The Sad Story of Sega's Many Mistakes
Via Press the Buttons, an interesting interview at the Sega-16 site with former Sega president Tom Kalinske. The company's former head burns bridges by laying blame for failures in the company, discussing the ways in which the Japanese office tried to run things, and revealing some of the phenomenally bad ideas the company somehow managed to overcome. From the article: "He was selling the Genesis with Altered Beast as the pack-in [instead of Sonic], and he was selling it at $189.99. There was also very little software activity going on in the U.S., and he hadn't built the company up (gotten permission to hire or didn't have the budget to), so there was no progress being made. If you remember, Sega sold the 8-bit machine - the Master System - prior to that against Nintendo, and it managed to get a 2% share of the market."
You can make almost anything a succes by just marketing a product down peoples throat. This may sound weird but its true because most things are not even worth before you bought them. (just think of a game you recently bought, was it worth it?)
I knew about Nintendo's part, but I had no idea that Sega was involved with Sony as well.
This is insane! Someone mod the interview +1 Insightful.
'tis a more worthy name, sir.
Infuriate left and right
1. Pulling support for consoles before they even have a chance to fight on the market (SegaCD, Saturn, Dreamcast)
2. An utter disregard for advertising. I've said it a thousand times; I'll say it again - you couldn't swing a dead cat without hitting a PS2 or X-Box commercial. Even Nintendo had their share of marketing blitz. The Dreamcast? Word of mouth does not work well in console sales.
Okay, maybe three.
3. 32X.
Seriously, the only DC commercials I remembered seeing were for a Sonic game, months after hardware production for the DC had been terminated. Erm, what - the - hell? I hope nobody at Sega is wondering why they were the first true casualty of the modern console industry.
Through the early and mid 90's Sega had two things: the Genesis and Sonic. Yeah, the Genesis died an early death, but hardware won't last forever. The marketing was great though those days, and some lessons should have been learned, but somehow everything Kalinske mentioned worked was forgotten on the Saturn and DC. Because, as he said, Japan hated the American division's success.
And what have they done with the Japanese/American Sonic property since the days it more or less saved the company? They made it Japanese. And killed it. Since Knuckles' Chaotix, when they started loading in additional characters, piling on fluff at the expense of gameplay, the franchise has been struggling. Sonic Adventure 1 and later continued that theme while adding DESU SUGOI KAWAII SUPER RADICAL AMERICAN ATTITUDE ^___________^ without realizing that in America, the fad had thankfully disappeared in the mid 90's. It's grown more popular in Japan, at the cost of losing North America and European audiences. Now, even as Sega's only household franchise, Sega's made no efforts to save it. A run of OMG ATTITUDE games with poor controls and poor quality, Battle, Heroes, Shadow, has pretty much eclipsed what fond memories American gamers had for the series. The game for the Wii might change public opinion and bring the franchise back, but it's too early to tell.
So Sega's bludgeoned the American influences from their company and development... and looking at the last five years, can anyone say that was a good move? Can anyone rationally guess why?
My problem with spontaneous human combustion is that never seems to happen to the "right" people.
Two words on why this could be an incredibly bad idea in practice: Johnny Turbo (also Wikified for your pleasure).
It can work somewhat well (witness the Game Gear vs. Game Boy battles and the infamous "Fly Plaything, Fly" commercial for NiGHTS) when done correctly, but as both commercials show, the "ridicule 'em" method will get you a first down, but not a touchdown; or in the case of NEC's (TG-16) Johnny Turbo, an ejection.
As an aside, again Kalinske, FTFA: "If you remember, Sega sold the 8-bit machine - the Master System - prior to that against Nintendo, and it managed to get a 2% share of the market."
Well, it certainly didn't help that the distribution network was provided by Tonka Corporation (yes, the "toy construction truck" Tonka). Heck, my After Burner SMS cart storage box says on the back:
Disributed by Tonka(TM) Corporation 6000 Clearwater Drive Minnetonka, MN 55543 Sega: From Tonka AFTER BURNER, A FOUR MEGA CARTRIDGE and SEGA are trademarks of Sega Enterprises, Ltd., a CSK Group Company. ©1988 Tonka Corp. All Rights Reserved.
I'm glad Sega learned their lesson eventually WRT the Genesis/MegaDrive, but it's too bad the cart didn't come with a free Caterpillar Dump truck...
Sega's 9-9-99 ad blitz was all over the TV during the 1999 MTV Video Music Awards. I was quite the Sony fanboy at the time and disregarded it all, but I remember seeing the "it's thinking" ads for several weeks/months prior to launch and actually raising an eyebrow to the in-game models imposed on real-life settings.
Hell, my local Hollywood Ave. rented imported DCs and games (with a ~$200 deposit for the console) the summer before launch.
"This is considered plagiarism."
Theres a page 2 and 3 you know.
