DinosaurNerd89
Banned
They dropped the ball too many times, on too many things, and then the Playstation came along, gave Sega a Nelson "ha ha", and the rest is history.
That too.Some shitty hardware decisions coupled with too heavy a focus on arcade style software at home when the home console market was moving away from that.
The only thing SEGA was offered was to become a PS developer, which looking back might have been the right move.I didn't say that Sega was offered the PS hardware.
Certainly, but it does not make the hardware rushed.I love the Saturn don't get me wrong, but there is more to consider than hardware and dev tools. As I understand Sega USA was blindsided by the announcement of the early Saturn launch, so you have to imagine this affected their marketing ability as well.
Certainly, but it does not make the hardware rushed.
Many 3D games on Saturn are outstanding for their time by the way.
If you put the best looking 3D Saturn games from 1995 to the best looking PS1 games of 1995, the PS1 has no edge.If you put the best looking 3D Saturn games next to the best ones for the Playstation, the later clearly has the edge.
I bought the Sonic Mania game and played it for a bit and thought, "ya know, this isn't that fun." Sonic games were just never fun.I'd just like to remind everyone that Sonic was never good.
Facts.the tried to get a jump on next gen by releasing the Dreamcast. Yes a great system I got one near launch but again it was brought early to beat the competition.
It was an ever growing software/hardware giant of video games. There were pushes they made which I feel were in the right direction (Saturn JP seemed to pull off well) and others which were questionable. For example -- the amount of add-ons to the Megadrive that never became mainstream in North America. The combo model 1 (Megadrive/Sega CD) is somewhat of a rare item and was cutting edge but even after producing a second model (the one most are familiar with); it never really put them first on the CD-ROM driven consoles. Megadrive was given the 32X add-on which seemed would have been more appropriate if Sega had ported all the 32 material from carts to CD and given it to Saturn North America. This never happened. While Saturn was dropping out of the U.S. market, they nearly put out the Sega Neptune. This didn't happen and rather than following up the Gamegear with an original predecessor; rather they released the Sega Nomad...a portable Megadrive.I think there's no doubt to anyone that "peak Sega" was around 1992 to early 1994.
This was when they were on top of the world. They were outselling the SNES and pumping out hits like SOR2, Sonic 2/3, Shining Force, PS4, Virtua Fighter and Daytona USA in the arcades.
Sega was at the peak of their creativity and quality. During this time they made some of the best games of all time. It's like they could do no wrong.
But by around 1994, cracks were beginning to show. SOR3 felt unfinished and rushed and didn't live up to SOR2. The Sega CD while popular never really took off.
Some of their other big games like Sonic CD and Eternal Champions failed to live up to the hype.
It just seemed like they started to lose focus around that time. Trying to do too many things and not focusing on just making great games. There might be some deeper reason behind it though.
And you would have put these TV quality videos on CDs and had no storage issues I suppose.but it should have come with SNES like capabilities out of the box, and who at Sega thought the full motion video was of acceptable quality when it didn't even look as good as what you had on TV
It was only Core Design who really looked at taking advantage of the system, they didn't even bother doing that with Commodore's answer to the Sega CD...And you would have put these TV quality videos on CDs and had no storage issues I suppose.
To achieve what the Mega-CD achieved in terms of visuals and capabilities, we were already looking at much more expensive hardware than the MegaDrive 2 itself.
If SEGA had to put another VDP and video out on the console, the price would have skyrocketed. Let's be real for a second, the Mega-CD was already a super ambitious product and for an add-on of this price, it had some very good sales numbers and also a good library of games.
Core did some great job but they are not the only ones. There are a ton of games that make great use of the Mega-CD from other developers. Mode 7 special effects got very old and never looked that good, let's be honest. The way Game Arts used the console for Lunar Eternal Blue is much better and created a game that never ages. It puts to shame all the compressed videos we got on 32 bits consoles. Many games had Redbook Audio which again, was dropped on 32 bits consoles most of the time. The Mega-CD has some great features going for it.It was only Core Design who really looked at taking advantage of the system,
And killing Sega it went for game makers and gamers.Way too many mistakes. Sega CD, 32x and Saturn. By the time they released Dreamcast, nobody trusted Sega anymore.
They went third party, that was a very good decisionSega had the worst management ever. They did not make one good decision after the genesis.
Prove me wrong.
I actually feel it is the opposite. Because the Mega Drive really WASN'T successful in Japan, being third to the SuFami and PCE, they kept coming up with all these gimmicks unnecessarily. SoJ couldn't see what was actually working for the US and especially Europe. So they were trying to correct for a market they were failing in at the expense of the markets where they were successful.Some have mentioned that Sega JP and NA not being on the same page and this is big. I feel they weren't willing to let go of the success of Megadrive and the focus on a quality CD-ROM based console (which was indeed the Dreamcast) was too late.
In terms of sales maybe.
In terms of creativity, no. Model3/naomi/Dreamcast, from 1997 to 2000 era was the peak.
