As an engineer, I love hearing that marketing is wrong and engineering is perfect. But how do you explain the Sega Saturn? A half-baked, expensive and overly complex system driven by Sega of Japan & hated by Sega of America.
https://en.wikipedia.org/wiki/Sega_Saturn#Development
> In 1993, Sega and Japanese electronics company Hitachi formed a joint venture to develop a new CPU for the Saturn, which resulted in the creation of the "SuperH RISC Engine" (or SH-2) later that year ... According to Sega of America president Tom Kalinske, Sega of America "fought against the architecture of Saturn for quite some time".[18] Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal ... In particular, Dreisbach criticized the Saturn's use of quadrilaterals as its basic geometric primitive, in contrast to the triangles rendered by the PlayStation and the Nintendo 64.
Recorded history also shows that the broader industry was not happy with Sega of Japan's hardware decisions, that Sega of Japan loved pushing for super-cool & interesting engineering that was way too ahead of its time.
https://www.gamasutra.com/view/feature/4128/the_rise_and_fal...
> According to Gordon, Sega had flip-flopped over whether to include a modem, but it also picked the wrong chipset. "I remember our CTO (chief technology officer) talking about the processor and going, 'Oh my God, I don't know anybody who has even heard of this chip. It's non-standard and there are no libraries for it.' It was kind of a slap in the face. But even then, at first blush, EA is thinking, 'It's Sega. We've got to support them.' You know, we went to war with them on Genesis and did great things. So the chipset alone was not enough to stop EA from working on it."
https://en.wikipedia.org/wiki/Dreamcast#Hardware
> He further stated that "Sega's relationship with NEC, a Japanese company, probably made a difference [in Sega's decision to adopt the Japanese team's design] too."[33] Stolar, on the other hand, "felt the U.S. version, the 3Dfx version, should have been used. Japan wanted the Japanese version, and Japan won."[33] As a result, 3dfx filed a lawsuit against both Sega and NEC claiming breach of contract, which would eventually be settled out of court.[32] The choice to use the PowerVR architecture concerned Electronic Arts (EA), a longtime developer for Sega's consoles. EA had invested in 3dfx but was unfamiliar with the selected architecture, which was reportedly less powerful