The Sad Story of Sega's Many Mistakes 119
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."
Marketing, Marketing, Marketing, Marketing (Score:4, Insightful)
Re:Marketing, Marketing, Marketing, Marketing (Score:2, Insightful)
Actually if it's a consumer product that depend on repeat purchases, you drastically shorten the product lifecycle when extra-heavy marketing is applied to inferior goods.
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
The solution to that is just rebrand
Re:Marketing, Marketing, Marketing, Marketing (Score:1)
Re:Marketing, Marketing, Marketing, Marketing (Score:4, Interesting)
Marketing is essential in getting a product out there, but counter-marketing never seems to work. "Genesis does what Nintendon't" was Sega's counter to the NES, but then the SNES came around with a lot of things that Genesis... didn't do. Likewise, I remember the Atari Jaguar's ads "Why spend $300 on a 32-bit PlayStation when you can get a 64-bit Jaguar for only $199?" Even Apple's "switch" ads didn't produce any perceptible benefit for the company.
It seems like the best marketing is positive, marketing features that others may have but touting yours above all else. The commercials for the Genesis could have been done even better without the anti-Nintendo slaps and with 30-60 solid seconds of gameplay with a Genesis logo in the corner.
Re:Marketing, Marketing, Marketing, Marketing (Score:4, Interesting)
Chances are your market has experience with what you're up against -- they've used it, maybe they've bought it, they've certainly heard of it otherwise you wouldn't be running up that hill.
Mac OS 9, to cite an example, got no traction with "Switch" because Mac OS 9 was a somewhat dated dog. Mac OS X has some...how much traction has yet to be determined, but it does have some traction.
Until Sega had Sonic, Nintendo's little plumber kept winning the battle. Sonic is still a Sega star, he just doesn't play on their hardware anymore.
Re:Marketing, Marketing, Marketing, Marketing (Score:2, Informative)
Offtopic, I know, but I see a lot of posts about the Apple "switch" ads and how they are stupid or don't have any benefit for Apple. I don't know about anyone else but almost every non-geek I talk to that has seen them loves them. I personally know several people (friends' parents, my mother-in-law) who have even gone into the Apple store and played with a Mac because the commercials got their attention. My in-laws are now
Re:Marketing, Marketing, Marketing, Marketing (Score:1)
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
Apple (currently) is defining the MP3 player market.
MS took that away from Apple a long time ago in the computing market, and has it still. Apple isn't "reinforcing the idea" that Windows PCs dominate the market, they're accepting reality (RDF non-withstanding). There's nothing wrong with marketing something as better than the competition. Companies do it successfully all the time.
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
Did you RTFA? According to the interview the negative marketing WORKED and made Sega the #1 hardware in the console business. It was the stubborn japan
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
In Apple's case, even if they produce no "switchers", they do very effectively send the message to existing Apple users that "PCs are Scary and Uncool. Don't buy a PC. Pay more for another Mac."
I can't recall the Genesis ads, but they could have been trying to
Re:Marketing, Marketing, Marketing, Marketing (Score:1)
Later Sega ads were less extremely negative, but no less extreme (the "SEGA!!" scream was their trademark for yea
Re:Marketing, Marketing, Marketing, Marketing (Score:3, Insightful)
Hey, the "SEGA!" screem was quite possibly some of the best marketting of our age. It was new, it was unique, it was edgy, it was memorable, and it was done using JUST the company's name! As an advertisement producer, myself, if I could figure out a memorable quip that simply used the company's name, I would use it in a heartbeat. I mean, people started saying it in public, it was so popular... kids would yell it at each other in jokes. One guy I know even yelled it in the middle of the movie theatre! It's
Re:Marketing, Marketing, Marketing, Marketing (Score:4, Interesting)
Actually, that bit of information is one of the biggest urban legends out there. The Sega Genesis was far superior to the SNES, the Mode 7 effects were nothing more than smoke and mirrors, as the processor could only perform those tasks on a sprite when the background is one solid colour, usually black. The Genesis had a superior processor. True the SNES had more colours than the Genesis, but the Genesis could keep up with the same number of colours while the SNES had trouble with flickering.
The Genesis could do Vector graphics without a hardware add-on, while the SNES relied on the expensive Super-FX chip. The 32X also allowed the Genesis to utilize effects like Mode 7 on the the SNES as well as using all 32K colours, the SNES never used more than 200. The SegaCD was capable of the Mode 7 like effects as well.
Comparing the Turtles games no both systems, the Genesis blew the SNES out of the water. The only advantage the SNES had was more colours, while the Genesis game has more characters, less flicker, more background layers and more animation.
In TMNT IV the Turtles are capable of a flipping slash attack, that will also carry you further, just after reaching the peak of a jump, and are also capable of throwing footsoldiers into the screen. Also contrary to popular belief, the screen throw animation is not using any kind of scaling technique, but is animated in three simple sprite changes. This same approach could have been used in the Genesis version, and both systems could have animated the throw with more frames. The reason why the SNES game does not scale the sprite for the screen throw is most likely due to the speed of the game, and the necessary 3-6 characters on screen at once. The SNES never did exceptionally well with action games, and throwing scaling sprites into the mix would very likely have caused slowdown, and possibly couldn't have been done well in such a quick animation.
