No. EA refused to support it because they wanted sports games exclusivity. But Bernie Stolar had already made an investment in Visual Concepts (now 2KGames) and refused the deal.EA refused to support it because they'd been burned by how badly the Saturn had done (and had supported that system fairly well, surely to their financial detriment), and wanted serious incentives to back Sega's next system -- isn't the rumor that they wanted exclusivity on sports games (ie, no sports competition from Sega)? Sega said no, so no EA.
No. EA refused to support it because they wanted sports games exclusivity. But Bernie Stolar had already made an investment in Visual Concepts (now 2KGames) and refused the deal.
Definitely not. Truth is, Dreamcast had no DRM at all, you could just burn copies onto a disc without mod chips or anything else.
You actually had to do things to the PS2 in order to pirate games. With the DC all you had to do was burn the disc. I was in college during the DC lifetime and nobody actually bought games for it. It's a shame because it was a fighting game players dream console.
Putting so much cash in the marketing was pretty stupid ( Sega EU obviously )
The pirates needed a specialized "boot disk" to pretend to be an enhanced CD so that it could break the security and then allow a burned disk to run.
I recall watching a long time ago a really interesting video on Youtube on why the Dreamcast failed; due to SEGA releasing the SEGA CD and then the 32X add on a year afterwards, with the latter having under 100 titles, FOLLOWED by the Saturn releasing in 1995/96 turned off their consumer base, it was too much money spent on addons that were not supported for very long.
It was also not to SEGA's advantage how well the PSX was recieved and it getting some of the best titles during the 32-bit era such as Final Fantasy and Resident Evil to name a few.
Which solidified the fanbase of the system and its sequel, heck in that video I mentioned?
Some people were willing to wait for a PS2 instead of getting a Dreamcast, while it seems somewhat farfetched, I wouldn't be surprised if it were true >_>;
I think if you look hard enough, you can find the NeoGaf megathread about the day the Dreamcast died. A lot of these posts are written by people who weren't there to experience the slow death of the Dreamcast.
Which will be remembered as the biggest failure, Dreamcast or Vita?
Putting so much cash in the marketing was pretty stupid ( Sega EU obviously )
College was the hotbed of DC piracy, not the norm. College had stable, fast internet while the rest of the world had trouble downloading 1GB through dial-up. And trying to host massive illegal files was burning through hosts like trying to keep a fireplace running with newspaper, so you needed to know people who knew where to find them since the most recent good source went down. College kids were the perfect people to know someone who knew somewhere else to look.
It's existence is required in any discussion of the DC "not having any DRM", and it existed in every self-booting game. It was absolutely effective in breaking DC's DRM, and then it was killed off by a hardware revision which closed it's entire avenue of attack (too late for anyone to notice or care).Only at first and even then that wasn't exactly a barrier to entry.
Probably using modified CD drives or something. I remember the GameCube had that too. I just remember the PSO hack as the first dumping tool that became public knowledge, and not a guarded secret of a scene release group.I'm fairly certain that Dreamcast piracy predates the existence of Phantasy Star Online.
That's very inaccurate, as I've said before. The Saturn probably lost about as much money as the Dreamcast did, it just didn't have any cover from continuing sales from past successful systems, as the Saturn did to cover some of its losses.
Even if it remained profitable, I'm sure its profits were much reduced, and that had an impact.
I don't know which one of those to believe...
It's incredible how many times I've heard people say this.DC wasn't really that great. People look back on it fondly but at the time it was quite the let down, despite being Sega's best system since the Genesis.
Nintendo's toy licensing probably helps as well. Like I said, they probably wouldn't be in as bad a situation as Sega was, but I don't think they'd be anywhere near a healthy situation either. I cannot see them being so thoroughly beaten down, and not coming back out it in desperate straits.
A little desperation, some real hunter, can be a good thing for a company, it can motivate them to do better. a LOT of desperation however, tends to cause them to make short sighted decisions, like rushing out game development.
