I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Are you ready for the fifth annual Art Direction Bootcamp at GDC? The event, organized by Keith Self Ballard and Andrew Maximov, will tell you about game art direction and how to develop a broader artistic vision. Leading artistic forces of the game industry will discuss what really matters in art, and how to build or support a vision and make friends doing it.
Here are the talks to be held during Art Direction Bootcamp:
- “Building a Creative Future with Artificial Intelligence” by Andrew Maximov (Promethean AI, LLC)
- “What They Don’t Teach You in Art School: Lessons for First Time Leads” by Erica Pinto (Sony Santa Monica Studio)
- “Team Growth and Preserving Team Culture on Marvel’s Spider-Man” by Jacinda Chew (Insomniac Games)
First of all, it’s a great chance to get more insights from Andrew Maximov, the man who is going to revolutionize the industry with the upcoming Promethean AI, but there’s more with a number of top talents who will join the party.
“There will be a wealth of concentrated art-specific information from the top minds of the industry that should be interesting not just to newbies and students, but seasoned professionals who are concerned with pressing issues of the day and industry realities. New friends that are also passionate about game art are welcome.”
You can learn more about the event here.
The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process of creating an AAA fire hydrant from start to finish.
Any future updates are included and will be available for download in case they are released. Next episodes are not included.