The SNES was inferior hardware wise, but both had an equal number of memorable games, depending on who you ask.
http://www.gamepilgrimage.com/TheSegaGenesis.htm [gamepilgrimage.com]
Re:Marketing, Marketing, Marketing, Marketing (Score:1)
Re:Marketing, Marketing, Marketing, Marketing (Score:1)
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
Source : Wikipedia [wikipedia.org]
The virtual chip was made to extend [wikipedia.org] the 3D capabilities of the Sega Genesis, unlike the SNES which required the SuperFX chips to do any kind of polygon based 3D graphics on its own.
Re:Marketing, Marketing, Marketing, Marketing (Score:4, Informative)
Re:Marketing, Marketing, Marketing, Marketing (Score:3, Interesting)
You've over sim
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
Once the novelty wore off, the FM "beeps" and other synthesized sound still trumps gritty samples.
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
When competition is fierce, counter-marketing is often the best option. When I think of which crappy american beer is winning the advertisement wars, I don't think of the generic "our beer is light and refreshing" crap, I think of the humorous ads that put down the competitors. Frankly, as a young 20-something, I think negative marketing is a lot edgier and often funnier. Perhaps it's an age thing, but I would
Re:Marketing, Marketing, Marketing, Marketing (Score:1)
Re:Marketing, Marketing, Marketing, Marketing (Score:2)
Actually it did work (Score:4, Interesting)
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.
Re:Actually it did work (Score:3, Interesting)
Re:Marketing, Marketing, Marketing, Marketing (Score:1)
Altered Beast rocks! (Score:2)
Close seconds (although you didn't get to rise from the grave or necessarily rescue that guy's daughter).
* Final Fight
* Bad Dudes
* Gun Smoke
* River City Ransom (GTA for the 80s yo!)
Oh and if you don't recall, in Altered Beast, you changed from a dead man into a beast... awesome!
Re:Altered Beast rocks! (Score:2)
Re:Altered Beast rocks! (Score:2)
And Final Fight was ported to SNES, but I believe it was a PC Engine title over in Japan. I know Final Fight 2 is on NEO-GEO and a friend of mine claims it's just short of a 10 on his scale.
Re:Altered Beast rocks! (Score:2)
The point I was trying to make is that, of everything he listed, only one title was a hit for the Genesis...and this is an article on Sega. It seemed incredibly out of place.
Re:Altered Beast rocks! (Score:2)
Re:Altered Beast rocks! (Score:2, Informative)
Re:Altered Beast rocks! (Score:1)
Re:Altered Beast rocks! (Score:2)
The ending was the best twist (Score:2)
Re:Altered Beast rocks! (Score:2)
Second best.
[0] If you see "Dorago" tell him to "release my daughter!"[1]
[1] I always wondered why that was in quotes... was that a euphemism in the 80s I was too young to get?
Re:Altered Beast rocks! (Score:1)
Oh, and as to this comment, "you can't have this title in there, call
Re:Altered Beast rocks! (Score:1)
I first played AB at Wiers Beach in NH - you know, the funspot! where all the new retro-gaming records are made.
"Rise from your grave"!!!
The Playstation exists because Sega doesn't? (Score:5, Insightful)
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.
And the N64 chipset too (Score:2)
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.
Re:And the N64 chipset too (Score:1)
Re:And the N64 chipset too (Score:1)
Re:And the N64 chipset too (Score:1)
Re:And the N64 chipset too (Score:2)
Re:And the N64 chipset too (Score:2)
Re:And the N64 chipset too (Score:4, Insightful)
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.
Re:And the N64 chipset too (Score:1)
Re:And the N64 chipset too (Score:2)
Yup, not only that they could have had Sony's backing them up as well... Taking half the burden of the development costs and helping out with the disc media tech, sound processing, and games.
I think the N64 processor with Sony supported CD based media even if Sega messed up the launch they would have annihilated Nintendo that round... the gaming would w
Echoes of other technologies (Score:3, Funny)
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 rebu
It all has to do with the names. (Score:1, Funny)
Sega Saturn... Named after a car? A planet? How about something original.
Sega DreamCast... Perfect name for it. They had a dream and it was so bad they went broke and needed a cast.
Poor Sega....
Re:It all has to do with the names. (Score:1)
Sega Saturn... Named after a car? A planet? How about something original.
Sega DreamCast... Perfect name for it. They had a dream and it was so bad they went broke and needed a cast.
Poor Sega....
Don't quit your day job.
Re:It all has to do with the names. (Score:2)
Re:It all has to do with the names. (Score:2)
Re:It all has to do with the names. (Score:1)
Whiskey Tango Foxtrot (Score:2)
Re:Whiskey Tango Foxtrot (Score:1)
Re:Whiskey Tango Foxtrot (Score:1, Insightful)
Sad because Sega of Japan actively sabotaged SoA in revenge, and nearly killed Sega as a whole by ignoring SoA and the strategies that built the company.