This is what happened to a lot of Sega's games after going third party. They rushed out a lot of games to try helping with X or Y years earning reports, which of course only hurt them.
I'd love to see Nintendo pushed to finally hire on some new talent, that understand where the industry is headed, and as eager to adapt and compete. However, I don't want to see the company so thoroughly trashed, that rushing out incomplete games becomes attractive.
For all Nintendo's recent fumbles, their games at least, tend to be incredibly well polished. I'd hate to lost that as well.
That's not true. Dreamcast definitely had DRM. The discs were (and still are) basically unreadable. Hackers had to find an exploit in Phantasy Star Online in order to trick the Dreamcast into broadcasting the contents of a GDROM out through the modem to a waiting server
Dreamcast piracy happened long before the release of Phantasy Star Online. I pretty specifically remember using a boot disc to play my imported copy of Jet Set Radio - I wouldn't have even ordered the game if there wasn't a way to defeat region locks on the system. Bootable discs came not long after that.
The key phrase here is "buried in debt"---only during the Dreamcast's tenure did we see that happen (since Sega spent 42.8 billion yen during FY 1998 in special losses for Dreamcast production), EVEN IF the Saturn had built up the requisites for Dreamcast to accrue a bunch of debt.
I got one for $200AUD not all long after launch. It was crazy, I remember seeing the sign in the windows of EB and jumped at it. Got a heap of games too - Blue Stinger, Sonic Adventure, Metropolis Street Racer, Jet Set Radio all on my paltry teenager wage. Good times...Best failure ever. Xbox launch failure in Australia was pretty sweet too, $200AUD off 2 months after launch.
I still consider this the biggest tragedy in the history of gaming. Sega was on such an unbelievable creative roll with the DC and we haven't seen anything like that from a publisher before or since.
I got one a few weeks after launch for about $300. The salesman at the store threw in 3 free games because he was so happy someone was buying a console. I think the Dreamcast had been on sale for over a year before the Australian launch. I believe it was about 3 months later I read in HYPER magazine that the console was dead.I got one for $200AUD not all long after launch. It was crazy, I remember seeing the sign in the windows of EB and jumped at it. Got a heap of games too - Blue Stinger, Sonic Adventure, Metropolis Street Racer, Jet Set Radio all on my paltry teenager wage. Good times...Best failure ever. Xbox launch failure in Australia was pretty sweet too, $200AUD off 2 months after launch.
In one word: Piracy
I thought it was because of Shenmue
I bought a ps2 after that. I kept the Dreamcast in the top of a cupboard until last year when I found it and sold it.
I barely remembered the first part but the second was widely reported
Yeah, things must have been pretty shitty way before 2001. I remember I got my mom to buy one in 2000 for less than $100 at Target. Retailers dropping the price of a console before the manufacturer does it across the board is very bad sign.
RE: Piracy
Insofar as piracy as purportedly a major factor in the DC's failure, it should manifest itself in an abnormally low software tie ratio. I have complete NPD figures for the Dreamcast through beginning of 2003 (so this should be missing a tiny bit of long tail but not much).
The hardware LTD in the US as of this point was 4.1 million. Software LTD was 27.2 million. That's a 6.6 tie ratio. September 1999 to early 2003 is 3.25 years.
http://www.joystiq.com/2008/04/24/npds-latest-software-tie-ratios-for-consoles/ -- Apr 2008, and figures come directly from NPD
2.5 years Xbox 360: 7.5
1.5 years Wii: 5.3
1.5 years PS3: 4.6
http://www.gamasutra.com/php-bin/news_index.php?story=23308 -- Apr 2009, and these figures are ballpark rather than exact:
3.5 years Xbox 360: 8.3
2.5 years Wii: 6.2
2.5 years PS3: 6.5
http://www.gamasutra.com/view/news/...e_Software_Sales_Keeping_Up_With_Hardware.php -- Apr 2011
5.5 years Xbox 360: 8.9
4.5 years Wii: 7.2
4.5 years PS3: 7.8
I don't have a figure to get a direct 3.25 year comparison between the generations, but it looks like at most that piracy accounted for a 1-ish game per person "loss", or no more than 15% reduced software sales, as compared to the current generation of consoles. An alternative hypothesis is that piracy was a big deal but non-pirate DC owners bought tons of extra software to compensate, which I feel is both highly unlikely and renders the "piracy hurt software sales" claim moot because the claim is about overall software sales capacity and thus best measured by a mean type measure like tie ratio rather than a median type measure.
