thicc_girls_are_teh_best
Member
Why bother to buy when you own 2/3 of the home console market? They will go to you regardless.
But that's just it; when Sony entered the market, they didn't own any large portion of it. Nintendo and Sega did. So what happened to cause so much of the 3P for the other two, to choose PS1 instead? That doesn't just happen unless the ones who already have the market at the time mess up in monumental ways to make alternatives look suitable.
PS1 was easy to develop and had a major multi billion dollar company backing it, the Saturn was poorly designed to the point where british third party developers like Psygnosis were developing their own commercial dev kits because Sega of Japan was only willing to help developers who wanted to do exclusives, the Nintendo 64 was much easier to code despite still being harder than PS1 and it was easier to show off its capabilities in real time rendering and western developers had a major support with that system.
Eh, some of this is debatable. Generally the Saturn had the hardest time with 3D because it (nor the PS1) did "real" 3D; they faked it, in Saturn's case through textured quads. There's a DF Retro video with Tomb Raider that shows this perfectly, how the Saturn mapped quads in a pseudo-3D space to give the impression of 3D. Basically their Superscaler sprite technology taken to its logical limits.
But was the Saturn really that hard to program for? They did throw in a 2nd VDP late in development, and the same with the CPU. The bus for the CPUs was too narrow for them to both operate simultaneously (not that they did anyway, one was master and other was slave IIRC) and one spent too much time waiting for data from the other. But, Sega did give full documentation of Saturn's specs the same way older consoles did. I just don't think Sega were ready for the challenges shifting to 3D would bring to 3P devs and publishers, and I think they were too narrow-minded to believe 3P wouldn't have an issue with dual processors simply because Sega's own arcade teams were familiar with that programming environment.
The N64, from some of the reading I've done on it over time, I actually don't think it was "that" much easier to develop for versus the Saturn. It had a better (and real) 3D chip, but RAM latency was complete garbage in that thing. No audio processor either, so basically audio had to be ran in real-time and handled like in older systems. Nintendo were also very restrictive with the microcode, and some of the default libraries were apparently pretty lousy. Then there's the limitations of the cartridge format itself; the fact N64 ever got ports of games like RE2 is a miracle.
Yes true PS1 had a multi-billion dollar corporation backing it, but so did the PC-Engine, PC-FX, and 3DO. Companies just as big as Sony at that time (at least in Japan) tried and failed with their consoles, so it was never a guarantee the PS1 was going to succeed just because of Sony's backing. Honestly, I think Sony benefited a lot from having prior working experience with both Nintendo and Sega, and also through their Sony Imagesoft publishing label. They didn't jump into the market raw with a console like Matsushita/Panasonic did. Even if the 3DO Company was formed by Trip Hawkins, it wasn't EA.
And, if PS1 were even somewhere in the ballpark of a failure like the PC-FX, I think we'd of seen Sony pull out of gaming the same way NEC did. Japanese companies weren't and aren't interested in years/decades-long loss-leading strategies for entire divisions just to hopefully pull something through in the end or outlast competitors through huge, deep pockets. That seems to be a distinctly American big corp strategy, at least in tech, among the larger tech companies.
The OG Xbox which also had a multi billion dollar company backing to make the most powerful and easy to code hardware, while the PS2 was the hardest this time but not on Saturn levels, Microsoft managed to get massive support pre-launch compared to the Gamecube, at its launch window, you had games like Max Payne, Silent Hill 2, half of EA Sports and Nascars that were released for the Xbox but not on Gamecube, by 2003 you had third parties dropping out partially or entirely the support for Nintendo's console.
Wait I remember playing a Nascar game on Gamecube xD. Maybe post-2004 those stopped coming to Gamecube but I definitely remember playing a Nascar game on that system back then.
When it comes to Xbox and Gamecube in terms of power, I'm actually surprised with a few things because it's not as clear-cut as I'd of normally though. There are some areas where Gamecube has an obvious advantage in, I believe polygon count is one of them. Generally though both were more powerful than PS2, though PS2 had an advantage with particle fillrate.
And for the organic thing: Back then it was easier to develop a AAA game in just 1/1,5 years that would lead to an acquisition following some titles, and some studios take very long or don't want to be acquired at all, it took Sony 20 years to acquire Insomniac, games nowadays take 5+ years which means it would take multiple generations to consider into an acquistion.
Mostly true, but even so, back in 4th-gen/5th-gen we still didn't see that many acquisitions among platform holders. These Sega documents have also been a bit eye-opening for me because we see that acquisitions were a part of their plans to get things stabilized and going well again...that shows me a strong parallel between the intent of acquisitions Sega had, and that Microsoft have been doing (and are trying to continue to do) for gaming.
These aren't the types of acquisitions (or mergers, in the case of when Sega tried merging with Bandai) done from positions of strength and market confidence. They really are akin to last resorts to try injecting a line of life into otherwise failing gaming organizations. When Sony acquired Psygnosis, you can argue it was for a somewhat similar purpose except, it coincided with PlayStation's start altogether. There was nothing "struggling or failing" prior to that, in terms of a gaming platform. As for Sony acquiring Insomniac, that one feels like it was done to both consummate a long-term partnership, and to protect a valued developer asset from being acquired by a direct competitor. There wasn't a massive revenue stream or IP add that came with acquiring Insomniac outside of the revenue they already generated working on exclusives for Sony, with IP Sony themselves lent them.
That was, hands down, a talent acquisition, so intent to stimulate a shrinking gaming unit isn't present like it's been with Microsoft's publisher acquisitions, or with some of the acquisitions Sega seemed to be entertaining. I am not trying to say or insinuate, though, that acquisitions with intentions like those of Microsoft's are inherently bad. However this brings into question "to what degree" do they need to be pursued and, well, in Microsoft's case they have some very strongly combative/potentially anticompetitive motivations behind their gaming acquisition strategy that go well beyond just wanting to boost up their gaming division.
I'll stop there, though, because this isn't necessarily about Microsoft. I did just want to explore the similarities in (at least some) motivating factors behind the acquisition ideas (and actions) between Sega and Microsoft all these decades apart. It's fascinating in a way, how aspects of history repeat themselves.