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A Dreamcast 2 would change the industry forever!!!
It doesn’t get said enough: Sega is a stupid company.
It is INSANE that they never got 3d Sonic right. Bringing the arcade experience home is ridiculous- who wants a game you can finish in 15 minutes? Manx TT? Daytona? But then, to build your system around arcade ports… and you do bad ports! Or 2 bad ports (Daytona)! Or NO PORTS AT ALL, which is about half their arcade output. They KNEW they could not compete in the 32 bit era. It was pride that humiliated them. Even today, when a decent product gets made, like Sonic Mania, they put a stop to it. Even more than 30 years later, still no Outrunners port. Absurd. Stupid company.
there's no way to avoid it. Remember, less money requires more creativity, more extravagance, therefore more mistakesI believe they would never make the same mistakes twice. I trust in Sega to make brand new ones we can't even think of.
The super important detail you’re leaving out is that Sega was terrible at making hardware. They were actively bad at it, and always went with all the wrong instincts. Genesis was their only appealing device, ever. And they failed to capitalize on it and follow it up with something that could compete with N64 or PlayStation. Even people within Sega were begging them to not release the Saturn and pleading with them to make something better to follow up the Genesis, but they refused. They deserved to lose their spot. In this industry, you’re only as good as your last platform.A myth was created that Sega made mistakes in the past.
In fact, every company makes mistakes, but the impacts vary according to the capital the company has.
In the console market, the so-called mistakes is something necessary, few companies are as rich as Microsoft that can afford to make a mistake with Xbox One and basically relaunch the system with versions S and X or have enough money to put the best processor and the best gpu like they did Original xbox.
All other companies are forced to look for smart solutions to balance the scales.
Sega planned the Genesis successor as a console with limited 3D and excellent 2D capability, we are talking about 1991 here, very different from the myth that the console would be fully 2D (not even SNES was fully 2D ) this early concept, later became a console with single SH-2 so that after Sega discovered the PS1 specs and its 3d emphasis, they added the second SH-2 and other chips to make it our beloved Sega Saturn .
Why did this happen?
Simple, Money.
The plastic of the PS1, the length of the wire and quality of the cannon were not the best, memory card transferring this additional cost to the consumer save its games. But PS1 internal components were some of the best in 1994 and there were contracts ensuring exclusivity.
there was no way for SEGA to have a competitive console against companies that have dozens of times its capital, note that Nintendo, being richer than SEGA, did not dare to put CD-Rom in its consoles. This conclusion inexorably leads to the use of so-called mistakes ( wich are mistakes only when it goes wrong when it goes right they call it genius)
What would a hypothetical Sega console look like in modern times?
There is the 12TF 16GB Xbox Series X on the market today, there is also the 6TF 12GB Xbox Series S representing the minimum power to receive multiplatforms.
SEGA would have two options
Making a console above 12tf and using a lower quality cpu than the Wii U did, maybe 12gb of memory or
Make a console with 8 teraflops and 16GB of memory with expansion to 24GB sold separately.
This configuration would allow SEGA to surpass the Xbox Series X graphics but using Series S resolutions
I anticipate that this strategy of looking for more power is bad due to the advent of PRO consoles
Sega has enough money to put a console on the market, a Switch would be easy, I hope they still have a competitive instinct in them.
What a missed opportunity to mention 32x and SegaCDThe super important detail you’re leaving out is that Sega was terrible at making hardware. They were actively bad at it, and always went with all the wrong instincts. Genesis was their only appealing device, ever. And they failed to capitalize on it and follow it up with something that could compete with N64 or PlayStation. Even people within Sega were begging them to not release the Saturn and pleading with them to make something better to follow up the Genesis, but they refused. They deserved to lose their spot. In this industry, you’re only as good as your last platform.
Those are self-evidentWhat a missed opportunity to mention 32x and SegaCD
What a missed opportunity to mention 32x and SegaCD
They were actually really good at making hardware. From a pure hardware perspective, their main consoles were very well designed and straight forward, with the exception of the Saturn. Master System, Game Gear, MegaDrive and Dreamcast were well thought out and very competent hardware pieces. NES, SNES and GB are not as straight forward to work with, that's for sure.The super important detail you’re leaving out is that Sega was terrible at making hardware.
