Mid-1990s Sega document leak shows how it lost the second console war to Sony
arstechnica.com
arstechnica.com
I remember thinking it was just another fad like the Minidisc and because they had no clear mascot like Mario or Sonic it was bound to fail.
Next thing I knew the Saturn was a joke and everyone I knew had a PlayStation. The ads were EVERYWHERE and people I knew who had never even owned a games console were buying the PS1.
When the PS2 was announced I was also blindly convinced the Dreamcast would compete but the PS2 just DOMINATED. Literally everyone I knew had one (not me sadly) it was a stunning thing to behold. When games like GTA3 hit I knew Sega were done for.
I personally only connected with the Sony handheld unit owning a PSP and I also eventually got a Vita. Other than UMD they were (still are) awesome little devices to play with.
six - six - niner - six ugh, that game kinda sucked. Never hit that million pounds of tube steak high score.
What a weird time for gaming. FMV games were something that looked like the future to a little kid but once you played them they were awful. The video padded out boring interactive game play like shooting the rats in Sewer Shark or the shooting galleries of Ground Zero: Texas. I remember Night Trap being highly controversial at the time for sexual an violence themes and I only knew one kid who had it and his mother threw the game out so I never got to play it.
I still have a certain amount of love for the genre and I'm secretly hoping they make a comeback someday without many of the limitations they had at the time.
Phantasmagoria was a gem if you've never tried it. Night Trap is just awkward to play, and didn't deserve the moral panic, but at least those kids can emulate it now. You'd be better off just watching it on youtube though.
I still think Wing Commander 3 was an amazing game, to this day. (The 10 minute waits to launch a mission on my Pentium was ridiculous though)
> "equity has been damaged by 32x and Sega CD," and that Sony has "effectively leveraged their considerable equity from consumer electronics."
The second part is exactly it.
Sony was, and still is, in the best position to license 3rd party games for their consoles because of their extensive partnerships across several industries.
Even today Nintendo is left to survive off their own 1st party games.
I don't agree the 32x or Sega CD were ever the problem. Sure they lost money on those products, but they still had a very strong brand. I think they knew at the time that wasn't going to be enough to continue in this space and they just weren't going to beat Sony on 3rd party and Nintendo on 1st party on their home consoles which is why they started cutting costs. Today they are very far from a failed business and made a good call.
If you were mid-development of a 32x game in November of 1994 you just found out a lot of the money you'd spend had been wasted. You'll either be releasing a game in a few months on a system with no future (32x) or have to spend extra money to port and release it on the Saturn.
The Saturn never got the sort of third party support that the PlayStation did. Square and Konami released system-selling games with Final Fantasy and Metal Gear Solid. That was in addition to second party games like Gran Tourismo which was a system seller as well.
Yeah for Sega of America. Sega HQ back in Japan saw the writing on the wall when Sony started working on the PlayStation. Sony has always been massive compared to Sega or Nintendo at any point in time. Even Microsoft has had a tough time competing. This was not the hill Sega wanted to die on even if it meant not making consoles anymore. They're still worth billions, just not tens or hundreds of billions. They made the right choice to move on. The fact that fully grown adults still cling to childhood memories of what could have been instead of recognizing clear business decisions for what they were is a testament to their once genius marketing.
Both then and now Sony owns tons of intellectual property, can do whatever it dreams up hardware-wise, sell that hardware at very competitive prices, and has deep connections with just about every major publisher in the entertainment business. Just like how Sega pulled out of consoles, Sony made a similarly smart move by not bothering with its own streaming service. I don't believe they own their little experiment called Crackle anymore. Why bother when you still own the rights to a ton of stuff? Rights that they probably can't even sell if they tried because it would be illegal under anti-monopoly law. That's a better position than even Disney is currently in.
Sony is only as good as their third-party licenses. I'm can't think of a signature exclusive title for the Playstation franchise with a brand value anywhere near that of Halo, Sonic, Mario, or Zelda. I guess Horizon maybe, and the various JRPG franchises that tend to skip Xbox, but you hardly see them running a huge media blitz for the next Dragon Quest (at least in the US)
OTOH, Nintendo always has solid cards to play. They know they can bring out a Zelda or Mario game and a significant percentage of their buyers will grab it day 1.
Without a killer, propriatery IP, they're not only vulnerable to a weak patch of new titles, but they're also at risk of losing the "port war" -- if you can get the same games on PS and Xbox, or PS and PC, you'll get whichever one is better experience, cheaper, etc.
The PS1 on the other hand, I think everyone I knew had theirs chipped by the end.
But then again people who knows Segas history wouldn't draw this conclusion anyway. The Dreamcasts didn't have a chance with Segas past and Sony Playstation 2 hype and money
Major typo correction since I can't edit that post now.
https://www.penny-arcade.com/comic/2001/06/06/the-sucking-or...
“When we saw the first commercials for the Playstation — glitzy, MTV style affairs that spoke to the sort of people we weren't — we began to worry. They were selling our heritage to the same fucking guys who used to beat us up in P.E.!”
Wow, that's quite the historical artifact. I can't get back into the headspace where people like PA thought they "owned" the concept of video games.
Sega was dead by the time the Saturn landed. Sega burnt too many fans when they launched the Sega CD and 32X just to abandon them nearly immediately. Parents didn't want to hear that Sega was launching yet another system. Sega launched 3 consoles in 2.5 years in North America. Sega burnt all their goodwill.
Video games can be an industry of momentum and trust. If you keep launching and abandoning products, you lost the trust and momentum. Developers don't want to commit to a system you'll abandon. Gamers don't want to buy a system you're going to abandon. Sega had shown that it would abandon systems at the first hiccup - and try to get you to buy junk.
Sega's Saturn was also a weird system. It decided to use quadrilaterals instead of triangles and was complex which makes it harder to use effectively.
Nintendo's N64 would be launching a year after the PlayStation. While the N64 might have had more 3D capabilities, many of the games on the system didn't look as good and the 3D gameplay wasn't as compelling as the PlayStation's.
Not only that, PlayStation games were so much cheaper! At $50/game, it was just a ton more affordable than the $70 that N64 games were going for. By the time that the N64 came out, the PlayStation had a huge library of excellent games that were cheap. You even started to see older games for $25.
