MrPopo wrote:Again, Sega could have done well if they weren't always trying to outdo everyone. That's what ended up killing them. They spent so much money on trying to outdo their competition with new technology, or earlier release dates, that they had no choice but to come in first or fail. They didn't come in first.
But look at the other side of that coin -- where would Nintendo be right now if they hadn't come in first with the Wii? Sega was an unbelievably small company to have been taking on the operations that they were -- Sony and Microsoft can take a hit for a few generations without floundering -- Sega spent their entire history in the exact same situation Nintendo was by the end of the Gamecube's lifespan.
In the west, we consider Sega to have been unbelievably successful with the Genesis, but that was not the case in its native country. The Sega CD may have seemed like an obnoxious jump into the future in the west where Sega was already on top of the market, but in Japan it was the dead-last Mega Drive's very practical means of competing with the more popular PC-Engine's CD attachment. The Game Gear may have seemed too ambitious for the time, but compared to the Atari Lynx and the TurboExpress, it was a much more practical alternative with around twice the battery life. The Sega 32X was just Sega of America getting cold feet about the Sega Saturn. While the Saturn may have seemed too early, muddled in with all of the Genesis add-ons, it was actually right on time for the console cycle that generation -- the Mega Drive came out in 1988; the Saturn came out in 1994. The Dreamcast was simultaneously a reset button on the deplorable Saturn management in the west and designed with the realization that it could well be their swan-song console, and they wanted to go out with a bang.
Yes, the marketing was obnoxious, but how else does one market a video game doo-hickey than to call it the second coming? Really, once you take out the 32X (which I have to stress was totally Sega of America's thing -- it was a total non-presence in the Japanese market) and the ludicrous US Saturn release (again, SoA's doing), their timing was really quite practical considering they were floundering in the hardware industry for 15 straight years. It wasn't that they pushed their boundaries way too much -- it was that they took a very ambitious approach of trying to survive. Had corporate dogma not taken such a massive presence in the industry, we might have seen them approach their craft at a more relaxed pace.
That's not to say that they were entirely without grace, however. The thing that makes their hardware presence commendable is that the mainline all had a real sense of direction and purpose. The Genesis/Mega Drive took on a distinctly more mature tone than Nintendo's offerings, the Saturn was a refined console that put quality before quantity while still keeping true to Sega's arcade roots, and the Dreamcast was a culmination of everything that had made video games great in the past (the arcade-accuracy of the Neo-Geo; the solid, well-rounded offerings of the Super Nintendo; the sophisticated artistic leanings prevalent in the PlayStation's best third-party titles; the unbelievable strangeness which pervaded Sega's arcade legacy; the ease of creative entry enjoyed by Amiga computers) combined with glimpses into what the future of gaming might -- and turned out to -- hold (online service, motion-controls, voice-recognition, VMU). I can't say that for any of Sony and Microsoft's consoles -- they're simply outlets -- because they can afford to be and because, I truly believe, they're not creative enough to be anything else. They don't have to drive to be first like Sega did, and like Nintendo had to a few years back in order to survive.
The place where they were really, truly obnoxious about pushing the boundaries at any and all costs was in the arcade and in software -- which is completely what made them endearing. They were the most forward-thinking hardware company in their time, but not in an obnoxious way -- they pushed the industry forward, and the industry tended to lag behind so they could wait and prey on Sega's ideas. Had Sega possessed the funds required to be patient, they might not have been so easy of a target.