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What Went Wrong? |
About This Column:: Good ideas, good qualities...BAD flaws; that's the trouble with many promising entertainment products. Every once in a while there's that one product (movie, television, video, or game) which had it all --concept, sound, visuals-- yet fell like a rock because of a few grating mistakes. Techtite's "What Went Wrong?" commentary examines such titles. ------------------- Earlier What Went Wrong Columns : ---Montezuma's Return (PC)---Quest for Glory 3: Wages of War ---3Dfx (!!!) ---The day this column went on hiatus... ---Roswell (TV) ---Electra-Woman & Dyna-Girl (2001, TV) For the current WWWrong page, click here. |
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An Analysis Column, by TechtiteThe current entertainment product discussed is: The Sega Dreamcast
(Video game system, Sega, 1999-2001) With the release of Soul Calibur 2 on every system under the sun recently, one cannot be reminded of the original game, on the ill-fated Sega Dreamcast. This was a system released a year prior to Playstation 2, and many years before X-Box and Game Cube. In fact, upon release, it’s only real competition was a CD game system without 3D acceleration (Playstation One), and a 3D accelerated system, without a CD drive (Nintendo 64). Yet Dreamcast would be the last system Sega ever made, leading Sega out of the video-game-system wars, forever. What Went Wrong? First, as always, let's consider the positives... What Went Right? Sega had not released a new game system in many years, until 1999 rolled along. Their last systems were the Sega Saturn and Sega Genesis, neither of which could compete very well with Nintendo 64 and Playstation. Playstation, for one, was so compatible with PC technology that many PC games were almost immediately ported to it; Nintendo 64 had first-generation 3D accelerated graphics to admire. Compared to these systems, Sega was far behind. Then came the promise of the Sega Dreamcast: 3D acceleration, a built-in modem, and Windows CE compatibility, right out of the box. Jumping ahead: Sega kept their word, on all the above promises. Remember all the many, many false promises made by game systems in the past? Well, forget all that. Sega made a slew of bold initial promises, and kept their word, with every single one.
True, gamers now can say "well it didn't have DVD compatibility" or "it didn't have this" or "it didn't have that," though in 1999, it had more than enough. There is very little reason to believe that this system would fail, if handled properly. It had a modem. It had 1 gigabyte discs. It had admirable 3D graphics (by 1999 standards, anyway). It was a very good system. If there were problems, "potential" wasn't one of them.
Lastly, there was Sega's reputation. A 3D accelerated, built-in modem game unit could only lead to good expectations all around. Sonic in 3D, as well as other memorable Sega games, should've also meant good news for the system. Yet Sega decided to stop production on the Dreamcast --and video game systems as a whole!-- just a year and a half after the Dreamcast launch. This leads to the question... What Went Wrong? Sega's first mistake was its determination to release the Dreamcast on a September 9th, 1999 launch date (9-9-99, get it?). If they had waited as little as one full season, maybe the final product would've been more refined; a tougher competitor with all the upcoming systems. Instead, a simple (and forgettable) 9-9-99 launch date ploy was considered more important than anything. This was not a big mistake...though it inspired a few doozies. The first big problem with Dreamcast began when several games released upon launch were faulty. Clearly, this was because of a strict 9-9-99 launch date leading to shoddy manufacturing of many of the game discs. Some estimates claim that as many as one out of four versions of Sonic Adventure and Ready to Rumble – two of the jewels in Dreamcast’s crown– was totally unplayable. The official explanation was that one of their game copiers had gone out of calibration, though this means little to a gamer who can't play his favorite game on his brand new game system! The bigger problem: some of the discs affected were Web Browser discs. Quite a few initial buyers were unable to use their system's modem at all. It didn't help that the Web Browser was a packaged-with-system item; getting a new disc was very complicated. It's not like Sega was sitting around doing nothing. They handled all defective disc problems swiftly. However, this was hardly an expense anyone could have predicted. Money that went towards solving this problem could have gone towards a ton of alternate Dreamcast projects, or even added commercials for the system. Instead, all people saw were the CNN news reports of defective software. It's hard to look at promos for the unit the same way after seeing a "commercial" like that one.
As for Dreamcast games themselves, they were okay...though "okay" does not sell a system. Few games gave that "wow" factor that games like Super Mario 64 had, back in the day. The reward factor of these games was equally lackluster. The ending of Mario 64 ended with a cute little tune and the saving of a princess and a whole during-credits cinematic of the places you explored, followed by the characters waving you good-bye. Sonic Adventure, by comparison, saves the world from a giant liquid whatever-it-was, and...that's it. Forget Sonic's lack of reward; where's gamers' reward? The final nail on Dreamcast's coffin came with the release of the Playstation-2, just one year later. Now, I'm not going to start a debate three years after the fact, telling people how these two systems compared. Let's just go through the specs that PS-2 fans were raving about, that Dreamcast forgot to offer. For one, PS-2 was DVD compatible. It was downward compatible, meaning that all PS-1 games, memory cards, and even the controllers, could all be used on the new system. Its games were sold in cool DVD cases, meaning the case itself could hold a memory card and a full-size manual, in addition to the game disc. Best of all: no VMUs to save games meant the memory cards actually worked. At the bare minimum, how cool would it have been if the Dreamcast could have played old Saturn and/or Genesis games? The possibilities are almost staggering. As the cliché goes, by the time Playstation-2 was out the door you could stick a fork in Dreamcast; it was done. This fork would be delivered as early as January, 2001, when rumors first began that Sega was leaving the hardware business entirely, and would concentrate on games for opposing game platforms. While confirmation of this rumor would not be released until March, it was clear the only thing Sega could do at this point was hope that the millions of remaining Dreamcasts on store shelves would sell...somehow. The price was dropped to $99, which given a fair share of games by then wasn't that bad a price, really. Admittedly, there were more than a few takers of the last Dreamcasts on the shelf, if just as a collection item; the "last-ever" Sega console. However, it was clear it was the end for Dreamcast...and Sega, as a former goliath in the game-system-wars. Regardless, I will always be amused at the Dreamcast. It wasn't a "folly," nor a major disappointment. Its roughly 19-month lifespan was simply a streak of bad luck and bad choices. Reagrdless of this, it definitely had potential. No less than two times in two years have I taken out the old Dreamcast and played a game or two; a compliment I cannot make towards other defunct systems, like the 3DO or Atari Jaguar. My nephew, earlier this year, was greatly anticipating Soul Calibur 2 and wanted to see Soul Calibur 1 on the Dreamcast. Even two years after the system's demise, he loved every minute of it. Dreamcast was actually a very nice system. It wasn't the system's fault for its failure. It's just another sign of how brutal the video game system wars can be.
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