Sony's brand at the time was like gold. Everyone wanted anything with the Sony label on it. It can be hard to remember what a dominant force Sony was in consumer electronics. They were like Apple back then. When people heard that Sony was coming out with a video game system, everyone would think that it would be the best just based on the brand. Parents would hear the Sony name and think quality and reliability. Especially if they had been burned by Sega, the PlayStation from Sony seemed like buying the best product that would last.
Nintendo still did well. They have their niche. Sega had destroyed their reputation while Sony was the most admired electronics company out there. The PlayStation offered people a non-Nintendo system that they didn't feel would be abandoned and by the time the N64 came out it was established with an amazing game library that the N64 couldn't match.
I found the console pretty lame, no special design, but a few cult games and you settle yourself culturally.
I wouldn't even totally argue that the PS1 was the superior console. It came out first and the fact that it used CDs meant cheaper, larger games. That gave it big advantages. The N64 did tend to have more immersive worlds. Mario 64 was a totally different game from Crash Bandicoot. Crash was great, but didn't have the open-world feeling of Mario 64.
They were very different feeling consoles. I think that's where Nintendo has carved its niche: making something different. Sega was still trying to make the same system and they were no match for Sony. Nintendo has kept trying to do things a tad different from the Wii and motion control to the Switch and its portability. I think Nintendo knows that it succeeds when it can find something unique and different and fails when it produces the same thing others can make.
But the PS1's game library was just so extensive and cheap.
Totally worth it but still sprite issue...
As much of a success as the PS2 was, it probably left the door open for Microsoft. The Xbox had a normal x86 processor and normal Nvidia GPU (and the GameCube had a normal PowerPC/ATI GPU combo). The PS2 was a huge success, but I think a lot of it was built off the momentum of the PS1, the fact that it was backward compatible, and its DVD player. If the PS2 had been Sony's first console, they probably would have lost. Developers would have considered it a pain to develop for and Microsoft would have had a more powerful Xbox with an easier development platform.
I think the PS2 does show that developers will accommodate (if hate) wacky-ass designs if there's momentum. However, Sega had killed their momentum with the Sega CD and 32X with both developers and gamers so the Saturn's wacky design was the final nail in the coffin. Atari had been out of the console game for nearly a decade when they launched the Jaguar so they also did't have the momentum.
The PS2 was a bit pushed by momentum. Developers knew that gamers would buy it because Sony's brand in gaming was amazing at the time and it offered a DVD player so they put up with it.
I disagree. The PS2 had a year head start, a solid early lineup, and a built-in DVD player (this was huge). The XBox also had little traction in Japan, not just from a consumer perspective but a developer perspective as well. It certainly would have been a closer race had the two consoles released at the same time though.
It took several years for third party devs to get maximum performance out of the PS2. Not that early PS2 games were bad but there's a marked difference between the early games and ones made after devs figured out how to better use the PS2's SIMD units and take better advantage of the GPU.
If Sony didn't have six years of history with the PS1 I don't think they could have gotten the level of third party support the PS2 actually had. Devs would have looked at the PS2 and had no confidence Sony would execute on dev support.
Yes, but the same could be said for almost any console ever made.
PS2: Backwards-compatibility and built-in DVD player for less than a standalone DVD player at the time.
But it was fun with the accelerometer controller and less pixels and mips didn't get in the way of that.
I got the NES for Super Mario Bros. I got the Playstation for Tekken. Many others got it for Final Fantasy VII.
If the only game the Playstation had was Tekken I still would have bought it. Sega just never had a hit game that I wanted. Marketing and the hardware didn't matter to me. It was the games.
32/64-bit Nintendo really didn't make games of every genre. They made the games they wanted to make, and if you wanted a Sports game, or a Fighter, or a JRPG, they expected third parties to fill in that gap. It didn't always work (the N64, had, what? Like 4 RPGs across the entire console lifespan?).
In contrast, if you had a Sega Saturn, you had nearly every genre covered by a direct 1st-party game. There's something commendable about that--that you can feel like Sega would take care of you if you bought the system. I can see why it generated a certain level of passion among Sega fans while we in the Nintendo households were resigned to, "Yeah, if we want more RPGs other than Paper Mario or Ogre Battle 64, we're gonna buy a PlayStation.'
Not the ones kids wanted most.
I did get to play it when it was new (the Saturn), and the catalog I encountered was shitty FMV games and a shmup. I was not enamored.
The Dreamcast though, I remember being very attractive. The demos of Sonic Adventure looked absolutely astounding to me. I was late hopping on to that gen of consoles (parents strapped for cash), and still given the choice I went for the PS2, because it had the more attractive catalog and a DVD player. Years went by and I borrowed a GC to play Prime, an XBOX to play Ninja Gaiden and Halo, but I was not that motivated to try the DC.
I'd rather be the creator of the worst thing that people want to buy than the best thing that nobody's ever heard of.
This is all to say, your opinion clearly isn't the universal one.
Although I will also say that they must have known that a lot of kids would already want another Sonic game, so not having one at launch was a mistake. No need to steer people’s opinions if they are already in a convenient place.
Sega also had tons of mindshare. They fumbled the ball and Sony ran with it for a touchdown. End of story.
Tekken, Rayman, Road Rash, Twisted Metal
Even random racing games were for the first time rendered in 3D so it was really mind blowing going from sprites to that.
The opening line up is god tier by modern standards
https://www.giantbomb.com/playstation/3045-22/forums/all-ps1...
Probably for the best since production couldn't keep up with demand, so the PS5 was a slow burner that didn't yet need exclusives to sell the console.
But a better launch lineup would've been nice.
I think Microsoft is the one in a really weird position ever since they started releasing PC versions of basically all their platform exclusives. Not that I'm complaining, but they've pretty much made it so there's zero reason for PC gamers to buy an Xbox, whereas there's still reasons to buy a Switch or PlayStation for the exclusives.
It you're working on a maybe PS5 launch title, you can relatively easily decide to release it for PS4 instead.
