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.
London, November 18, 2018 – SUPER.COM, a $50 million fund specializing in investments in interactive entertainment projects and companies, has announced a new initiative that will see it focus support on developers using the Unreal Engine. Open to all talented UE4 developers, the fund will provide financial support to enable studios to grow and thrive, and, where needed, cover the cost of a custom Unreal license which unlocks direct technical support and provides a reduced royalty for the engine.
SUPER.COM is eager to collaborate with video game projects tailored for any platform. It can work with new studios as a seed investor with enormous experience and expertise in the games industry and function as a venture capital fund for companies with a mature business strategy.
Director of Investments and Publishing at SUPER.COM, Anna Grigoryeva, said: “We’re excited to be providing this support to the Unreal community and helping to bring more great games to market. We look forward to working with the team at Epic Games to identify relevant projects and help fast track growth and success.
We started out developing and publishing games ourselves, so we’re very familiar with the problems and challenges faced by any game studio. We’ve done it all, from designing original game concepts to distributing finished products, so we know the challenges developers face and how to tackle these hurdles. SUPER.COM will give the developers of games powered by the Unreal Engine an opportunity to concentrate on crafting amazing new games”.
“It’s great that successful entrepreneurial companies like SUPER.COM can see the tremendous commercial potential that resides within the Unreal development community. Providing access to these kinds of nurturing funds that can help guide developers through the potential pitfalls and triumphs of publishing is an essential part of the service we’re providing UE4 developers,” commented Mike Gamble, Head of Games Licensing EMEA, Epic Games.
SUPER.COM is a specialized fund that makes seed and venture investments in game companies and projects at various stages of development. The fund was established by video game industry veterans, so it can also offer high-quality, time-tested support in a number of different areas, including production, legal support, licensing, and the financial hurdles that can accompany a game’s international distribution and promotion.