Thread: Dreamcast 2
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27-08-2006, 01:54 #1Approved 9-lifer
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Dreamcast 2
Beetje "misleidende", maar toch zeer aantrekkelijke titel, niet ?
Ik kwam op het internet een artikel tegen dat duidelijk als grap bedoeld is, maar zou het niet prachtig zijn moest Sega terug in de console/hardwaremarkt stappen ? Het is misschien niet slim om de naam Dreamcast dan te gebruiken - laat staan Saturn - maar een nieuwe kick-ass console van Sega zou alles wel eens op zijn kop kunnen zetten daar bij Microsoft, Sony en Nintendo... 
Link naar het artikel: http://dreamcast.ign.com/articles/711/711721p1.html
Wat zijn jullie meningen hieromtrent ? Zou Sega "het" nog in zich hebben om zich b.v. als een waardige concurrent op de huidige next-gen markt te plaatsen ?· ··^v´¯`×)(¯`·._.·[ O_o ]·._.·´¯)(×´¯`v^· ··
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27-08-2006, 02:37 #2Member
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ze hadden het duidelijk in zich als je kijkt naar alle toptitels die ze uitgebracht hebben,het enige die zou moeten verbeteren is de marketing ervan want daar is het bijde saturn en dreamcast volledig fout gegaan...
sega zou nog een comeback kunnen maken nu staan ze weer financieel heel goed omdat ze gefusioneerd zijn met sammy (1 van de rijkste spellemakers in japan door pachinko ...)
edit wat velen niet weten is dat het heel fout ging tussen soa en soj
er was rivaliteit tss de twee omdat de megadrive destijds het veeeel betr deed in amerika dan in japan
bron: interview van Tom Kalinske vroegere president van sega
moest sega of japan niet zo arrogant zijn geweest destijds was het helemaal anders afgelopen en damn de n64 en saturn zouden zelf andere gfx gehad hebben lolSega-16: It's good that you mention that, as it must have been very
difficult for Japanese game executives to see the American arm of their
company leading the way, considering how poorly the Mega Drive was
doing in Japan . Do you think that there was some resentment on their
part over the Genesis' success? Could this have been what caused them
to exert more authority over how things were run?
Tom Kalinske: In hindsight, I think there probably was. I don't believe
there was from 1991-1993. I think somewhere in the mid '90s - '94
or '95 - they built up a great deal of resentment, and I didn't
realize it at the time, until probably the latter part of 1995, when
one of my colleagues in Japan, who I knew well and had a good
relationship with, said to me to the effect "you don't understand how
grouchy and annoyed the Japanese executives here are because of your
success. Every meeting we go into, Nakayama asks us why can't you do
things the way the Americans and Europeans did? Why aren't you guys as
successful as they are? We've been around longer." Apparently the local
executives didn't appreciate that he'd take that tone with them.
Apparently, he also beat them up over Sonic, which was never as
successful in Japan as it was in the U.S. and Europe, and I think he
was always throwing that in their faces too. So clearly, by late '95
there was great resentment built up: jealously, resentment, and kind of
a desire to get back at those Americans that Nakayama kept throwing in
their faces.
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Sega-16: The inner rivalry that existed between the American and
Japanese branches of Sega is legendary, and most believe that this,
rather than any hardware decision, is what caused the company to lose
its focus. Would you agree? How much do you think SOJ's treatment of
its U.S. branch hurt business?
Tom Kalinske: I think so. What basically occurred (and I'm probably
going to be a little fuzzy on the timing. Joe Miller could probably
help you on that one) was that we all knew that there would come a day
when the Genesis would no longer have a life, and we'd have to move on
to the next technology. There was of course, a big debate as how best
to go about that. When we started the CD-ROM efforts, clearly those
were the early days of using optical discs for video games, and it was
very rudimentary (a lot of it was even done in black & white back in
those days), and the combination of live-action and real program
software was very difficult.
I remember Joe Miller and I were talking about this, and we had been
contacted by Jim Clark, the founder of SGI (Silicon Graphics Inc.), who
called us up one day and said that he had just bought a company called
MIPS Inc. which had been working on some things with some great R&D
people, and just so happened to come up with a chip that they thought
would be great for a video game console. We told them that in the U.S.,
we don't really design consoles; we do the software, but it sounded
interesting and we would come over and take a look at it. We were quite
impressed, and we called up Japan and told them to send over the
hardware team because these guys really had something cool. So the team
arrived, and the senior VP of hardware design arrived, and when they
reviewed what SGI had developed, they gave no reaction whatsoever. At
the end of the meeting, they basically said that it was kind of
interesting, but the chip was too big (in manufacturing terms), and
they had lots of little things they didn't like: the audio wasn't good
enough; the frame rate wasn't quite good enough, as well as some other
issues.
So, the SGI guys went away and worked on these issues and then called
us up and asked that the same team be sent back over, because they had
everything resolved. This time, Nakayama went with them. They reviewed
the work, and there was sort of the same reaction: still not good
enough.