Most PS1 titles are tied to a cd-rom, and maybe some of the other hardware, and would have been tough to release elsewhere. Sega CD and 3DO didn't have much traction, TG16-CD and Jag-CD even less, Saturn vs PS1 vs PC was the relevant choice, and I think Sony was better at attracting developers at the time.
Although, it should be pointed out Road Rash was widely ported, launching on 3DO, later releasing on Sega CD, PlayStation, Saturn and PC.
Leading the way was Soul Calibur, one of a handful of games to earn a perfect score from Famitsu[1] and it actually blew away the arcade version (!)
NFL2K was also a launch title and while I'm sure a lot of the HN crowd is allergic to sports titles, it was far superior to contemporary versions of Madden... got correspondingly high reviews as well
Sonic Adventure was pretty spectacular too I thought, I would call that an 8.5 or 9/10 (like a lot of 3D platformers it maybe hasn't "aged well" but at the time, I thought it was spectacular and it was well reviewed)
Power Stone was a blast too.... Hydro Thunder.... bunch of other solid ones. Day one.
https://www.mobygames.com/group/13786/launch-title-dreamcast...
Here was the PS1 launch lineup. Ridge Racer is the only really good title here, excluding previous-gen ports like NBA Jam and Rayman. Toshinden was obviously mindblowing as the first polygon fighter many played but it's sort of a notoriously bad game.
https://www.kotaku.com.au/2020/06/playstation-launch-titles/
But in some ways that just shows Dreamcast had already lost the war before it launched. Sega did everything right and hit the ground running with what many consider the greatest launch title lineup in history, but their rep was too tarnished.
The PS1 also launched several novel IPs.
Dreamcast was years after PS1 when 3D games were a dime a dozen and no one cared by that point. That's why Sonic Adventure and Hydro Thunder are forgettable where Tekken and Rayman are not.
If anything the Dreamcast was competing against the PS2 and Gamecube (despite coming out at an awkward time significantly earlier than the competition)
Dreamcast was years after PS1 when 3D games were a
dime a dozen and no one cared by that point. That's
why Sonic Adventure and Hydro Thunder are forgettable
where Tekken and Rayman are not.
I mean, you could make this same argument to claim that the Atari VCS was better than the NES because the idea of "playing games on your TV" was no longer a novel new experience by the time the NES rolled around.For everything about to say, please note that I'm not arguing one system was better than the other. Just talking about how they fit in historically. I owned and enjoyed all of these consoles.
For me, the Dreamcast was the first "modern" 3D console where everything came together.
PS1 3D games were largely pretty ugly. Jaggy warping textures and the hardware was not really powerful enough for big worlds. Perhaps even more importantly, the lack of analog controls was a very very serious impediment.
Obviously despite this there were a lot of classic PS1 titles. A few games like Gran Turismo even seemed to pull off miracles graphically while other titles like Metal Gear Solid just leaned into the grimy pixelated look.
The N64 was largely a joke to me. You had a standard analog control, but the hardware was clearly a mess. Specifically there was far too little texture memory so every game had these giant low-res smoothed out blurry textures. Again obviously a few games transcended that but in general, man, yikes.
The Dreamcast was the first modern 3D console. The one where things came together. Enough horsepower and texture memory to render actually good looking worlds and the flexibility to do things like cel-shading. You play DOA2 or Soul Calibur and those models still look pretty good today. Lots of games were locked in at 60fps. Etc. Even had the first console MMO.
The Dreamcast really was a wonder and it has a huge place in gaming history.
Competition was fierce. I like the arcade-Sega style of games and enjoyed the DC titles when I got my hands on them, but that was as far as I went.
DVD player
Yeah. This was really a "killer app" for the PS2. That, plus Sega's self-destroyed reputation thanks to the SegaCD/32X/Saturn fiascos. It had far too little time as the best hardware before PS2
It didn't matter because Sony had already won the hype war, EA forsook the DC, and the built in DVD player was something of a killer app itself.BUT If you go back and look at the first year or two of PS2 titles, they were not technically superior to the Dreamcast.
IMO the Dreamcast had 1-2 years as the best hardware on the market, and another 1-2 years on par with the PS2.
PS2 was far superior "on paper" but in reality, the difference was not as large as the numbers suggested at a glance. The Dreamcast did two things the PS2 didn't:
- Hidden face removal, making it vastly more efficient than the PS2 (most polygons in a scene are actually hidden by other polygons, so if you avoid rendering them that's an enormous win [1]
- Free hardware texture decompression, so it needed much less video memory [2]
Those points were subtle, though. The gaming press and internet chatter at the time was largely (and understandably) oblivious to tech subtleties like that.
In the end, obviously, the PS2 actually was superior once developers (and particularly middleware developers) mastered its tricky CPU. But I didn't consider it to really surpass the DC for a while.
That, and the controller was obnoxious.
I liked the controller unlike many, but the failure to include a second analog stick was a real miss. The sad thing is, the DC's controller protocol had support for dual analog inputs. They just didn't forsee the need.___
Meanwhile, PS2 may have had a poor launch lineup but by 2001 it was rapidly improved with Gran Turismo 3, Grand Theft Auto 3 (by itself a killer app), Final Fantasy X, Metal Gear Solid 2, Jak and Daxter, every sports franchise you could want, other smaller hits like Devil May Cry, Max Payne, etc. Meanwhile the Dreamcast was discontinued by March of 2001, just 5 months after PS2's North American debut.
Like I have a Saturn and love it, but I bought it in Japan to play shmups, which are not a popular genre or sales darling.
Was the mainstream market interested in shmups or JRPGs (neither of which Sega of America brought over?) no.
The kids wanted Mario 64, Mario Kart and [insert your favourite big 3D tentpole game from the Playstation side].
Sega had the misfortune of 1) being excellent at making a sort of arcade style game that was waning in popularity and 2) making a type of hardware that was excellent for 2D games that were becoming less popular.
The result is that they had a system that had lots of good games on paper, but which weren't the trendy rising stars the market was looking for.
If they'd made a 3D Sonic game near launch to keep the pace up after folks were done with Virtua Fighter maybe things would have been different, but that didn't happen.
I know I had just got it at New Years 1995/96. It was $399, $790 adjusted for inflation.
