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Why Sega Gave Up After the Dreamcast
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The Dreamcast was Sega’s attempt to recover from the Saturn’s failure. It launched in Japan in 1998 and in North America on September 9, 1999. Its $199 price, built-in modem, strong games, and record-breaking sales briefly made it a sensation. Yet Sega ended production just 510 days after the American launch.
The documentary argues that the console’s fate reflected both Sega’s financial problems and chairman Isao Okawa’s belief that Sega should eventually leave the hardware business.
How Sega Reached the Dreamcast
- Sega’s surprise Saturn launch in 1995 alienated retailers. The console’s weak early game lineup and Sega’s earlier add-ons—the Sega CD and 32X—also damaged trust among players and partners.
- The Saturn lost ground to PlayStation. Sega accumulated major losses, while key developers and publishers increasingly backed Sony.
- Sega developed two competing successors: an American design using 3dfx graphics and a Japanese design led by Hideki Sato, using Hitachi and PowerVR components. Chairman Okawa backed Sato’s design, which became the Katana, later named Dreamcast.
- The Dreamcast featured a GD-ROM format, a controller memory unit with a small screen, and—most notably—a modem in every console. Okawa saw networked gaming as central to Sega’s future, even though the modem increased costs.
Launch and Gameplay Highlights
- Japan’s November 1998 launch sold out quickly, but chip shortages left shelves empty, and the launch games were uneven. Virtua Fighter 3 was the standout; Sonic Adventure and Sega Rally 2 arrived later.
- The American launch on September 9, 1999 was a huge success: Sega sold more than 225,000 consoles in the first 24 hours and over 500,000 within two weeks.
- The launch lineup included Soulcalibur, Sonic Adventure, Power Stone, Hydro Thunder, and NFL 2K. The documentary praises Soulcalibur’s arcade-quality visuals and the 2K sports series’ detailed presentation.
- Online play was a defining feature. SegaNet and games such as NFL 2K1, Quake 3, and Phantasy Star Online let players compete and connect over the Internet. The console’s modem and online ambitions were central to Okawa’s vision.
- No strategy guide or step-by-step gameplay advice is discussed; the focus is on Sega’s business decisions and the console’s history.
Why Sega Gave Up
- Sega sold the Dreamcast for less than it cost to manufacture, counting on game sales to make up the difference. Price cuts and air-freighting consoles further strained its finances.
- Electronic Arts did not support the Dreamcast, citing unfamiliar hardware, Sega’s damaged reputation, and disagreements over business terms and sports exclusivity. Sega created its own 2K sports line in response.
- The PlayStation 2’s DVD playback, strong hype, and impending release encouraged many buyers to wait. Microsoft’s announcement of the Xbox added to the competition.
- Sega’s American team concluded in September 2000 that it could not remain a competitive hardware manufacturer. The company also struggled to turn its strong launch into sustained sales, and its marketing and forecasts fell short.
- On January 31, 2001, Sega announced it would stop making consoles and become a software publisher. Okawa contributed his personal fortune to help Sega cover the cost of leaving the hardware business. Production ended on March 31, 2001; Sega had shipped 8.2 million Dreamcasts.
- The documentary closes by linking the console’s fate to Phantasy Star Online: players arrive at a colony whose earlier settlers have disappeared, much as Dreamcast owners found Sega already withdrawing from hardware. Sega later returned to profitability as a publisher for other platforms.
People and Sources Featured
People quoted or discussed: Tom Kalinske, Hayao Nakayama, Bernie Stolar, Shoichiro Irimajiri, Isao Okawa, David Rosen, Jen-Hsun Huang, Hideki Sato, Charles Bellfield, Bing Gordon, David Perry, Peter Moore, Chris Gilbert, Tetsuya Mizuguchi, Yu Suzuki, Hidekazu Yukawa, Mark Cerny, Marcus Matthews, Larry Probst, Toshiro Kezuka, Yuji Naka, P. J. McNeely, Joachim Kempin, Kazuhiko Nishiyama, Tetsuya Koyama, and Jake Kazdal.
Organizations and publications cited: Sega, CSK, Nvidia, 3dfx, NEC, VideoLogic, Electronic Arts, Sony, Microsoft, Nintendo, Nikkei, and The New York Times. The video is by Retro Reroll.
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