| 9.9.99
In its first 24 hours on the North American retail market the Sega Dreamcast
proved to be a resounding success. It was accompanied by heavy promotion
on such youth-oriented television services as MTV, with a nationwide touring
blitz accentuated by customied vans, mobile kiosks, and enthuastic support
by several popular music acts such as Limp Bizkit and Filter. Many
videogame magazines such as EGM and GamePro devoted their
September issues to the Dreamcast launch. Only those lucky enough to place
advance orders were guaranted to get a Dreamcast on the first day it hit
the store shelves. Over 15,000 retail locations across the continental
United States reported brisk sales, with many selling out the first day.
Total Dreamcast-related revenue came to the approximate figure of US$97
million. In comparision, that is more than three times the take from
the opening to the much-ballyhooed sci-fi movie Star Wars: The Phantom
Menace. The U.S. Dreamcast launch far exceeded Sega's own expectations
and it forced the rest of the videogame industry to sit up and take notice.
There
was no doubt about it - Sega was back. This didn't come as any
surprise to industry observers who had watched the momentum build and the
audience surge. EGM put it this way, saying, "Hardcore game
freaks - the type who still trek to the arcades, who've imported a game
or two, who passionately defend their console - have always gravitated
towards Sega systems. The Dreamcast is no exception, and Sega knows
it." The future seemed bright for Sega and its licensees
as income from all those sales began to pour into their cash-strapped pockets.
Unfortunately, Sega's traditional screw-ups began almost immediately.
There was some confusion in market order shipments, meaning that a lot
of first-time American buyers wound up with Japanese copies of their new
games, which of course would not work on their American-only consoles.
Midway aggrevated this by releasing Ready 2 Rumble Boxing with improper
drivers, resulting in a lot of angry customers with non-working copies.
Also, Sega decided not to release its own arcade-style light gun in America
following intense media hype over the Columbine school shooting, which
meant that American gamers were forced to contend with inferior third-party
designs that simply weren't up to par. On another controller-related
note, almost everybody criticized the standard Dreamcast joypad as being
too compact and awkward (as if it had been designed only for the hands
of small children), and the third-party controller business subsequently
boomed as a result. And were were the VMUs? The Sega VMU was
in dreadfully short supply during the console's first three months on the
market, and many gamers didn't want to have to put up with third-party
VMUs that lacked the standalone gaming functions of the Sega design.
Finally, the promise of Internet gameplay, the single most touted feature
of the Dreamcast, was conspicuously absent from all overseas launches.
Sega quietly announced that the Dreamcast Network would be delayed until
"sometime in 2000."
Speaking of which, perhaps it is time to note the Dreamcast's other two
overseas launches. Billboards and ad copy had been appearing all
over Europe and the U.K. with a single word in large print, upon which
a small sticker appeared to have been affixed: PlayStation - Best
used before 14/10/1999. The date is listed day first, European
fashion. The European launch was just as big a success as the American
one by all accounts and featured the largest launch list of software titles
yet fielded by a Sega console. Unfortunately, things would not go
as smoothly around the world a month later in Sega's last major market
to receive the Dreamcast. Dare we mention the Australian launch in
November, which was a disaster by any measure? No software, no accessories,
and a shortage of consoles due to major screw-ups in processing advance
orders? They're still talking about it down in "Oz."
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It came as a complete surprise to everyone that the #1 best selling title
of the U.S. Dreamcast launch was neither Namco's gorgeous-looking blade
fighter Soul Calibur or Yuji Naka's eagerly awaited Sonic Adventure.
Instead, first prize went to Visual Concepts for NFL 2K, which just
narrowly edged out Sonic Adventure in launch sales. This was
despite the fact that Sam's Club was selling Sonic as a pack-in
with every Dreamcast console that it sold. Sega's all-new 128-bit
football game had wowed American gamers with its incredible realism, and
there was a general clamor for Electronic Arts to begin supporting the
Dreamcast with ports of the Madden NFL series and other popular
titles from its EA Sports lineup. EA stock dropped over 27 points
on the New York Stock Exchange over the fourth quarter for the simple reason
that EA's investors were furious at them. The company had no Dreamcast
titles for the 1999 holiday season, seemingly content to pump out releases
for the dying PlayStation, and this was the sole reason for the company's
poor market performance that year. EA never listened, so Sega fans
were never able to look forward to the EA Sports line on the Dreamcast
- thus breaking the long legacy that EA had stated with Sega and the Genesis
a decade earlier.