It is really one of the worst purchases of my life in terms of the excitement of coming home with it to not playing it a few months after. I had no other games but Virtua Fighter for it and it pretty much ruined my interest in gaming.
One of the best selling games of that generation was a JRPG (FF7), and it was most definitely a popular genre. Interest in it didn't begin waning until the next generation.
> The kids wanted Mario 64, Mario Kart and [insert your favourite big 3D tentpole game from the Playstation side].
There were hundreds of "tent-pole 3D" games released for the N64 and PS1; yet people only remember a dozen or so. By your previous logic on JRPGs (which, again, were very popular in the "32-bit era"), this is not a mainstream..."genre".
Your memory of the whole era feels super anachronistic. The Saturn didn't fail because of it's games, it failed because it didn't have enough of them (by chasing third party developers away) and (as you touched on), the majority of the best ones never left Japan.
The Dreamcast had great games, most people agree with that. Most notoriously arcade games. But they were all somewhat niche, and Sega struggled to get the big licences necessary to achieve popular success. In particular: no EA, no Square-Enix, and way behind Nintendo when it comes to first party titles.
The problem is worse than that:
1. The largest NES cartridge is 64MB, a PS1 CD is 10x that, so imagine 30 carts
2. A lot of the data across the 3 discs is actually the same data. Think character models and attack animations for your party members, locations you can revisit at any time, the base world map, common soundtracks, etc. The disk to disk differences were mostly things like FMVs and event soundtracks as a result. So the minimum data for the game to run would exceed 1 cartridge. So not only would you have to swap discs at certain points in the story, you'd have to swap them at other points, e.g. because you were backtracking. Trying to gather a spell from a starter dungeon for Beta? Please remove Vincent from your party and insert cartridge 2.
> The largest N64 cartridge is 64MB
Hopefully it was clear I meant N64, not NES from context and the PS1 comparison
The N64 also suffered from a margin problem. Game cartridges were sometimes $10-$20 wholesale for producers, while CDs were probably about 10-25 cents. And then they had to pay a hefty licensing fee to Nintendo on top of that.
What's odd to me, is that almost no one on the N64 chose to simply recreate 2D graphics from the SNES era with improved quality. A quality JRPG built with SNES-like graphics would have still sold just fine, but I think the belief back then was that everything had to be 3D and cutting edge to sell.
I'm pretty sure the hardware would have given developers a real run for their money to create a SNES-level JRPG experience with smooth, good quality sprite-based graphics. As far as I know it has no 2D acceleration like the SNES, and a very small texture buffer, which leaves slow software rendering directly to the framebuffer, or low quality texture-based sprites. The hardware was really not designed for this type of game, so few were made.
Not providing any hardware to handle those types of games was a function of 3D being all the rage, and the hardware being very clearly targeted at that, but it also meant that creating 2D games was not just out of fashion, but impractical.
Yoshi's Story is prob best example. 2D platformer by Nintendo with gorgeous graphics. However, it was a lackluster, forgettable game. Still it proves the 64 was more than capable of exceeding 2D experiences from SNES.
Other examples are StarCraft 64, Bust-a-Move 2, Mortal Kombat Trilogy, SimCity 2000, Killer Instinct Gold (character models 2D), Magical Tetris Challenge, Rampage 2, Ogre Battle 64, MK Mythologies: Sub Zero, Clay Fighter 63 1/2 (2D character models), South Park: Chef's Love Shack, Mischief Makers, etc etc
It was more than capable of exceeding SNES quality graphics on every metric. The RDP on the N64 already had to render 2D rasters that were pre-transformed from 3D projections by the signal processor chip.
Remove that 3D transformation step and allocate some RAM for buffer and you had a perfectly capable 2D platform.
So yeah, it does provide access to the framebuffer, and has a reasonably capable CPU - more or less like PCs of the time did, so of course it's a 'perfectly capable 2D platform' but in this era I don't think we were quite at the point where brute-forcing the graphics pipeline in software was 'easy', and the 2D hardware capabilities were... let's say 'not exploited' by Nintendo's SDK.
It wasn't preventing anyone from producing 2D games, obviously good games could be made, it was just definitely not optimized for that, and that just put more pressure towards 3D, that already had a lot of cultural pressure towards it. If the culture was there, I'm sure developers would have hacked away at it and developed it into a strong 2D platform, but without that it was a barrier.
The real impediment I believe was Nintendo themselves... Think about it for a moment. What was the process for publishing to N64? That's right, you had to work directly with Nintendo and effectively get thier stamp of approval (good luck getting enough carts otherwise).
Nintendo didn't want 2d games on thier precious 3d focused console. That simple.
I'd need to go look to recall correctly, but honestly it's 7:30am and I'm waaaay not into doing that rn....
I think that's something that's easy to say in hindsight, but hard to justify at the time.
The switch to 3d gaming was probably the biggest technological leap games ever had. 3d allowed a huge amount of experiences not possible with 2d games. And while early 3d games look incredibly dated now, at the time they were mind blowing and cutting edge. The SNES and Genesis were also too recent to really have any nostalgia, so and thus no real desire for throwback or "retro" titles. Any 2d game on the N64 would probably have felt cheap and dated at the time.
Finally, for Nintendo specifically, they did release 2d titles during the N64 generation. They just released them for the Game Boy (and later, Game Boy Color). There wasn't much sense devoting resources to make a 2d game on the N64 when your 2d-only console is still selling really well.
I'm mainly talking about 3rd party publishers and specifically the JRPG genre. The N64 suffered from a lack of games compared to PS1. It was difficult to do 3D development back then, developers were just getting the hang of it.
In fact that you bring up Game Boy dev as a thriving platform for 2D content is an important point. Pokemon came out during this era. And a 2D N64 based Pokemon would have sold like hotcakes. Instead they built these half baked 3D Pokemon experiences like Pokemon Snap and Pokemon Stadium, which featured no storyline and no overworld.
Even something resembling Super Mario RPG with prerendered graphics on a isometric view would have been fine. It just wasn't generally done on N64. Everyone wanted to mimic Mario 64. The few RPGs N64 did get, like Quest 64, felt so empty, that it would have been much better to just ship it in 2D.