Now, I'm not an engineer, and you kind of have to believe the people
you have at the company, so we went back to our headquarters, and
Nakayama said that it just wasn't good enough. We were to continue on
our own way. Well, Jim Clark called me up and asked what was he
supposed to do now? They had spent all that time and effort on what
they thought was the perfect video game chipset, so what were they
supposed to do with it? I told them that there were other companies
that they should be calling, because we clearly weren't the ones for
them. Needless to say, he did, and that chipset became part of the next
generation of Nintendo products (N64).
echt de moete om te lezen als je meer van sega wil te weten komen
stukje hieruit :Sega-16: To this day, gamers have a love/hate relationship with the
Sega CD, and unfortunately many don't bother to look past the
full-motion games in its library. What did you think was genuinely
needed to make it a success?
Tom Kalinske: That's a good question, and you have to remember that
this was the very beginning of the optical medium in terms of a video
game experience, and none of us knew what the hell we were doing! I
mean, it was really an experiment, a great learning experience. One of
the interesting things to me is that one of our strongest partners in
developing for that platform was Sony. And Sony didn't have a hardware
division (at least for video games). They had a software division run
by Olaf Olafsson, who was a great partner to us. They spent lots of
money developing games for the Sega CD (probably more than we did), we
gave them technical help...a lot of it, we lent them people; and there
was really this wonderful collaborative effort. We each benefited from
each other's work, and I think that's one of the things that has been
forgotten in video game industry lore or history: that this very strong
bond existed between the two companies. In fact, taking it to the next
step, at one point Olaf, Mickey Shulhoff (former Sony of America CEO),
and I discussed that since we had such a great relationship from
working on the Sega CD, why don't we take what we've learned from our
software developers - their input - and use it as the criteria for
what the next optical platform ought to be.
So we got all that and put it together so that it wasn't just pure
engineerese (jargon) but something that people could understand. I
remember we had a document that Olaf and Mickey took to Sony that said
they'd like to develop jointly the next hardware - the next game
platform, with Sega, and here's what we think it ought to do. Sony
apparently gave the green light to that. I took it to Sega of Japan and
told them that this was what we thought an ideal platform would be -
at least from an American perspective - based on what we've learned
from the Sega CD, and our involvement with Sony and our own people.
Sega said not a chance. Why would it want to share a platform with
Sony? Sega would be much better off just developing its own platform,
and it's nice that you guys have some ideas on what that platform ought
to be, but the company would be developing its next platform itself.
When you think back on that position, it's an interesting one. We all
knew we were going to lose money on the hardware, so our proposal was
that each of us would sell this joint Sega/Sony hardware platform;
we'll share the loss on the hardware (whatever that is, we'll split
it), combine our advertising and marketing, but we'll each be
responsible for the software sales we'll generate. Now, at that
particular point in time, Sega knew how to develop software a hell of a
lot better than Sony did. They were just coming up the learning curve,
so we would have benefited much more greatly - at least in my opinion
- than Sony would have, at least initially, at least for a year or
two. But Sega of Japan didn't want any of that.
Sega-16: That sounds a lot like what happened with the Sony/Nintendo
CD-ROM. Sony was willing to enter into a joint hardware platform but
was ultimately rejected by Nintendo in favor of Panasonic.
Tom Kalinske: Yeah, but I think ours preceded that though.
Sega-16: So they essentially brought their ideas to the two big guns in
the industry, only to be turned down and forced out on their own.
Tom Kalinske: Yeah, they had no choice in their mind, I'm sure. First,
they tried to go with one of the two big companies and when that
failed, well of course they have to go out on their own. And of course,
they ended up benefiting because of that.
Sega:16: It must have felt good to see Sega overtake Nintendo as the #1
hardware manufacturer! It's been said that the company never really
took Sega seriously as competition, a grave miscalculation obviously.
Why do you think Sega was able to take advantage of this overconfidence
when other companies, like Atari with the Jaguar and Electronic Arts
with its 3DO, were unable to ...
Tom Kalinske: Well I think you hit it on the head. I mean, Nintendo was
the ultimate in arrogance at that time. They treated their 3rd parties
very badly and with an iron hand, and told them that if they developed
for Sega, they were going to get punished. So, there were a few
breakaways that published for us, and of course there was the great
relationship we had with Electronic Arts in the sports category, which
put them on the map and also put the Sega Genesis on the map to some
degree. So, everything we did was in a mutually beneficial
relationship...
http://www.sega-16.com/Interview-%20Tom%20Kalinske.php
veel dingen die niemand ooit wist voor dit interview
dus als soj (sega of japan) de plannen van sony aanvaard had was er tot vandaag de dag zelf geen playstation en zou sega nog steeds consoles maken (tesamen met sony
)
Last edited by Lemmichi; 27-08-2006 at 03:38.
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27-08-2006, 13:31 #3Member
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ik vond sega altijd meer arcade kwa arcade games was sega heel goed kijk maar naar crazy taxi, sega rally, house of the dead ,virtua tennis, virtua soccer enz...
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27-08-2006, 18:43 #4Approved 9-lifer
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Het zou mooi zijn maar financieel kunnen ze het nu wel vergeten om tegen Sony,Nintendo en Microsoft op de boxen.
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27-08-2006, 22:58 #5Member
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en tegenwoordig heb je veel geld nodig,niet alleen goede games
spijtig
Tip van TippiE : Blijve gamen!
TippiE 
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