Thread: Dreamcast 2

  1. #1
    WarBlade's Avatar
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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 ?
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  2. #2
    Lemmichi's Avatar
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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

    Sega-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.

    ------

    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).
    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 lol



    echt de moete om te lezen als je meer van sega wil te weten komen





    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...
    stukje hieruit :
    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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  3. #3
    count3rkill3r's Avatar
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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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  4. #4
    maximus3678's Avatar
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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.
    http://www.plotstrips.be/nl/

    Those who believe in telekinetics, raise my hand.
    —Kurt Vonnegut
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  5. #5
    TipqiE[BE]'s Avatar
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    en tegenwoordig heb je veel geld nodig,niet alleen goede games

    spijtig
    TippiE
    Tip van TippiE : Blijve gamen!
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