I’m talking about commercial appeal and popularity, only. Not technical engineering.They were actually really good at making hardware. From a pure hardware perspective, their main consoles were very well designed and straight forward, with the exception of the Saturn. Master System, Game Gear, MegaDrive and Dreamcast were well thought out and very competent hardware pieces. NES, SNES and GB are not as straight forward to work with, that's for sure.
They were also the best company out there at making arcade hardware.
This. I'm so tired of people digging up corpses just to discuss how they died then and, were they alive today, if they'd die differently. Move on.
The Saturn was their most successful system in Japan, by a mile. And this was when the Japanese market mattered. Genesis totally flopped there.The super important detail you’re leaving out is that Sega was terrible at making hardware. They were actively bad at it, and always went with all the wrong instincts. Genesis was their only appealing device, ever. And they failed to capitalize on it and follow it up with something that could compete with N64 or PlayStation. Even people within Sega were begging them to not release the Saturn and pleading with them to make something better to follow up the Genesis, but they refused. They deserved to lose their spot. In this industry, you’re only as good as your last platform.
There was no screen on the Xbox controller. It was closer to the N64 one.Xbox is the spiritual successor to Sega consoles. Even the controller is evolved from the DC controller. People forget the original Xbox controller had a VMU-style port for a memory card in it.
There was no screen on the Xbox controller. It was closer to the N64 one.
I was talking about the port on the controller - it's not a VMU-style port. It's the N64 port. And there are two of them for some reason.Analog stick/dpad placement on DC and Xbox are almost identical.
outside of the fact that MS got Sega to put their games on it.
Sega had their shot. if you being back the same people you would have the same mistakes. if you bring in NEW people, then don't even call it SEGA and just give it a new name and new start.No one wants Sega to come back. Not enough people to be statistically significant, anyway. They didn’t have a good run the first time.
Making a console above 12tf and using a lower quality cpu than the Wii U did, maybe 12gb of memory or
Make a console with 8 teraflops and 16GB of memory with expansion to 24GB sold separately.
This configuration would allow SEGA to surpass the Xbox Series X graphics but using Series S resolutions
Legend say the games would even code themselves.
I think a lot of these modern Sega fans have romanticized versions of Sega. They bought secondhand Saturns and maybe a Dreamcast when it was being given away - and read stories online of how amazing Sega was in the 16-bit era. They collect their little Saturn games off eBay for huge money, thinking wow, how did this fail? It’s so amazing!
These people weren’t around back then to experience just how badly Sega Saturn got spanked. They weren’t waiting around for the slow trickle of game releases or reading reviews where the Saturn version (which often showed up way later) was almost always the worst - if there even was a Saturn version. They didn’t see how badly Saturn was ignored. They didn’t see Sega’s feeble marketing or their sad attempts at rekindling the Sega scream.
Maybe they didn’t see how Dreamcast was treated as a stop gap system until PS2 arrived.
Whatever the case there’s this goofy idea that somehow the casual audience would suddenly care about buying a Sega console. A Sega console that would lack the enormous variety of the Genesis, since these days they only bother with two franchises. At least Dreamcast coasted on arcade ports. A new Sega console couldn’t even do that. It would be a miserable money losing failure, and I don’t think anyone wants to see that.
I would love to see SEGA back in the console market.
Realistically, 8TF with 24GB could actually be a powerhouse of a console. From what I've read, RAM, or more specifically, the amount of usable RAM, is one of the bottlenecks in these new consoles. Especially when you're talking about Series S.
People like to entertain the legend of Saturn not having a SDK or libraries (as well as a ton of other bullshit by the way), which is entirely wrong of course. The console had SDKs, tools and libraries, and it was actually convenient to work with especially after a couple years.Compared to what you had to do to get similar results on Saturn...yeah, they kinda did.
Sony's pre-built SDK API libraries were lightyears ahead of what SEGA and Nintendo were offering. Kind of something they have continued to this day (in terms of staying ahead on that front); only early PS3 gen did they drop the ball.