Re:Whiskey Tango Foxtrot (Score:3, Funny)
Re:Whiskey Tango Foxtrot (Score:2)
The Sega Saga (Score:4, Funny)
Re:The Sega Saga (Score:2)
The Sad Story of Sega's Sucky Saga
Works for me.
Many? Two. (Score:4, Insightful)
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.
Re:Many? Two. (Score:4, Interesting)
Hell, my local Hollywood Ave. rented imported DCs and games (with a ~$200 deposit for the console) the summer before launch.
Re:Many? Two. (Score:4, Insightful)
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.
Re:Many? Two. (Score:1)
It was later renamed to Hollywood Video and I just got confused...
Re:Many? Two. (Score:2)
That may be, but Sega used to have great ads (as the piece touches on). Remember the "Sega Scream"? That was a great campaign. I'll never forget the GameGear ad they ran. A guy and a teen sitting next to each other on a plane playing games. The guy had a TV and a Genesis (plugged in by long orange extension cord). The teen was playing a GameGear. After a second or two they are shown in the air and the guy's TV goes out because it came unplugged (it was plugged in on the ground, after all). The kid is still
Advertising (Score:4, Insightful)
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.
Re:Many? Two. (Score:2)
Really? You don't remember the ads showing a variety of game characters interacting in the "arena" in the interior of a Dreamcast console, or the whispered "It's thinking" tagline? There was a time for a while where I couldn't watch TV for fifteen minutes without seeing a Dreamcast commercial.
Whether
Burning bridges (Score:2)
I wonder how many friends he has after this interview.
Re:Pre-Dreamcast Console Devhouse Memories (Score:3, Interesting)
Let me guess (Score:1)
Most devs say the biggest advantage from working on next gen titles is that you're not working on PS2 titles.
Same as it ever was (Score:4, Insightful)
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?
Re:Same as it ever was (Score:1)
Re:Same as it ever was (Score:2)
As a Sonic fanboy, I think I can speak for the rest of us when I say that while we appreciate the wealth of characters created, even we can only stand the shitty gameplay for so long.
Re:Same as it ever was (Score:2)
As for the question I think Sega fell apart because it was schizo, the way Sony is these days.
Re:Same as it ever was (Score:1)
Ridiculing Brand X != Sales (Score:3, Informative)
Two words on why this could be an incredibly bad idea in practice: Johnny Turbo [team-coti.com] (also Wikified [wikipedia.org] for your pleasure).
It can work somewhat well (witness the Game Gear vs. Game Boy battles [youtube.com] and the infamous "Fly Plaything, Fly" [youtube.com] 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...
Re:Ridiculing Brand X != Sales (Score:2)
Re:Ridiculing Brand X != Sales (Score:2)
Oh my freakin god. I am so glad I wasn't drinking my coffee, I would have sprayed it all over my monitor. That was one of the funniest things I've ever read.
Re:Ridiculing Brand X != Sales (Score:1)
Like leaving the hardware market.
Bundled Games (Score:3, Informative)
Re:Bundled Games (Score:2)
The "[instead of Sonic]" seems to be the work of the story submitter, and not an accurate quote.
Kalinske's point is valid, though -- the pack-in game (remember those?) was an important factor in console sales, especially in its role in providing a mascot, an identity, for the system.
Nintendo always had Mario, the most successful (and sometimes-overused) mascot in gaming history.
NEC started out weakly with Keith Courage, but later realized their mistake and replaced him with a much stronger mascot in Bonk.
Th
Re:Bundled Games (Score:3, Funny)
Great Interview (Score:2, Informative)
Master System Market Share (Score:3, Informative)
Even now they do not understand what made SEGA. (Score:4, Interesting)
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.
Soul Calibur on the Dreamcast? (Score:3, Interesting)
The Dreamcast was the machine you wanted...it had all of Sega's great games (I know, S
Re:Soul Calibur on the Dreamcast? (Score:1)
Re:Soul Calibur on the Dreamcast? (Score:2)
The Dreamcast was the machine you wanted...it had all of Sega's great games
The Dreamcast was too late. I bought one as soon as it reached my country... If it was out in place of Saturn, then SEGA would be much more successful.
Full Circle (Score:2)
The REAL reason of SEGA's failure: upgrades (Score:3, Insightful)
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.
Re:The REAL reason of SEGA's failure: upgrades (Score:2)
Re:The REAL reason of SEGA's failure: upgrades (Score:1)
Too bad about the mix-up between SOA and SOJ with the 32X and the Saturn. SEGA shot themselves in the foot. Customers can't be expected to buy new hardware every year.
Nintendo are the ones who get it right: one console,
More Zonk-bias (Score:2)
For more information... (Score:1)
I'd recommend reading their many interviews with the more prominent names from Sega Of America, including Tom Kalinske [sega-16.com], Scott Berfield [sega-16.com], and Steve Woita [sega-16.com].
Re:oh (Score:1)