I already stated the type of project Nintendo seems to be funding externally. New IP with growth potential. Not IPs 5+ iterations in, with a steady niche userbase.
If we were just discussing the IP themselves, that would be one thing, and I thought you meant in terms of the content of the games themselves.
A better correlation to what I suggest for Sega and Nintendo would be Monolith Soft: a developer making franchises with shrinking interest across each interation, that makes games in genres that Nintendo has very little strength in, losing favor with the publisher they were under the ownership of, bought by Nintendo to continue doing what they do best.
The only difference in that situation is that Monolith Soft and Nintendo both abandoned their IPs and simply made a psuedo-continuation of their biggest one, but the point still stands. I've never talked about just an IP acquisition, the talent has to come as part of the package, and when we look at Nintendo's most recent talent acquisition, there's a definitive correlation there.
Sega cancelled Bayo 2 at a time when they suffered huge losses, had to cut jobs, restructure internally, and cancel numerous internal projects. I don't think the choices they've had to make actually speak volumes about the IPs themselves.
If there were any growth potential seen in Bayo 2, it would have been salvaged. Let's not make up excuses for why it wasn't.
How did I not address the core issue, about Virtua Fighter potentially being in a worse position than today? I already stated that if Sega were picked up by Nintendo, than the only currently available version of the most recent VF (Final Showdown) would almost certainly be delisted very quickly afterwards. Unless of course we're expecting Nintendo to publish on Xbox and Playstation.
That's speculative. Terms of such an arrangement could entail that Sammy retains the publishing rights to all previous entries of their given works. Letting another publisher publish works with their IP in it has a precedent (Koei Tecmo being the Japanese publisher of Hyrule Warriors, for example).
Umm... how are Xbox owners giving up "every other game the genre entails"? There's Street Fighter V and Guilty Gear Xrd that I'm currently aware of. Everything else generally is Xbox bound as well. Dead or Alive 5, Mortal Kombat X, BlazBlue Chrono Phantasma etc... It's not like Killer Instinct sits on an island alone as the only fighter available. Not sure how you think this is comparable to Wii U's situation at all.
Xbox owners aren't getting SFV. It's a Playstation and PC exclusive. So Capcom has openly sacrificed the Xbox FGC for that title, reducing their available userbase and (in theory) their sales. Fewer available platforms due to an exclusivity deal, where one of those platforms has a FGC presence, has a very strong correlation to what you were discussing about VF.
How likely is it that the Wii U sees Tekken 7, compared to the Xbox One? The next Soul Calibur? etc. The Street Fighter V deal was smart, because all else being equal, it being exclusive tips the lineup noticeably in Sony's favor. It wouldn't do the same for Nintendo because all else wouldn't even be close to being equal, at all.
Smart for who? I mean, Capcom needs sales, so unless Sony ponied up enough money to make it worth their while to dump a whole bunch of potential sales, I don't see how that benefits anyone but Sony.
I'm not saying that I'd rather all the IPs lay unused rather than accept any avenue of them being revived. If Nintendo picked up Sega tomorrow, whilst announcing new installments in many of their most iconic IPs, I'd be extremely happy, and take back pretty much everything I'm saying here. However if Nintendo simply purchased Sega tomorrow, with no other information, my first thought would be "They've bought them for Sonic... fantastic...". I'm mostly stating why I don't see something like Yakuza or Virtua Fighter coming out of such a deal. If they actually did, then great... but I'm not sure why we're looking towards Nintendo, as the most likely saviour considering they've been skipped for most of Sega's multiplatform efforts for the best part of a decade, and not without reason. This thread asks how Sega can succeed, but many responses to it suggest things that don't come across as very likely to help Sega at all. If what you want is for Sega to publish to Wii U alongside other platforms, then sure, I could see that being worth a try. But if what you want is for them to publish exclusives to Wii U because you believe that the fanbase has proven to give a shit about Sega offerings, then I can't agree with you at all. They've proven to give a shit about Sonic Team primarily, and even then only marginally more than the owners of other consoles. If you believe they haven't been given adequate chance to prove they care about other IPs, then I guess you can somewhat put that down to Nintendo, with their unique choices in controller layouts, hardware that necessitates completely bespoke version of any current gen multiplat, and just generally curating their market to be primarily beneficial to their software to the detriment of third-parties.
Well, first, it's tough to say that Nintendo fans wouldn't buy non-Sonic Team content when that's all the upper brass at Sega have ever been content to give them. Oh, and Monkey Ball.
In their current position, developers at Sega are going to be laid off one by one until there's nothing left, if they don't leave the company beforehand. I would advocate the same thing for Sony and Microsoft, too, and a Sega first-party with either of them would make every console thereafter an instant purchase for me, but they don't have the sort of free cash to spend right now. Sony is trying to keep the PlayStation brand in consistent profits and doesn't have the cash to spend and Microsoft is in an even worse situation with its game division, never mind not having enough bodies on the ground in Japan to manage them. There's a freedom associated to being a first-party development team, where IPs are not immune to but better protected from weak sales performance. I think the only way we're going to see a return of Sega's franchises will be in such an environment. In their current situation, they're as good as dead, the top brass is going to make sure of that.
Also yea, that not buying anything since 2008 was a bit of a cheap shot. I apologise for that. That being said though, games that immediately come to mind that I've purchased from them post 2008 include: Outrun Online Arcade, Daytona USA (great port finally), Virtua Fighter 5 Final Showdown, House of the Dead Overkill, Afterburner Climax, Phantasy Star Portable 2 and Virtual On Force (haven't bought Rhythm Thief yet). I left out all Yakuza and Sonic's (including racers), any up-ports from previous consoles, and western releases like Alien Isolation. Sure these aren't exactly huge AAA offerings, but they don't need to be, and honestly should never be. The DD model fits Sega's classic IPs far better than the current retail space, and I'd like to see them focus more on this area (classic Phantasy Star games remade in the style of Square classic Final Fantasy remakes would be great). Is there any particular reason none of the above (along with Yakuza and good Sonic offerings) appeals to you? I'm wondering what sort of Sega offerings you're actually looking for.
Final Showdown is fine, but I already played the previous revision to death at arcades and felt sated by it and the console release of the original.
I played HOTD Overkill for Wii in 2009, and I enjoyed it. The tonal change to the story still throws me a bit, but it was a good game even if not developed internally. So I guess I was wrong, I stopped in 2009. Huh.
Virtual On Force.... I had waited for a port too long (8 years to be precise) and just played the arcade instead. Already sank a shit-ton of money into that game and felt like I had my fill.
Daytona USA? I've played far too much of the exact same Daytona game across the past 20 years to want to play it again.
Outrun and Afterburner were never really my jam, and again, played Afterburner Climax in arcades in 2007 and missed my window of opportunity with Outrun when it was taken down off XBL and PSN.
Phantasy Star Portable 2 would probably be great, but I don't game on handhelds. Not even a DS or 3DS.
I would likely play PSO2 if it ever saw release in North America, though. But that seems unlikely to impossible at this point.
And ports of the console back catalog are nice and all, but I kept my Dreamcast for a reason.
I guess what I want is to return to their 6th-generation output, even if not in totality, even irrespective of Dreamcast. And nowadays, I'm just not seeing it.