Piracy was not responsible for the DC's death in the US.
Became too easy to pirate. You could burn your own discs with very little effort or knowledge.
Piracy really killed Sega, if they had a better anti-piracy system in the console they could of pulled in more profits.
Piracy really killed Sega, if they had a better anti-piracy system in the console they could of pulled in more profits. I really loved the Dreamcast, I still own my Black Sega Sports DC!
You're sounding like a butthurt SEGA fanboy >_>;
those are factors, not nearly the whole story - sega going under wasn't just the DC, and the DC didn't just struggle because of those elements alone
Ehh, not really.
Sega financials:
--------Sega Genesis introduced
FY 1989: (7.5 billion yen in operating income)
FY 1990: (13.0 billion yen in operating income)
FY 1991: (17.2 billion yen in operating income)
--------Sega CD introduced
FY 1992: (42.0 billion yen in operating income)
FY 1993: 28.017 billion yen in net income (62.540 billion yen in operating income)
FY 1994: 23.223 billion yen in net income (46.595 billion yen in operating income)
---------Sega Saturn introduced
---------Sega 32X introduced
FY 1995: 14.085 billion yen in net income (31.208 billion yen in operating income)
FY 1996: 5.304 billion yen in net income (29.636 billion yen in operating income)
FY 1997: 5.572 billion yen in net income (31.229 billion yen in operating income)
FY 1998: -35.635 billion yen in net LOSS (13.967 billion yen in operating income)
-------- Dreamcast introduced
FY 1999: -42.881 billion yen in net LOSS (2.088 billion yen in operating income)
FY 2000: -42.880 billion yen in net LOSS (-40.354 billion yen in operating LOSS)
FY 2001: -51.370 billion yen in net LOSS (-52.019 billion yen in operating LOSS)
-------- Sega ends production of Dreamcast and exits the console industry
FY 2002: -17.829 billion yen in net LOSS (14.201 billion yen in operating income)
As you can see here, it wasn't the Sega Saturn or the Sega CD or the 32X that caused Sega to be buried in debt...the Dreamcast's massive failure essentially wiped away all profit that Sega had with the previous systems and put their future as a company in grave peril.
RE: Piracy
Insofar as piracy as purportedly a major factor in the DC's failure, it should manifest itself in an abnormally low software tie ratio. I have complete NPD figures for the Dreamcast through beginning of 2003 (so this should be missing a tiny bit of long tail but not much).
The hardware LTD in the US as of this point was 4.1 million. Software LTD was 27.2 million. That's a 6.6 tie ratio. September 1999 to early 2003 is 3.25 years.
http://www.joystiq.com/2008/04/24/npds-latest-software-tie-ratios-for-consoles/ -- Apr 2008, and figures come directly from NPD
2.5 years Xbox 360: 7.5
1.5 years Wii: 5.3
1.5 years PS3: 4.6
http://www.gamasutra.com/php-bin/news_index.php?story=23308 -- Apr 2009, and these figures are ballpark rather than exact:
3.5 years Xbox 360: 8.3
2.5 years Wii: 6.2
2.5 years PS3: 6.5
http://www.gamasutra.com/view/news/...e_Software_Sales_Keeping_Up_With_Hardware.php -- Apr 2011
5.5 years Xbox 360: 8.9
4.5 years Wii: 7.2
4.5 years PS3: 7.8
I don't have a figure to get a direct 3.25 year comparison between the generations, but it looks like at most that piracy accounted for a 1-ish game per person "loss", or no more than 15% reduced software sales, as compared to the current generation of consoles. An alternative hypothesis is that piracy was a big deal but non-pirate DC owners bought tons of extra software to compensate, which I feel is both highly unlikely and renders the "piracy hurt software sales" claim moot because the claim is about overall software sales capacity and thus best measured by a mean type measure like tie ratio rather than a median type measure.