If textures looked better in FF Tactics vs Ogre Battle 64, it is purely due to storage on CD vs cartridge, a notable 10x plus advantage.
Square used a ton of prerendered graphics in their PS1 games. That is to say, they'd farm out the graphics to super computers and then store them as rasters on disc.
Second is Game Freak proper. They have always valued a small headcount. This has been a problem consistently. They never had the staff to make a console game. They always had the same difficulty with building new ideas. And when they were forced to move to consoles with the Switch, they released their worst games yet, absolutely dispiriting games that probably soured millions of kids on the franchise.
They certainly had the staff to make Pokemon Stadium and Pokemon Snap. Most 2D games in the SNES era only needed like 4 to 7 developers. It would have been fine and trivial even to pair Nintendo game artists with Pokemon developers for a true console Pokemon game. It just wasn't done. It took until the Switch to see a true console Pokemon game.
We don’t know everything about the Pokémon corporate structure in the English-speaking world. Presumably Florent Gorges is researching this as we speak. But the common theory is that when Nintendo invested in Game Freak in the early 90s to bail them out, there must have been a requirement of exclusivity for the franchise in the contract. Game Freak made games for other consoles after Pokémon, and the Pokémon cards had Windows games, but the main RPG series that’s been both only on Nintendo and only done by GF. Last year was the first time another company touched the mainline RPGs: another company did the remake of Pearl and Diamond.
With carts, you had to know how many you needed weeks in advance, and were stuck with excess units if the game flopped. Whereas you could have a run of ps1 disks pressed and in your warehouse in two days.
It's a silly argument, IMO, but at the time "RPG" in everyone's minds meant either JRPG (Final Fantasy, Dragon Quest) or PC RPG (Baldur's Gate, etc).
Without Sony's big name and 3D graphics, $299 would have spelled doom ($199 was the standard price before).
I also remember wanting to know what a 'panzer dragoon' was but a lot of the commercials made it seem like you should already be aware and they may have just misspelled dragon.
Virtua fighter was a fine game in the arcade but none of my friends were going to buy a saturn for one game they could play at the arcade or some weird flying sonic game.
When playstation came out, battle arena toshinden felt fast and the characters looked cooler. Ridge Racer felt Way faster than Daytona the music was great and the textures blew my mind.
So even though saturn had a earlier launch the Playstation came to the party with more to offer.
But yeah, having that as a launch title was a big mistake. The gameplay is a weird and unapproachable genre, and the characters flopped as mascots. It was actually made to show off the then-new analog 360º control stick (the "3d control pad"), but nobody cared about that.
The Saturn needed Sonic and didn't have it, and everything else from there was deck chairs on the Titanic.
Though the whimsical fantasy setting of Spyro the Dragon on Playstation was up there too. And I do agree that the Saturn was missing a killer Sonic game. Sonic 3D Blast was a bit too quirky, not 3D enough, and not exclusive enough to be a system seller.
Also I'm a die-hard Sega super fan so totally biased.
Sometimes I think about how weird it was that a JRPG was somehow the most important game launch of its era in America. Everyone bought that game and I'm not sure why. It's a fine game if you're a JRPG fan, and they did a great job moving it away from the usual themes, but it's so weird that it caught on with so many people that had never even heard of the genre or wouldn't have wanted to play a JRPG before.
Was it the FMVs during summons? Why was that particular FF game so culturally relevant unlike any before or after? It was so successful that there was a bubble of JRPGs put into the mainstream for awhile there in the late 90's.
Early JRPGs felt comfortably Western to me because they just lifted the Tolkien-esque medieval fantasy vibe whole cloth.
But FF7 felt like a totally random pastiche of genres that were jammed together in such an unusual combination that I could only imagine someone from another culture thinking to combine them.
Like making an apple pie with hotdogs in it. Yes, nominally it would be super American, but no American would ever think to put those together in that way.
Sony threw a truck load of money into marketing.
When I was in high school I recall taking a bus to school once and the entire bus was covered in a FF7 advertisement.
Final Fantasy was already a guaranteed hit in Japan, but the success in the west can be greatly attributed to a successful marketing campaign by Sony.
Additionally, the non-medieval theme really helped setting it apart. There were guns, cars, televisions, and motorcycles!
It's fascinating to recall the TV commercial in North America featuring the motorcycle cinematic scene, which, ironically, constituted only 2 minutes of the game 50+ hours of gameplay.
Regardless, FF7 was an exceptional game that truly showcased the remarkable progress in video game development, appealing to a wider audience.
I still have goosebumps thinking about the first chapter of the game. It really was something when it came out.
FF7 took it to the next level graphically but kept everything good about the gameplay.. I didn't play it until it was ported to PC, and the 3d accelerated video cards made it look much nicer than it even did on the PSX. It was a masterpiece of a game, the character development was extremely engaging and memorable. And the cinematics of Aerith dying, or Sephiroth walking through the flames... I had never seen anything like that up to that point.
FF7 and Zelda64 (ocarina of time) were the last games I really got into before I shifted to wasting all of my time on the internet instead of video games. I feel like games haven't been as good since that era, but it's probably mostly me that has changed.
> FF7 took it to the next level graphically but kept everything good about the gameplay
Respectfully disagree. FF7 is not an S-tier JRPG by any means. It was a regression from FF6 in that it was linear, had very 2D characters, inferior story and boss, and the fighting system was really basic and lame. But it turned a generation onto the genre and I played it recently and it has aged well in some ways. The Chocobo stuff was great and Golden Saucer for its time was amazing. So a good game but not a great one. Even in the list above quite a few are better. Xenogears in particular.
FF7 is iconic though and easily the most important game in the fanchise. Cloud is iconic even if he's sort of lame IMO.
> I feel like games haven't been as good since that era, but it's probably mostly me that has changed.
I'd agree that Ocarina of Time was probably the most anticipated game I've ever had. But modern games are amazing. They're just better in every way. I don't play nearly as much as I used to but games are just so refined and built on so many years of knowledge now.
The menus and ATB are obviously basically a straight port over, materia are pretty much an adjustment of the similar re-slottable espers from 6 that taught magic, characters' limit breaks from 7 are sometimes clearly based on the unique abilities from 6 (Tifa's for example basically combining Setzer's slots with references to Sabin's martial arts), limit breaks themselves being an evolution of 6's desperation attacks..., even some really specific stuff like the opera house rafters vs. Aerith's chapel.