Chicken fried butter sticks? Do
Even as a kid I found Final Fight a little disturbing, at least the arcade version. The more you beat up the female baddies, the more you were rewarded with titilation in the form of their shirts lifting up and cleavage coming out from underneath.
Bill Clinton: Pimp we can believe in. - The Shirt!!!
"He was selling the Genesis with Altered Beast as the pack-in [instead of Sonic]" Well, it's not like Katz would have had a choice at the time. Altered Beast was indeed the bundled game for the Genesis at release, but Sonic wasn't even out then; it was released in June of 1991, and it replaced Altered Beast as the bundled game around that time as well.
Finally some answers or at least a different view of the inner workings of the once mighty Sega. The N64 event alone was enough to blow my mind. Incredible stuff.
Morality, filters both ways.
The Master System was big in Brazil (even up to the 2000's). They even had a Master System VI, including a wirless version and even a port of Street Fighter II. The Master System (II) was also quite big here in New Zealand, I only knew 1 person with a NES (I don't know where they got it from I even seen a NES for sale). Wonder Boy III rocked!!!
http://row1.info
Yea, and of all the dumb slogans: "it's thinking" is what I would usually say as my computer pauses and is thrashing away as I switch programs, etc. Not exactly a positive image for a computer/video game.
Sega built up a reasonable buzz and had a very successful launch for the Dreamcast. But they didn't really keep it up or do a good enough job against Sony's FUD.
So Sega could have rolled out a CD-based system as powerful as the N64, and also been first to market. Too bad about those childish execs at Sega Japan.
Well, Sega wouldn't even have gotten the chance if it wasn't for the same foolish mistake being made at Nintendo. That entire generation of management pretty much proved it needed a new competitor in order to force it to get its shit together, and in doing so they brought in Sony... The irony is that now Sony's execs are screaming "we don't derserve to stay in the console business" even louder than Sega or Nintendo ever did. This industry has no learning curve.
Sendou Wave Kick!!
A little off topic here (hi Mom!), but the Sony/Sega/Nintendo Playstation story is similar to 2 other stories I've heard lately.
Microsoft, who had more Mac programmers than Apple, only created Windows when Jobs refused to license their OS more broadly. (Gates was a big booster of what Apple had done and so literally Windows was intended to be a copy of the Mac OS with different licensing.)
Apple approached Creative about co-branded MP3 players and a joint venture and only created the iPod when they were rebuffed.
Even now, after all these years, those people do not understand what made SEGA in the first place. SEGA was the biggest name in the arcades because it had the most impressive games: Outrun, Afterburner, Space Harrier, Powerdrift, Virtua Racing, Virtua Fighter, Virtua Striker, Daytona USA, SEGA Rally.
What is common between all these games? they had the best technology for their era, allowing SEGA to present perfectly balanced gameplay and tremendously good content.
SEGA arcades are divided into two categories: a) superscaler games where bitmaps where scaled and rotated with amazing speed and b) polygonal games.
At the time of SEGA's height (from '86 to '96) which SEGA home console could reproduce SEGA's recent arcade hits with 100% the same quality? the answer is simple: NONE.
I went to the arcades and saw Outrun...cool! I want to play it at home. Could I? nope. Megadrive's Outrun version was mediocre. Same goes for the other superscaler games.
Then after a few years I saw Daytona USA. Great! but the Saturn could not play it! Although the Saturn could easily play SEGA's previous generation of games (the superscaler ones), it could not play the polygonal arcade monsters SEGA had in the arcades.
In other words, SEGA created its fame with a certain style of games and then destroyed itself by denying people to play those games...
What SEGA should have done is for Megadrive to be Saturn and Saturn to be Dreamcast. SEGA's consoles were always a generation technologically behind what people wanted, and thus developers went with Sony and Nintendo, and then consumers followed.
They couldn't advertise the Dreamcast because they had spent most of their money investing in producing the hardware and games. They put all their money into the Dreamcast hardware launch, what little money they had left after dropping the Saturn and not having any profits for quite a while (save for some declining arcade game sales). Before dropping all their money on the Saturn and then terminating its life early to start work on the Dreamcast (which required $$ for R&D as well), they had spent a lot of money on the ill-fated 32X launch. Sega simply did not have the cash.
As for the 32X being a failure, that was mostly because SOA did not know that SOJ was producing the Saturn at the same time as the 32X, so they launched the 32X as their next-gen 32-bit platform, and then SOJ launched the Saturn as their next-gen 32-bit platform. Consumers were confused and enraged.
The biggest part of this failure was that Sega had released the Sega CD and not produced so many games on it (although enough to satisfy gamers), then produced the 32X with hardly any games on it, then dropped it and left gamers in the dust. Then they had the gall to expect that gamers would jump on the Saturn. They shot themselves in the foot. If they just had never made the 32X, Sega could be in a whole new place right now, but as the article mentions, SOJ wanted to run things without informing SOA, who was trying to do their best according to what SOJ did tell them to do.