I think the cracks started appearing circa 1992 when Project Saturn was launched, originally intended as a 2d powerhouse with modest 3d capabilities, they failed to take notice of writing on the wall, ie THEIR Virtua Fighter and Starfox was telling them where gaming was going, remember Sega was working in the arcade industry with the creme-de-la-creme of talent, i.e. Lockheed Martin for some of their titles, they left no stone unturned there....but in the home-market, things got skewed when Sony came to town...
After Sonic 2 and the original MK, Sega had literally nothing substantial to face all this on the most important front - games.
I’d like to remind you that Sonic Adventure is the best-selling Dreamcast game of all time. 86K copies were sold in Europe in the first five days alone. As of 2006, it had sold 2.5M copies worldwide, including 440,000 in Japan and 1.27M in the US. It has 87% on GameRankings/Metacritic. So, tell me again, why was Sonic never good?
They did have great games later on for the Genesis. It's just that the SNES had even stronger ones. As much as i love stuff like Comix Zone, Sonic & Knuckles, EWJ 1+2 and Vectorman, they are not as strong as Super Metroid, DKC 1/2, Yoshi's Island, etc. Especially the first DKC.
Later on the Genesis proved it could handle such graphics as well (Toy Story even looks better than DKC in parts). But there was no such marketing for Toy Story or Vectorman or Comix Zone. Plus, some of these games were ported on the SNES as well. Earthworm Jim was a pretty big one and could make a strong Genesis exclusive, but it was multiplatform.
Wrong. Saturn was profitable. Dreamcast is the period that put them in debt.
Underrated post.
I love me some Sega man, and to this very day I'm the proud owner of a Genesis, a Saturn (well, two of them actually), and a Dreamcast, and I still play them regularly. But, especially with the Dreamcast, the breadth and depth of the library is lacking, compared to its gen 6 competitors. Too many arcade and arcade-style games.
Saturn was under control and game investments were totally reasonable. The console was successful in Japan. I simply can't see a terribly bad picture here, things looked okay overall and that's what the figures for SEGA show at the time.Agreed; I'd say 1994 - 2004 was peak Sega for me, creatively, especially when you factor in certain 3P exclusives they obviously had close working relationships with. Daytona, Virtual-On, Virtua Fighter 2, Phantasy Star IV, Ristar, Pulseman, Alien Soldier, Top Skater, Shining Force III, Jet Set Radio, Seaman, Segagaga (what other company's made fun of themselves this openly?), Panzer Dragoon etc.
I'd say the majority of Sega's best classic IPs came about during this time. A lot of their best games, as well.
TBF, Sega were in a unique position of being able to see the amount of horsepower needed for what they deemed "sufficient" 3D in the home at the time. Keep in mind that they relied a lot on using "off-the-shelf" chips/components (with some custom chips made here and there) and building them into specific system architecture designs. Their architectures were what made many of their consoles & arcade systems unique, not necessarily the actual chip components.
And it was actually somewhat similar for other manufacturers back then too like SNK; since custom ASIC designs were very expensive, and most game companies at the time weren't necessarily loaded in cash, many of them leveraged off-the-shelf chips primarily with just a few custom chips built in. It helped to keep R&D costs under control. This was especially true for those making consoles since, unlike arcade units, consoles are generally built by the millions, not a few thousand or dozen-thousand. Even Nintendo relied on a lot of off-the-shelf chips for their systems at the time (and to push profits off raw hardware sales, went with cheaper options as often as possible, maybe with some slight customizations in an area or two), saving custom ASICs for a couple chips, like the sound processor in the SNES/SFC made by Sony.
So when you look at it from that perspective, if a company like Sega, relying on mainly off-the-shelf chips, wanted to push 3D in a home console in the mid '90s with fidelity approaching Model 2, it would've ended up being a VERY expensive system for the customer. Even more than what the Saturn ended up costing. The treason the PlayStation was able to provide the power it did at the price it had was because Sony had their own fabs and could custom-build their own chips; they could spin their own ASICs in-house therefore saving a ton in R&D costs, passing that along to the customer.
In fact the main reason N64 was able to be priced so low was because it also had a custom ASIC design for the GPU, although they weren't the ones who made it; they just purchased it from elsewhere. The Saturn used a lot of off-the-shelf chip components, some with modest customizations, and the two chips that were fully custom were the VDP1 and VDP2 (as far as I can tell). However, if they had the resources of a Sony, VDP1 & 2 would have been merged into a singular ASIC, not as two separate chips.