Only some old Sega fans are still deluded enough to dream of a new Sega console comparable to what Nintendo and Sony are doing today.
To just sit down at the table with the big boys you need to be ready to invest billions of $ with no guarantee at all to make a profit (I'd say the chances are higher that you will end up losing a lot of money).
You need to invest money in R&D of the hardware, to manufacture tens of million of units (otherwise you aren't really seriously thinking to compete with Nintendo and Sony), to spend a lot on advertaisement, to create the SDK for developing on the platform, to make deals with other partners (retailers and publishers), on first-party software development and so on.
The cost given by Irimajiri to launch the Dreamcast was of half billion but that was in the late '90s since then the costs and requirements to be competitive have gone up.
What those old farts constantly fail to ask and answer is why would a new Sega console released nowadays be desirable to a big enough chunk of the mass market to turn a profit.
For the "Sega" brand?
The remote past (cause we are talking of more than two decades ago) is filled with Sega consoles which have sold less than 15 million units, with the sole exception being the the Mega Drive.
That's the level of sales of failures like WiiU and PlayStation Vita.
The new generations of gamers knows Sega not for their console platforms or the prowdess in the arcades, in which they were the king, but for to be a multiplatform game publisher and not even a leading one.
When a few years ago Sega produced the Mega Drive Mini, an anthological plug&play system of their most successful console, they sold 300K meanwhile Nintendo sold over 10 million units of their NES and SNES Classic plug&play systems.
"Sega" brand isn't worth much.
For the exclusive Sega first-party games?
Today Sega "big" hits are franchises that sell in the range of 3-5 million units (Sonic, Persona and Yakuza), that is they aren't big hits at all with today standards and those sales are dependant on a multiplatform strategy.
For instance for many years the bigger chunk of sales of their mascot Sonic were obtained on Nintendo consoles.
If Sega decide to release a new console and make their games exclusive to it then their sales would be directly dependent on the capacity of Sega to penetrate the market with the hardware but at the same time the high development costs will remain mostly fixed.
Nintendo, unlike XGS and SIE that are opening up to multiplatform development, is still producing console games only for their own platoforms however Nintendo sold on Switch around 600-700 million units of first-party games and typically holding the ASP at a good level (without the need to heavily slash the price of the games).
What would be Sega capacity to attract third-party support on a new and unproven platform?
Publishers aren't idiots and they value if and how much invest into a new platform depending on the expectation of success of said platform in the near future.
Just like EA didn't grant the support for Dreamcast there is even less assurance that big publishers will support a new Sega console revived from the grave.
If the most popular multiplatform engines supports it then the smaller guys may think to develop a version also for Sega but even if that happens (big IF) why would consumers buy the Sega console to play those games when they are more likely to own/purchase a console from Nintendo or Sony which have the same games and more?
What would be the distinctive traits that separate a hypotetical new Sega console from more prominent and stronger options from Nintendo and PlayStation?
When Sega was operating in the console business in the '80s and '90s their arcade identity set them apart from Nintendo and PlayStation.
It was a uniqueness that started losing grips with mainstream popularity in the late '90s and that nowadays is totally out of fashion but at least it was distinctively "Sega".
Today though?
The only way I can see for Sega to somewhat return to serious console business would be for them to either be acquired from an existing player or ambitious new one (unlikely to release a console, as we've seen with the recent wave of platform as a service with Google and Amazon it's more likely to be 'software only') or licensing their brand to a chinese manfuacturer that intend to produce a 'consolized' PC (can't do anything more cause they would otherwise need to build the software ecosystem).
Sega does what Nintendon't.
I was talking about the port on the controller - it's not a VMU-style port. It's the N64 port. And there are two of them for some reason.
People like to entertain the legend of Saturn not having a SDK or libraries (as well as a ton of other bullshit by the way), which is entirely wrong of course. The console had SDKs, tools and libraries, and it was actually convenient to work with especially after a couple years.
There were a Basic a Graphics library from the very beginning with official documentation being available on the internet for anyone to read 30 years later. SGL including a large number of functions to manipulate 3D and it was available at launch.