Twinstiq, game news
First there was the SEGA Master System against the NES. Fine.
Then there was the SEGA Genesis against the SNES. Fine.
But then, we got the CD-ROM extension. And then the 32X extension. And then the Saturn.
Then there was the Dreamcast (with games that look better than most PS2 games).
The problem here is that SEGA killed their own customers with the CD-ROM, 32X and Saturn. People were tired of paying for new SEGA hardware. People didn't buy the Dreamcast not because it wasn't a good console, not because there wasn't any games. They were wondering if the Dreamcast would last even one year, given SEGA's habit of releasing new hardware too fast before that.
New hardware every 4-5 years is a good thing. New hardware every year will simply destroy the credibility of your current system.... unless that new hardware can play the old games too.
Actually it did work for the Genesis; before SEGA stopped supporting the hardware, the Genesis had a 51% market share. The problem is then that they dropped the support and concentrated on the 32X/Saturn, instead of just focusing on the Genesis until the Saturn was ready to launch. Consumers did not need that whole 32X diversion. The marketing for the Genesis is practically what saved SEGA from obscurity in the U.S. Everyone remembers the SEGA Scream commercials.
On your other point, the Genesis did a bunch of stuff the SNES could not either, so your point is moot. The SNES was pretty much a NES with extra graphics and sound co-processors. The SNES could do a bunch of pre-set effects that looked nice and were easy to implement so they were used all over the place.
The Genesis had a much more powerful core, so it could still accomplish quite a lot, and more in some situations, but with more programming. Check out Adventures of Batman & Robin on Genesis, it's filled with effects done in software. Same with Mega Turrican, Gunstar Heroes, Contra: Hard Corps, and Vectorman 1 & 2.
The advantage that the Genesis had was that you could use the effects in any way you want, since they were programmed though the software, instead of being limited to a few pre-set hardware functions like the SNES, so you could have multiple rotating/scaling elements like in many of the games mentioned above, whereas on the SNES you could only do one scaling or rotating background at a time and not individual sprites (so you couldn't do the multiple enemies zooming at you in the elevator shaft like on the first level of Mega Turrican, and you couldn't do the rotating helicopter against a rotating sky background like on the boss in the Airship level of Gunstar Heroes), and you could apply transparency only to an entire background at a time, or not, so you couldn't have multiple transparent objects (like the flashlights the enemies hold in Batman & Robin), etc. Don't kid yourself, the Genesis could do a helluva lot. On the other hand, the only game with software mixed with hardware effects that were used to such a good extent on the SNES was probably DKC2: Diddy's Kong Quest.
Twinstiq, game news
I was a big Soul Calibur fan and, while it was still popular in the arcades, the Dreamcast comes out and there's this perfect port of it...I was literally stunned at the prospect of being able to play *exactly* what I had in the arcade at home. Same with Crazy Taxi, House of the Dead, Sega Rally 2, etc. I was able to directly translate slogging through all of SR2 on the DC to wowing people at a fancy arcade in Time Square.
The Dreamcast was the machine you wanted...it had all of Sega's great games (I know, SC was Namco) and could play them extremely well. But sadly, arcades were already disappearing and people assumed that anything by Nintendo was a toy, Sega was crap, and Sony was where all the cool kids were. Real shame...I still have my DC and it still plays and those games are *still* a lot of fun, even if I can't find an arcade to show off my mad skillz anymore. Ah well, thanks for the memories, Sega!
I half disagree with you. Yes, Sega did a magnificent job of burying their heads in their collective butts, but despite their best efforts to totally muck it up the Dreamcast turned out to be a surprisingly kick-ass system. No, it wasn't perfect- the GD-ROM format was a mistake when they could have been the first console to support DVD- but it had a lot of very smart features. Four controller ports, built-in modem (which could be swapped out for a NIC interface!), a memory card (the VMU) which doubled as a secondary display and interlinkable pocket gaming device, etc. etc. etc.
Though I personally have a strong preference for the PS2 controller (the DC controller doesn't fit my hands well, nor does the X-Box controller), the variety of controllers available for the DC really stood out. Sure, the maracas and fishing pole controller were silly, but they attracted attention to the platform in a way that Sega's lackluster marketing never did. Additionally, the DC not only had keyboard and mouse controllers available for it, but actually had games which could use them!
I'm tempted to list the ability to boot off of CD-Rs without any hardware mods as a plus (I first got a DC to play around with Linux on it), but it also made piracy rampant, so that's a tough call.
My point is that the reason why there are still "Dreamcast freaks" out there is that the system had a lot of good things going for it. Unfortunately Sega wasn't one of them.
Boundless Expansion, Self-Transformation, Dynamic Optimism, Intelligent Technology, Spontaneous Order- BEST DO IT SO!