And then even items like the Atma Weapon or choices like using some thing like Ragnarok to create a weapon or a spell. Totally up to the players style.
Everyone has a different story on how they got through FF6. FF7 was linear.
And yes the Opera House - quite possibly the peak of 16-bit RPG gaming. Absolutely beautifully done.
The FF7 remake is really good FWIW.
> "How Did Sony Do it?" one slide rhetorically asks. The answer, according to Sega, is that it was perceived to be cheaper, its software "looks better than ours," that Sega "equity has been damaged by 32x and Sega CD," and that Sony has "effectively leveraged their considerable equity from consumer electronics." All Sega had to do, according to the next slide, was improve its software, get pricing advantage, improve its advertising, spend better on TV advertising, and "dramatically improve" its game timing. Simple enough.
The success of the Genesis especially in the United States, at least according to this movie, came from a “dream team” when it came to marketing and promotion. This team included Tom Kalinske, former CEO of Mattel.
For a time, this team at Sega of America held the parent company’s ear, and it led to the Genesis breaking Nintendo’s monopolistic stranglehold on the game industry. The Genesis succeeded because of some pretty amazing marketing and the success of Sonic the Hedgehog.
By the time the Sega Saturn came along, this team was gone, and I think it shows.
The CEO of Sega of America, Tom Kalinske, was strongly against marketing the Saturn in North America due to its expected high price tag. He persuaded the parent company to develop and release the ill-fated 32X, and then he put most of the company's resources into supporting it. When the 32X bombed upon release, the decision was quickly made to bump up the release of the Saturn, but Sega of America had almost no software in the pipeline. Ironically, in the end, the Saturn matched the PlayStation in price for most of its life.
A few articles on the topic for anyone who's interested:
https://mdshock.com/2021/04/14/segas-financial-troubles-an-a...
https://mdshock.com/2022/05/09/a-second-atari-shock-the-decl...
https://mdshock.com/2022/08/16/a-cloud-appears-over-sega-of-...
It's not surprising that the marketing guys market themselves the best and therefore end up with the more compelling story. It's just boring and trite. Tell me the story of their hardware. The ups and downs of developing games for a platform that wasn't done. The stories of turmoil, as the executives started demanding more features to match the competition.
That the vision seems to have been in marketing in Sega's case shouldn't take away from all the engineering effort that went in as well, but the vision, and thus credit, is on marketing making the right decisions. There are plenty of other engineering companies that likewise have a good vision.
When the Sega of America marketers were put in charge of product development and stopped relying on Japanese products, they were unable to replicate their success. They followed questionable practices derived from the toy industry (from where CEO Tom Kalinske emerged), such as a heavy emphasis on expensive licensed titles over original franchises.
IMHO, there can be multiple "keys" to success. The hardware has to be at least adequate (and IIRC, the Genesis beat the SNES to market by a couple years), and so does the marketing.
I've never seen that documentary, but it's possible Sega's marketing for the Genesis was relatively better than average, compared to the hardware.
I think this has a lot to do with the personality types that are attracted to sales/marketing vs hardware/software developers. One group is typically outgoing, bombastic, in your face, talk your ear off, no problems bending the truth to fit the narrative while the other group is not. (care to guess my sentiments on marketing/sales types ;-)
The number of passionate developers that can talk about their project in compelling way to make the average person interested is pretty small compared to the number sales people that will make you absolutely want to buy something while at the same time have little to no actual understanding of what they are selling or care to.
At the same time I'm not convinced that these failures are entirely orthogonal. Developer marketing is still marketing. At some point during the Saturn's development someone should have said "hey, maybe we shouldn't make developers juggle five CPUs to get decent performance." Letting the system engineers go wild with power is how you wind up shipping a system that looks really powerful on paper but nobody can actually develop games for. See also: the PlayStation 3.
[0] Which itself wasn't even as functional as the PlayStation's. If I remember correctly, rendering to a texture was either impossible or merely very difficult. SEGA also stuck a PPU in there as well which you could use for some effects but it didn't make up for those missing features.
The Saturn was made to be the ultimate 2D games machine. It had incredibly powerful 2D sprite hardware. But, then the PS1 announced it was all about 3D! Suddenly the hardware engineers were ordered to retrofit 3D into their 2D beast. So, they tacked on a second CPU and some other chips as fast as they could. If you open one up, you’ll see wires haphazardly stretched across the boards connecting the extra hardware to the original design.
The Saturn’s “3D rendering” was a clever desperation move. Turns out, with powerful enough 2D sprite rendering hardware, you can scale, rotate and shear a square 2D sprite into the distorted configuration that is equivalent to an 3D transformed rectangle viewed in perspective…. So, just tell the game developers to build their 3D scenes out of sprites instead of triangles!
For example very first revision of the Mega Drive in Japan did have an extra PCB and wires to fix a bug though. But only the first revision, it went away by the second.
For example: The Turbografx-16 was a pretty nice system with awesome games that did well in Japan but had next to no presence in the US. Very few people owned one as their only system, so it was mostly bought by video game aficionados who had to have every system. (And I guess reviewers for video game magazines.)
The 3DO by contrast had great marketing (lots of commercials, ads in every magazine) but had expensive, lackluster hardware and only a few decent titles. Although to be fair it had higher ambitions than just being a video game console, so that identity crisis was one of its major struggles.
Slick marketing and Sonic made the Genny a contender. Lax content restrictions at a time when gamers were thirsty for more mature content put it over the top.
Mortal Kombat made a lot of headlines and sold a lot of copies, but I’ve never seen stats that suggested it drove console sales one way or another.
I think the greatest offenders are 3D pie charts. The application of perspective skews the apparent size of each section, completely defeating the purpose of pie charts.
On the pricing front though... oh boy. You are not gonna survive as a hardware company when Sony jams a DVD player into their gaming console and sells at a $100+ dollar loss just to pump up the DVD standard
Edit: Soul Caliber isn’t Sega IP, but the rest are
Also, folks? Soul CalibUr.