Saturn official documentation - Sega Retro
segaretro.org
On top of this PS1 wasn't as easy as people think either and a lot had to be done manually as it was pretty low level stuff. People with actual development knowledge shared this in this very forum, by the way.
Sega seemed to hit its peak around early 1994, then WTF happened?
I dont even think Saturn could do them. So at least you admit that you have no clue what you are talking about.www.neogaf.com
To me PS1 is exactly like NES, GB, SNES or PS2. A case of hardware not being particularly accessible nor straightforward, but as they were backed by the companies and having success and taping a large market, developers simply pushed forward with them anyway until they became more accustomed to them and had built their own tool chain and libraries to be more efficient.
The ps1 was absolutely the easiest of the 3 to program for. This is common knowledge now days. It's one of the main reasons Sony jumped ahead. Both Nintendo and sega fumbled so badly that gen in that area. It wasn't just the hardware but the sdk for the hardware. It's one of the reason given to why square went with Sony. Why a lot of devs went with Sony out of the gate.
Like I pointed out in my initial list. Sega didn't even have ANY sdk for the Saturn until a year AFTER launch. That's something you need a year BEFORE launch at the very least. And when one showed up it was very bare bones for a long time.
Nintendo wasn't as bad but there were other complexities there that devs have spoke about in recent years, and the cost to make a game on the n64 was astronomical compared to Sony.
Sony's rise to fame was more about how badly sega and Nintendo messed up more than how awesome the ps1 hardware was.
Steve Jobs ''people don't know what they want until you show them''The cost given by Irimajiri to launch the Dreamcast was of half billion but that was in the late '90s since then the costs and requirements to be competitive have gone up.
What those old farts constantly fail to ask and answer is why would a new Sega console released nowadays be desirable to a big enough chunk of the mass market to turn a profit.
These numbers are excellent, in the Saturn Dreamcast era no Sega game reached 3M.For the exclusive Sega first-party games?
Today Sega "big" hits are franchises that sell in the range of 3-5 million units (Sonic, Persona and Yakuza), that is they aren't big hits at all with today standards and those sales are dependant on a multiplatform strategy.
There are a range of developers that would support Sega, including Capcom and Ubisoft, they support any system (Stadia, wii u).What would be Sega capacity to attract third-party support on a new and unproven platform?
immediate, Sega franchises and maybe a 6-button controller.What would be the distinctive traits that separate a hypotetical new Sega console from more prominent and stronger options from Nintendo and PlayStation?
dude Sega is a company big enough to obtain financing and partner with other conglomerates.The only way I can see for Sega to somewhat return to serious console business would be for them to either be acquired from an existing player or ambitious new one (unlikely to release a console, as we've seen with the recent wave of platform as a service with Google and Amazon it's more likely to be 'software only') or licensing their brand to a chinese manfuacturer that intend to produce a 'consolized' PC (can't do anything more cause they would otherwise need to build the software ecosystem).
I think the main issue with Saturn is not that it was particularly complicated. Honestly, it is manageable to understand the setup by reading the official documentation. I don't see the dual CPU architecture as an issue as you could totally ignore the slave SH2 and call it a day, which most developers did anyway. You would still be working with a single very capable SH2 doing this.Hmm...I dunno about that. I don't think PS1 is any less straightforward than the Saturn or N64 at the very least. You really have to consider the quirks of the Saturn here: a dual CPU setup where the system bus wasn't redesigned to actually fully accommodate a dual CPU design. A DSP that didn't have enough resources to fully offload geometry from the CPUs anyway. Using 2 VDPs basically splitting the framebuffer in half, etc.
There was no screen on the Xbox controller. It was closer to the N64 one.
Arcades are dead the way movie theaters will soon be.If somehow Sega could revive arcades first, then they may have a chance in the console market. Make the consoles for home, online play, then have the players meet and socialize at the arcade with the same games and data they have on their home consoles. I imagine most of the games would be of the tournament type. Other types of game would be for the console only.
It would only work because of the social aspect, but a hardcore following may come out of it and very loyal Sega Customers.
