Skip to main content

Darwin in Action: iPod Kills RIO, Microsoft Kills iPod

This week, D&M holding killed the RIO line of MP3 players because they simply could not compete with the iPod. What makes this amazing is that a few years ago the RIO, then owned by S3, was competing with Creative Labs for this market and was largely believed to be the company to beat. Apple came out of nowhere as a failing PC company and not only took the market away from Creative Labs and RIO, but grew the market to be vastly larger than before.

Apple was successful because they created a product that was easier to use, had adequate capacity, was portable, and looked gorgeous. RIO and Creative Labs actually got a year?s warning when the device initially launched on Apple only: The vast majority of Windows users returned the device the following January after the first Christmas buying season. But neither company could see the obvious approach of a massive new player and the result is now history.

This result should have also scared the other PC and CE companies; it showcased how powerful an Apple product could be in their collective segments if Apple stepped away from their Apple-centric nature and created a product that would appeal to more generic audience. Both segments are woefully undermarketed and vulnerable to a company with the skills Apple has demonstrated. Apple didn?t just beat RIO, they obliterated it.

The CE Market Concerns

All eyes now shift to the future and what will be coming out of Apple. Speculation surrounds the Apple Phone and an Apple MVNO (Mobile Virtual Network Operator), which, with the right implementation, could take a significant portion of the mobile phone space with a subsidized iPod and a lock-in model few CE vendors could ever match.

In addition, an iPod-based home entertainment device like the Sonos is increasingly anticipated, as Apple moves away from the pocket and into the broad CE space. TVs could follow that move, as they expand from the monitors they now sell and start placing TVs in the Apple stores, which could eventually morph into showcases for Apple AV equipment. What may be slowing this down is the agreement years ago with the Beatles? Label (Apple Records) not to go into the music space, an agreement that is currently undergoing court review. But if Apple wins, remember that they just took out a CE vendor (D&M stands for Denon and Marantz and was at one time considered to be one of the stronger companies in the CE music space).

Once Apple gets over their legal issues, they could cut a broad swath through the CE space; this potential shouldn?t be lost on anyone. What also should not be lost is that the winner executed well on hardware, software, user experience, and marketing, which now form the template for success in this segment.

The Microsoft Counterpoint

During the years after the iPod was launched, Microsoft has been working to build a better platform, one that would take the market away from Apple and give it to Microsoft?s partners, much as they did the PC market over a decade ago. In 1984, Apple had 40% of the business PC market and IBM had the other 60% (Microsoft was a small company, providing the IBM PC OS and trying to sell the same thing to others with limited success). Now Apple has an insignificant percentage of the business PC market and IBM is out of the Microsoft-dominated PC business. What a difference a few years, and a couple of mistakes, can make. In effect, Microsoft did to Apple what Apple did to RIO and Creative Labs.

Currently, Microsoft has rolled a better music technology, demonstrated by technically superior Yahoo/SBC Music Service. Microsoft?s DRM (Digital Rights Management) technology is being increasingly favored by content owners (some CDs currently will not legally rip to iPods). This apparently is happening because Apple is refusing to license their DRM. In addition, while Apple owns the portable music market, the vast majority of players are licensed from Microsoft, not Apple; in an interesting twist of fate, Microsoft appears to own some of the critical technology surrounding all of the music players, including the iPod.

The content owners are going even farther and pushing to a flexible pricing model for single track downloads. This would price popular tracks at a premium; Apple is rightly fighting this move, as it would probably all but kill iTunes and similar services while benefiting the all-you-can eat model that defines those based on Microsoft?s technology (like Yahoo).

Apple?s mistake over a decade ago was to not see the same opportunity and to fail to license the critical technology in an attempt to own it all; they ended up almost owning nothing. This mistake is in the process of being repeated; should the result end up the same way, Steve Jobs will likely be remembered as one of the dumbest executives of all time: One who gave up dominant positions twice as a result of his inabilities to see the broad market and to learn to share.

Rob Enderle
Former Digital Trends Contributor
Rob is President and Principal Analyst of the Enderle Group, a forward-looking emerging technology advisory firm. Before…
Halo Infinite’s talkative Grunts are bad stand-up comedians
halo infinite grunts

I've played every mainline Halo title, with the exception of Halo 5, and have always been bothered by one thing: The Grunts. They are are a cannon fodder enemy type that is meant to fill in ranks and give players something they can mow down without much thought when not facing off against tougher enemies like Elites. In the early days of the series, they were a perfectly fine enemy that was fun to melee attack. They made goofy sounds when attacked, which injected a bit of levity into an otherwise melodramatic series.

It wasn't long before the developers doubled down on that joke, making them more explicitly comedic with one-liners. Grunt humor has always been hit-or-miss, but Halo Infinite takes the hackiness to an overbearing level at the expense of the game's tone.
Grunts are not funny

Read more
Halo Infinite has what it takes to thrive as an esports game
Halo Infinite capture the flag.

While I have been a gamer for my entire life, it was actually very early esports that got me to take the medium seriously. When I was playing Counter-Strike 1.6 at far younger than I should have been, my friend and I would head over to a local gaming café where we would play in small tournaments or casual matches with whoever was around. Later on, it was seeing Halo 2 tournaments hosted by MLG on TV that got me to buy an Xbox and start playing console games online for the first time. I followed the competitive Halo scene up until the end of the Halo 3 days and then ... just kind of fell off.

Esports changed after that, or at least it felt like they did. There were still some first-person shooters doing tournaments, but all the attention seemed to have shifted to MOBAs around that time. Games like DOTA 2 and League of Legends have hosted the biggest Esport tournaments of all time, with giant cash prizes and even bigger viewer numbers.

Read more
The pandemic forced fighting games to grow up in 2021
fighting game growth 2021 kof15 screenshot

Fighting games are one of the most iconic gaming genres out there. From the arcades and cabinet-to-cabinet bouts with Street Fighter 2 to home consoles featuring online netplay across the country with Street Fighter 5, these titles and more like them have become engrained in gaming culture.

Despite how important fighting games are to the medium's history, the genre hadn't really grown up much since its arcade days. That was especially apparent in their archaic online implementation, which was holding back their potential. It wasn't until the COVID-19 pandemic that the genre was forced to modernize and finally act its age.
Staying competitive
For quite some time, fighting game fans have sat on the sidelines and watched as games like Fortnite, Dota, League of Legends, and more receive endless support and great online capabilities. That support turns into profit for the companies making them as it keeps their player base active. A dedicated audience means more prize pool money in esports tournaments and competitive support from the companies. The same can't be said for the fighting genre.

Read more