13 year old me gasped when they announced Sonic Adventure would be released on Gamecube. That's when I knew the jig was up.
It was like when the Soviet Union opened a McDonald's in Red Square. You knew the jig was up!
CDs cost basically nothing. Sony would make them (because of the copyright protection) but Sony was a music company. They could easily churn out millions of the things a week, or maybe a day. So it was possible for them to just make more physical product to sell the Nintendo ever could. Far cheaper.
Storage size was also a big issue. Full motion video, CD quality audio, more levels… The PlayStation could do things that the N64 just couldn’t do to storage size.
Do you remember the “magazine“ PlayStation Underground? You would sign up and Sony would send you a disc once a month with videos and demos and such.
Something like that is 100% impossible (financially) with cartridges.
PS1, you could play your CD musics and play games
PS2, you could play your DVD movies, play games and play online!
PSP, you could browse the internet, watch movies, listen to music and play games on the go!
Sony kept innovating and that helped the industry move forward
Now they are exploring with VR..
What the competition been doing during that time other than complain?
You see that kind of similar success with Nintendo and the Wii, they innovated and attracted the mass, and they repeated it with the Switch
Sony gets lot of unfair criticism in my opinion, Apple did the same with the iPhone, they offered something unique that people wanted
If Microsoft wants to turn the table, they'll have to offer something interesting, 2 console with different specs just aint it
What's funny is the NES was a personal computer in Japan (Famikon - Family Computer) https://en.wikipedia.org/wiki/Nintendo_Entertainment_System#...
The original XBOX having built in Ethernet and a HDD meant that they were first to establish a proper online service and then they built out the whole infrastructure to enable voice chat and social. Reminder that this was before Skype, Facebook, and even Myspace! They essentially built the first real online voice communication and social network.
Contrast this with the PS2 which was a bolted on online experience. You had to buy separate equipment to connect it, the support was limited to a handful of games and each game had their own custom infrastructure. It was a legacy console in this regard.
They followed it up with the 360 adding a whole layer to the gameplay with things like achievements, expanding the console to include things like Netflix while further solidifying their online offerings. The 360 helped make online video streaming into what it is today. It allowed people to spend more time doing things with their "box" when they didn't want to play video games. Then came the massive support for indie titles and the app store. Wanted to play a classic? You can in minutes with the app store. (Sony eventually copied this but MSFT was first out of the gate).
Sure Microsoft fumbled multiple times, which company hasn't? You can list numerous examples where Sony, Nintendo, and Sega have messed up. But Microsoft has definitely innovated and helped move the industry forward.
They started the development of the PS2 in 1997, released in 2000
It was the early days of the WWW, nothing ready for movie streaming for the mass
https://en.wikipedia.org/wiki/Timeline_of_online_video#Full_...
An ERA full of software patents WRT multimedia codecs
"Screw Technology, what is bootleg 96/97". There is a text above it, "Be the" ?
"RR - What were F?96 SW s? limitations"
"RPG's most messea?"
"Stupid approach"
“RR - What were FY96 [Financial Year '96] SW sampling limitations”
“RPG’s most messy” (with a superfluous letter in there).
And the last line reads "STUDIO APPROACH".
"sampling limitations"
"Studio APPROVED"
I can't work out "F?96" and "messea"...
Sega released the (backwards compatible) Genesis two years before Nintendo released the Super NES -- anecdotally, I knew far more folks with SNES than the Genesis, and my impression was that was true all over NA.
Again, Sega released the (backwards compatible) Saturn two years before Nintendo released the N64, but I didn't know anyone at the time who had a Saturn and a few who had the N64.
My recollection was that Nintendo kept promising their console "tomorrow tomorrow" so that folks wouldn't buy the Sega consoles. And I think it worked.
I don't know if this played out in Japan and Europe, but in NA I think Sega was doomed long before the original PS.
The late arrival of the N64 did little to hurt the Playstation, so you can't pin Sega's failure on Nintendo's delays.
In Europe, the Genesis (and Master System!) were even bigger than they were in North America, but the Saturn still bombed and Sony still ruled the next gen.
In Japan, the Saturn was actually quite successful - more popular than the N64 actually - whereas Sega's previous systems never really caught on. But, again, it still lived in the shadow of the mighty Playstation.
And, as a nit: the Saturn wasn't backwards compatible. The Genesis was, but no one outside of Europe and Brazil cared about the Master System.
I've heard this but IME "everyone" had an SNES while only a few people had a Sega Genesis -- and many of them also had an SNES. Maybe it was just folks I knew, but I went to college in a different state and SNES was much more popular among them.
So I know what I've read but it's so far off from my (pretty broad) experience that I wonder if the stats are misleading.
> The late arrival of the N64 did little to hurt the Playstation, so you can't pin Sega's failure on Nintendo's delays.
I think Sega got caught in the middle between Sony and Nintendo (they're completely different markets now) and many folks who would have bought a Saturn instead held out for Tomorrow Tomorrow on the N64, which was what I anecdotally saw with the Genesis vs SNES.
> And, as a nit: the Saturn wasn't backwards compatible.
The NA Saturn could play Genesis games. I didn't own one so I couldn't test if it played Master System games.
> The Genesis was, but no one outside of Europe and Brazil cared about the Master System.
I feel personally attacked. ;) I don't remember why I got the Sega Master System over an NES, but it may have been for Phantasy Star.
To the original post, I agree the Sony Playstation hurt Sega significantly, but I think Sega was in trouble before the PS hit the shelves (in part because of the issues w/ the SegaCD and 32x, as you said).
Edit:// I actually own nearly all of Sega's consoles
[1] https://www.youtube.com/watch?v=g-XXTobhao4 [2] https://www.amazon.com/Purple-Cow-New-Transform-Remarkable/d...
For those who don’t know what this refers to, Sega showed off the Saturn at CES (?), announced it was launching that same day, and would cost $399. That’s $800 converted to todays dollars.
Sony had their presentation later that day. The Sony gentleman got on stage, said ‘299’, and walked off. That was it.
Sony got ALL the news. The Saturn immediately seemed overpriced and had to prove it was worth the extra money, which they were unable to do enough to succeed.