I don't agree with this; the SNES did get a lot of great games, legendary ones too, especially when you take the Japan-only releases into account. But the Genesis/MegaDrive weren't lacking for games post Sonic 2 and MK, again especially if you take the Japan-only releases into account. Off the top of my head I can mention:
-Sonic 3 & Knuckles-Rocket Knight-ThunderForce IV-Monster World IV-Phantasy Star IV-Dynamite Headdy-Gunstar Heroes-Alien Soldier-Ristar-Pulstar-Streets of Rage 2-Streets of Rage 3-SF2: Champion Edition-Shinobi 3-LandStalker-Crusader of Centry-Road Rash 2-Road Rash 3-Battle Golfer Yui-Panorama Cotton-Battlemania Daiginjou[Throwing in Sega CD & 32X]-Sonic CD-Tempo-Kyoto's Flying Squadron-Snatcher-Eternal Champions: Challenge From The Dark Side-Virtua Racing Deluxe-Popful Mail-Lunar: SSS-Lunar: Eternal Blue
Exactly; this whole meme's taken on too much a life of its own. A lot of times the people who say Sonic was always bad, are in fact just poorly-skilled players who try playing the games like Mario instead of the way they're meant to be played.
There are some bad Sonic games out there, no doubt, particularly with some of the 3D ones. But even some of those are good, great even, and the 2D classic ones (and more recently, Sonic Mania) are generally considered incredible games for good reason.
To be fair, this can be argued both ways. If you were a shmup fan, SNES didn't offer much against titles like ThunderForce IV. I can't think of any boss rush games on SNES as good as Alien Soldier, there aren't many run & guns or either system as tops as Gunstar Heroes, either. Phantasy Star IV is in the upper echelon of JRPGs of that era, the only ones that surpass it are some of Square's offerings, mainly ones that came in the latter half of SNES/SFC's lifecycle.
One of the things that made marketing for specific games hard for Sega was that, especially in 1995, they just published too many damn games. 150 games. There's no way you can provide sufficient marketing for so many games in a single year! Even aside that, for as well as the Sega Scream commercials were (and they WERE awesome), outside of a few key big games, actual specific games probably weren't pushed as hard as they could've been. You needed to be invested in gaming magazines of the time to know about some of those exclusives.
Ironically I think Microsoft is having a lot of the same faults today with their marketing; everything seems hinged on GamePass and less so specific games IN the service. And if they do too many more games like CrossFire X into the service, more people will think they're overloading with quantity for the sake of it, kind of like when Sega published so many games in 1995. I hope they address that going forward.
Hmm...maybe it's better to say Sega was profitable during Saturn era, not necessarily the Saturn itself? Because from what I've learned, their arcade operations were still very profitable even with the market beginning to shrink in the West, and budgets for a lot of their full-on Saturn exclusives were likely offset by the notably cheaper costs of various arcade ports of theirs to the Saturn as those ports would've already had the bulk of their costs covered in the development of the original arcade versions (and revenue from sales of those games & machines to arcade chains).
Also as Jenovi talks about in their videos regarding Sega Saturn & Dreamcast, the Saturn had a very high attach ratio, probably driven by Japan. Sega also might've intentionally limited Saturn production volume once things started going bad globally, meaning less costs spent on production & distribution, saving money on operating income. I think it's a bit difficult to say the Saturn itself was profitable for them so much as it was sustainable, because globally the system did struggle even if the Japanese market was profitable.
But the Dreamcast had a lot of non-arcade ports too, even from launch. D2, Sonic Adventure, Jet Set Radio etc. Then stuff later on like Skies of Arcadia, Shenmue, Code: Veronica etc.
Even arcade ports like Soul Calibur were loaded with extra content for the home version. I don't think having arcade-style games was the issue, unless you mean by that, games which had very little or no extra content for the home version. In which case, I can agree to an extent; Sega notoriously did less for extra home content for a lot of their ports between Saturn & Dreamcast than, say, Namco (who were the best at it IMHO).
Maybe be because games like SOR2 weren't peak Sega but peak Ancient:I think there's no doubt to anyone that "peak Sega" was around 1992 to early 1994 (...)
But by around 1994, cracks were beginning to show. SOR3 felt unfinished and rushed and didn't live up to SOR2.
Saturn was under control and game investments were totally reasonable. The console was successful in Japan. I simply can't see a terribly bad picture here, things looked okay overall and that's what the figures for SEGA show at the time.
Dreamcast was made of expensive components, sold at a very low price quickly and a ton of money was invested in games and infrastructure, and these investments either made absolutely no sense or had 0 chance to turn a profit. Arcade might have been declining, but the problems but I don't see how that alone would have brought to huge, sudden debt.
I love Sega as a company. They've got a lot of great history, but I think once the big boys stepped into the ring it was always going to push them out of the competition. As great as they are/have been, they didn't know how to "Nintendo". At least we've still got their presence in software to a degree.
It seems like Sega's game quality plummeted after going 3rd party though. my question is what happened THERE. They're pretty much the Yakuza team in my eyes now. The Sonic games from them haven't been too great and I can't really think of any other quality series they release any more.
20 years later, it's good to see Sega West and Japan are doing solid games and have exciting projects like the Isolation Team FPS, Soul Hackers 2, a AAA open world (Team PSO2 with bigger budget for a "Super game"), RE Fantasy and a new Sega Japan Studio in Sapporo...They were already bankrupt.