Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 4.3bsd-beta 6/6/85; site ucbvax.BERKELEY.EDU Path: utzoo!watmath!clyde!burl!ulysses!ucbvax!info-atari From: MRC%PANDA@SUMEX-AIM.ARPA (Mark Crispin) Newsgroups: net.micro.atari Subject: facts about marketing Message-ID: <12174475176.8.MRC@PANDA> Date: Sat, 11-Jan-86 17:29:31 EST Article-I.D.: PANDA.12174475176.8.MRC Posted: Sat Jan 11 17:29:31 1986 Date-Received: Sun, 12-Jan-86 13:03:31 EST Sender: daemon@ucbvax.BERKELEY.EDU Organization: The ARPA Internet Lines: 26 There are several ways you can build and market a computer to replace (or compete with) some other computer: (1) build a better machine and charge more (2) build a better machine and charge the same (3) build a better machine and charge less (4) build an equivalent machine and charge less (5) build an inferior machine and charge less Many people are confusing Atari's actions with strategy (3). The problem is that you fail to consider medium-to-long term market forces. In general, the industry has provided a 30% price/performance increase every 2 years. In the micro industry, it's closer to 30% every year. Another way of looking at it is either an order of magnitude price decrease in 5 years, or an order of magnitude performance increase in the same period of time, or a combination of both. Atari's marketing strategy leaves them with no way to maintain the curve they have set. The value is almost guaranteed to go down with little or no significant equipment enhancements. This is fine for throwaway computers (a.k.a. toy computers), but not for serious computers. A software developer writing a serious application is going to want the machine to be on the market for some time so his software product would be saleable. -------