Piracy was not responsible for the DC's death in the US.
Truly, the last of its kind. There will never be another console like a SEGA console. From the best console of all time, the Genesis, to the best 3D focused console of all time in the Dreamcast.
RE: Piracy
Insofar as piracy as purportedly a major factor in the DC's failure, it should manifest itself in an abnormally low software tie ratio. I have complete NPD figures for the Dreamcast through beginning of 2003 (so this should be missing a tiny bit of long tail but not much).
The hardware LTD in the US as of this point was 4.1 million. Software LTD was 27.2 million. That's a 6.6 tie ratio. September 1999 to early 2003 is 3.25 years.
http://www.joystiq.com/2008/04/24/npds-latest-software-tie-ratios-for-consoles/ -- Apr 2008, and figures come directly from NPD
2.5 years Xbox 360: 7.5
1.5 years Wii: 5.3
1.5 years PS3: 4.6
http://www.gamasutra.com/php-bin/news_index.php?story=23308 -- Apr 2009, and these figures are ballpark rather than exact:
3.5 years Xbox 360: 8.3
2.5 years Wii: 6.2
2.5 years PS3: 6.5
http://www.gamasutra.com/view/news/...e_Software_Sales_Keeping_Up_With_Hardware.php -- Apr 2011
5.5 years Xbox 360: 8.9
4.5 years Wii: 7.2
4.5 years PS3: 7.8
I don't have a figure to get a direct 3.25 year comparison between the generations, but it looks like at most that piracy accounted for a 1-ish game per person "loss", or no more than 15% reduced software sales, as compared to the current generation of consoles. An alternative hypothesis is that piracy was a big deal but non-pirate DC owners bought tons of extra software to compensate, which I feel is both highly unlikely and renders the "piracy hurt software sales" claim moot because the claim is about overall software sales capacity and thus best measured by a mean type measure like tie ratio rather than a median type measure.
Piracy was not responsible for the DC's death in the US.
RE: Piracy
Insofar as piracy as purportedly a major factor in the DC's failure, it should manifest itself in an abnormally low software tie ratio. I have complete NPD figures for the Dreamcast through beginning of 2003 (so this should be missing a tiny bit of long tail but not much).
The hardware LTD in the US as of this point was 4.1 million. Software LTD was 27.2 million. That's a 6.6 tie ratio. September 1999 to early 2003 is 3.25 years.
http://www.joystiq.com/2008/04/24/npds-latest-software-tie-ratios-for-consoles/ -- Apr 2008, and figures come directly from NPD
2.5 years Xbox 360: 7.5
1.5 years Wii: 5.3
1.5 years PS3: 4.6
http://www.gamasutra.com/php-bin/news_index.php?story=23308 -- Apr 2009, and these figures are ballpark rather than exact:
3.5 years Xbox 360: 8.3
2.5 years Wii: 6.2
2.5 years PS3: 6.5
http://www.gamasutra.com/view/news/...e_Software_Sales_Keeping_Up_With_Hardware.php -- Apr 2011
5.5 years Xbox 360: 8.9
4.5 years Wii: 7.2
4.5 years PS3: 7.8
I don't have a figure to get a direct 3.25 year comparison between the generations, but it looks like at most that piracy accounted for a 1-ish game per person "loss", or no more than 15% reduced software sales, as compared to the current generation of consoles. An alternative hypothesis is that piracy was a big deal but non-pirate DC owners bought tons of extra software to compensate, which I feel is both highly unlikely and renders the "piracy hurt software sales" claim moot because the claim is about overall software sales capacity and thus best measured by a mean type measure like tie ratio rather than a median type measure.
Piracy was not responsible for the DC's death in the US.