Of course, it is ridiculous to think that Sega could engineer/revive a new/old social trend but i think it would be a cool idea.
I could understand movie theaters dying. I would rather watch a movie at home myself.Arcades are dead the way movie theaters will soon be.
If somehow Sega could revive arcades first, then they may have a chance in the console market. Make the consoles for home, online play, then have the players meet and socialize at the arcade with the same games and data they have on their home consoles. I imagine most of the games would be of the tournament type.
Sega has arcade games, Sega just needs to stop being cowards. I don't like buy Sonic to subsidize games exclusively for Japanese ''fans''
Yes, Sega is even investing in the sector with fog technology, recently launching VF3TB online only in Japan. But in the West this is impossible due to cultural issues. the company needs to make a box, call it the Sega Saturn and sell it to us so we can play these games and not have them restricted to Japan. This makes me very angry.Is the arcade scene still thriving in Japan? I wish that would happen in the US.
Sega's consumer division (console) began experiencing a severe downturn at the end of the the Mega Drive lifespan (the peak in profitability was immediately followed by a fall of over 75% YoY) since then the console segment began to record losses fiscal year after fiscal year.I agree with your general premise that a modern SEGA console trying to take on a PlayStation or Switch is doomed to fail. That much is true, for sure. However, I do have to pick a bone about the "sales failure" perception. It's worth remembering that while the Saturn only did 10 million units, it also didn't lose SEGA money (on its own). When SEGA started posting losses in 1997, it was actually a combination of:
I see you are among the small group of deluded Sega fans.Steve Jobs ''people don't know what they want until you show them''
R&D costs vary depending on the project, what type of game it will run, etc. Naturally, a SEGA console would be simpler than its competitors, I anticipated this in the OP.
These numbers are excellent, in the Saturn Dreamcast era no Sega game reached 3M.
original Xbox, MS took a long time to have a 5M franchise but after achieving it they expanded it.
xbox one until 2015 (when MS announced sales) only Halo 5 reached 5M.
There are a range of developers that would support Sega, including Capcom and Ubisoft, they support any system (Stadia, wii u).
immediate, Sega franchises and maybe a 6-button controller.
dude Sega is a company big enough to obtain financing and partner with other conglomerates.
So we go back to the beginning when I anticipated that they naturally have fewer resources. since the 80s Sega was poorer, however today it is in an infinitely better position than when it ventured with the Dreamcast.
So thriving Sega sold their arcade facility business to Genda.Is the arcade scene still thriving in Japan? I wish that would happen in the US.
If a new hardware provider jumps in I would look at Apple or even Nvidia, or maybe Valve as the best places for that, but potentially MS could actually move out of their current role and into a different one that better fills a need.
There is some potential for a standardized hardware platform with a low cost of entry that can position itself in ways that a Sony and Nintendo console can't. Potentially by being more of a free market and being compatible with DIY high-end PC machines. Then you present that as what do you want, the console that locks you into a single storefront that has complete pricing control, or the one that has competitive options available? Do you want the system that locks your purchases into strict hardware configurations that are platform holder controlled or the one that also gives you the option of using everything you have purchased with a 5090 or whatever the high-end flavor of the day is?
I don't believe the idea that an Xbox exit from the traditional console space doesn't leave a void. The series systems have sold nearly 30m units, a good portion of these will be users that specifically felt under served by the Nintendo and Sony options.
Sega's consumer division (console) began experiencing a severe downturn at the end of the the Mega Drive lifespan (the peak in profitability was immediately followed by a fall of over 75% YoY) since then the console segment began to record losses fiscal year after fiscal year.
If Sega as a whole wasn't immediately at danger was only because the other two division tied to arcades were bringing in enough profits to offset the troubles caused by the console divison.
Or with words of Hayao Nakayama in early '96:
Sega president Hayao Nakayama announced at the beginning of the year, “We are planning to increase our arcade game division by a factor of three to a revenue scale of ¥350 billion.” The plan is to greatly increase the relatively stable income of the arcade division in order to absorb the risk of the home console division.
Arcades are dead the way movie theaters will soon be.
