolidated financial statements and hardware shipment data
- Replay: The History of Video Games
- Reporting archive on motion control hardware
Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.
Last reviewed September 2, 2026. Report a correction