Additionally, because Sega bumped their launch up by months WITHOUT telling many partners, they pissed a bunch of them off. Huge important retailers like KB Toys who didn’t get early stock not only refused to carry the console, they pulled all existing Sega stuff off the shelves too. Game developers were caught flat-footed too and didn’t have their games ready.
Sega basically botched the entire launch in the US thing. And it came back to bite them when the Dreamcast came out.
This vaguely reminds me of the Nintendo Switch, which launched without really having any games going for it. Mario Kart 8 and Breath of the Wild were both available on release, ported from the Wii U. You could also get Rayman Legends (ported from the Wii U, four years old) or Disgaea 5 (two years old, but ported from PS4, so new to a Nintendo console). Super Mario Odyssey (original to the Switch!) didn't come out until 8 months after the Switch released. They never have done a Mario Kart for the Switch. Donkey Kong Country: Tropical Freeze (ported from the Wii U) released for the Switch 15 months after the Switch released.
But everyone loved the Switch anyway; the fact that on release there were zero new games (and maybe up to two old games that were to your taste) available didn't seem to hurt anything.
https://open.spotify.com/episode/1cYnQRvFySAG8n3Hu5or44?si=9...
There's an arguable public interest, if the documents are genuine (less if genuine but cherry-picked), but does that override respect for the IP of the company and privacy of named people?
25 years is quite a common timeframe for declassification. I would assume that's quite reasonable timeframe for journalistic standards as well.
https://www.justice.gov/archives/open/declassification/decla...
https://www.cia.gov/readingroom/collection/crest-25-year-pro...
Sega documents, on the other hand, seem more like fodder for an MBA student's case study, and anecdotes to drop in popular business books. Which seems much lower public interest, to plug into whatever cost:benefit calculation.
I don't have a good sense of what should be done about the Sega documents. (Hypothetically, were I a journalist but knowing only what I do now, and the documents had been leaked to me only, I'd probably try to authenticate them and determine the motives of the leaker, and then I'd have to get advice from others.)
Not specific to the Sega documents, I'm frequently concerned when I see some kind of information leaked/stolen, and the appearance is that everyone automatically considers it free-game for all purposes.
That appearance might only come from a vocal minority, but when no one questions or objects, it looks universal, and like a sociopathic culture.
Note this applies to news organizations. Individuals under private agreements (NDA) are a different matter.
> does that override respect for the IP of the company
There are no issues here since US copyright explicitly allows for fair use of copyrighted materials for the purposes of criticism, comment, and news reporting in particular.
> and privacy of named people?
Work-related creations and communications are not personal private information as health records are. Without getting into the espionage and hacking tangents, by and large, if the company can't safeguard its internal output, that's on the company.
> It varies by country
Does what is ethical vary by country? That would make it difficult to argue for changes to whatever is currently considered ethical.
The current situation is actually pretty nice - there are three big players with big market shares from which neither has a clear monopoly.
Microsoft is seriously thretening to break that by buying themself a monopoly in game publishing though.
Xbox One (2013) sold 50 million Units compared with PS4 (2013) selling 113 million units.
Xbox X/S, their 4th gen Xbox, has sold less than 21 million units since 2020, when it was released, compared with PS5's 38 million units in the same timeframe.
Tbh, the latest gen of consoles is pretty underwhelming for me, I don't know how others feel.
The power of the last two generations of console have allowed developers to make high quality games cheaper. But they are also lazier. We aren't seeing the hyper optimized experiences that fully utilize the hardware like late generation PS2 and PS3. Consider that a PS3 has only 256 Mb of main RAM and 256 on the video card.
The S is pretty readily available but is less powerful than the previous mid generation upgrade, the Xbox One X. Given that until very recently most games supported both generations there was basically no reason to upgrade from a One X to a Series S
https://www.microsoft.com/en-us/store/collections/xboxseries...
This graphic from Microsoft shows clearly why the console industry is struggling. https://news.microsoft.com/wp-content/uploads/prod/sites/642...
Practical computing performance plateaued like 10 years ago, which is why you're feeling unsatisfied. This applies to all markets of computing besides enterprise: Desktops/laptops, consoles, phones/tablets, all of it.
Plenty of people refuse to upgrade from their Sandy Bridges and Skylakes for Windows 11 because they still run everything fine. Plenty of people find smartphone upgrade cycles unjustifiably short because upgrades bring so little in practice.
As I mentioned earlier, the only computing segment still seeing significant leaps in performance to warrant constant and frequent upgrades is the enterprise, most obvious of which is the current "AI" fad.
They had to back pedal from that, brought in Phil Spencer, highly acknowledge in the game industry, he rebooted the whole XBox One approach, re-introduced the indie development support (yet another thing dropped in the meantime) as ID@Xbox program.
The pandemic delivery issues with the Xbox Series X and Series S, and the fact that dev teams have to consider two different hardware models when targeting the XBox made it less atractive than targeting the Playstation or Switch.
So even though they managed to recover from the mess with the XBox community, the efforts to recover from it have left it on a third place in regards to overall sales.
They manage to screw it up more often than not, and then wonder why nobody buys a Zune or a WMR headset or a Windows phone or an Xbox...
That's an unusual way to put it. That a platform succeeds by attracting developers wouldn't be new information for Microsoft. They are famous for being extremely outspoken about that very viewpoint. Steve Ballmer gave a famous speech with the line "Developers, developers, developers, developers!".
I've got a great gaming rig, if I was to get another console on top of my switch it would always be a PS.
Why bother buying the games console, if the same game is available by other mechanisms, the exact same game not a port.
Sega Enterprises is a Japanese company that founded the subsidiary Sega of America to market its products in North America. Sega Enterprises can trace its origins to Americans such as David Rosen who were in Japan after the war.
By the mid 80s, CSK, a Japanese software firm, purchased the company from Gulf and Western, the American owners at the time. They then established Sega of America, so I say "of Japan" to distinguish the Japanese office.
The name Sega, is derived from Service Games of Japan, the name in the 1950s.
https://en.wikipedia.org/wiki/Dreamcast#Technical_specificat...
https://en.wikipedia.org/wiki/PlayStation_2#Technical_specif...