Well, there are a few things you'd have to keep in mind with such an Xbox system (or platform, to put it in better terms). For starters, the hardware cost wouldn't be subsidized. Like, at all. Microsoft seem completely disinterested in losing money on Xbox as a whole, that includes the hardware. They've only been putting up with it for the Series consoles because they are still operating off a traditional business model, as that's how they were built and meant to serve. But given their sales trajectory of Series consoles, if Microsoft had the choice to raise the prices to offset lower volume of production and sales...they would.
So what would that probably look like in practice? Well, say Microsoft has an "Xbox Next" for $499...you aren't getting PS6 level of performance at that $499; you're going to get performance around a tier below that. Why? Because a PS6 @ $499 is already going to be partly subsidized by Sony to some extent, and is benefiting from economies of scale for pricing that Microsoft already didn't see with the XBO, let alone now with Xbox Series, let alone with whatever next-gen hardware which would be produced at lower volumes.
If you'd want an "Xbox Next" at PS6 level of performance, you'd probably be paying closer to $699 or $799. But it'd have the selling points ('least in theory) that you already mentioned vs. a more traditional approach of a PS6 or Switch 2. Another thing I'd keep in mind is, if we're talking about a best-case approach for Microsoft here, they aren't going to make something chasing the 5090 market, even at the high-end. The market for that with gaming is a niche of a niche, just look at Steam GPU stats for the 4090 or 3090, they're like 2%...maybe 4% or 5% of total users. Out of 130 million, that's not a lot of users at the high-high end at all.
I think if they were smart, they'd build a spec with some semi-custom work on it (customer motherboard & controller, maybe a custom BIOS, purpose-designed CPU & GPU), scalability for OEMs (CPU & GPU upclocks/downclocks, default RAM, storage speeds & capacities, gaming UI frontend customizations etc.), modularity for users (upgradable system RAM, maybe upgradable low-profile GPUs for certain device types, etc.), able to run Windows (and disable all unnecessary services/utilities when in gaming mode), and have a base spec that roughly targets to match PS6 in performance.
Then they could offer a model, like a mini-PC/NUC, basically equivalent to PS6 in performance, priced @ say $699 or higher. Maybe a version with same specs @ $799 or so that included some subsidized form of a year's worth of Game Pass in the package. And with that form factor there could be room for things like possibility an upgrade spot for a low-profile GPU, or more system RAM.
Or a variant using the same general specs but with processors downclocked or parts disabled, less RAM etc. but in a laptop form factor, maybe priced a bit more than that depending on what other customizations they'd do for a laptop variant. So on and so forth for other device variants, and that'd all apply to OEM licensees, too.
You are interpreting my idea in a different way than I intended. The compatibility with a potential 5090 doesn't mean that the 5090 would be in the standardized box, just that you could move to a DIY PC with a 5090 if you chose and keep the content you've purchased.
The argument about the hardware pricing isn't accurate either IMO, because it assumes a synchronized launch between these systems. An open standardized platform would likely let Sony lead so that you can position your hardware against that, even a slight difference in time changes things a bit. We also don't know that such a platform would have no subsidization. Roku is a largely open platform, but they are receiving royalties from everything that appears on there (there was a huge fight between my local TV/Internet provider that clearly exposed this). So if Steam and Epic are on such a platform, for example, they may agree to pass back a small royalty from profits derived from this particular platform. That may seem outlandish, but if the box is acting as an entry point for buyers that feel priced out by PC, it may be expanding their respective consumer reach.
In my mind a modular system doesn't work here, the DIY PC market handles that. Standardized hardware that updates every 3 or 4 years seems like the better approach. It wouldn't be the high-end option it would be the budget option that gets the job done at a decent level (something similar to the low-end performance of the PS5 and XSX now).
If you want high-end you go PC. That's speaking of the pre-built hardware. The software platform powering the system could be designed to accept a broad range of hardware configurations and could be used to smooth out PC gaming in a lot of ways. Pre-compiled shaders for virtually any GPU/driver combination and things like that are things that could be handled by AI in the background, etc. You could build your own PC and run this software system on that or you could buy a pre-built system.