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.
Visual Studio, one of the most popular tools used for video game development in the industry, is taking big steps forward for game development by collaborating with three big name independent game engine providers: Chukong Technologies, Epic Games, and Unity Technologies.
This collaboration will make everything so much easier and efficient for game developers to develop games for popular platforms using Visual Studio IDE. The installers for each of the aforementioned gaming engines will offer the ability to co-install Visual Studio Community on Windows which would also come with plug-ins that would be required for Windows developers who build for these engines. On top of this, it will be easy to find and use tools for Cocos2d, Unity, and Unreal inside Visual Studios 2015.
Access to certain tools and engines are available to more developers due to these improvements. Visual Studio Community is freely available for non-enterprise usage and to make things even better, there are free options within Cocos2d, Unity 5 Personal Engine, and Unreal Engine 4. Visual Studio already offers Visual Studio Tools for Unity, a free add-on enabling a greater experience for debugging and programming when working with Unity.
Every single one of the engines gives support to a wide range of many different and popular gaming platforms. Through cross-platform game development frameworks, there will be an expansion of cross-platform mobile development support that is already in existence in Visual Studio for C++, Cordova (HTML), and Xamarin (C#).