The Internet gaming issue proved to be a real sore spot with many gamers
and Sega was quick to acknowledge this problem. At the same time,
however, it were doing their best to avoid the rushed development pace
that had tripped it up previously in Japan and which many industry experts
agreed had caused both the older Sega 32X and Saturn consoles to fail.
Sega did not want history to repeat itself; therefore, Sega was taking
their time in order to get things right. So, while gamers were treated
to constant press about the up-and-coming Dreamcast Network, and while
they drooled over the possibility of a new Phantasy Star RPG as
part of that network, Sega secured backing for its online gaming plans.
The signing of AT&T in the U.S. and British Telecom in the U.K., among
others, put some major ISPs in Sega's corner. Every single Dreamcast
came with a modem (some early overseas units had 33.6kbaud models, all
U.S. models had 56kbaud), and every one came with free Internet software.
Sega president Shoichiro Irimajiri was even quoted as saying that Sega
of Japan would offer the system's first broadband or DSL network in Japan
as early as 2000, which was heady news indeed for Japanese gamers.
Modem and ISP now, network games shortly thereafter, Internet play within
a year of launch, and broadband play within two years. That appeared
to be Sega's plan in late 1999 and it was going to take a major event to
shake them from it.
One other item deserves brief mention at this point. Many industry
wags were already criticizing Sega for not using a DVD-ROM with the Dreamcast.
The high storage capacity of DVD combined with its growing acceptance seemed
perfectly natural to experience-hungry gamers who wanted every extra that
they could get - cost notwithstanding. It was precisely the cost
reason that had ultimately caused Sega to reject DVD-ROM in favor of GD-ROM
- its own proprietary variation of CD-ROM that permitted up to 1 GB of
storage per disc. Sega's Charles Bellfield reminded critics of this
point.
Today,
and certainly ... within the next two years, DVD technology is prohibitively
expensive for a console product - that is, if you want to focus just as
a low-cost piece of hardware that delivers the highest performance games.
If you want to be just an entertainment black box, and you can feel you
can charge more for it, that's a different story.
In this
comment, Bellfield was no doubt taking a swipe at fellow competitor Sony.
Their nextgen PlayStation 2 was being billed as a "total entertainment
solution" for both movie and gaming fans,. It utilized DVD technology,
was black in color, and was almost twice the price of Sega's system.
It was a notable observation on Bellfield's part, and only time would tell
if Ken Kurtaragi's ambitious plans for Sony's new system were to be realized.
In the meantime, though speculation continued to run rampant as to Sega's
DVD plans and all signs pointed to a announcement of some kind by Sega
in March of 2000 at E3.
At the same time, though, back on the other side of the big pond, the Japanese
market was going nuts over a weird little "life simulation" game by Yutaka
Saito with the unusual and rather odd title of Project Seaman.
It was possibly the console's first bonafide smash hit in Japan in that
people were going out to buy a Dreamcast just so they could play Seaman.
What a change from the previous year, when most Japanese gamers wouldn't
even think of buying a Dreamcast! Word of mouth was quick on the
game, and the clamour for an overseas release began soon thereafter.
Its vendor, Vivarium, showed an English-language demo at the 1999 Tokyo
Game Show that fall, and not long after promised a full port to eager overseas
fans sometime in 2000.
This is perhaps the best time to take a look at the chief competition that
would develop for the Dreamcast: the Sony PlayStation 2 (PS2), the
Nintendo GameCube (code-named Dolphin at this point), and a third contender
that came out of nowhere - Microsoft's XBox.
Sony's PS2 promised to be a superior box but at almost double the retail
price (US$370). Sony was hyping it as the ultimate entertainment
solution for the home, and there were many at Sony who hoped that the new
system would completely reshape not only videogames but the entire industry
itself. Sony expected that its market would take up its dream and
bring others into the fold, or as NextGen quipped about Sony's ambitions,
"If we build it, they will come." PS2 would not hit the North American
market until late in 2000, but already the hype was building. Was
Sega concerned? Yes, but it wasn't about to lose any sleep over Sony's
rather grandiose pronoucements about its up-and-coming system. "If
Sony wants to sell a million PlayStation 2 units to 55-year-old men, fine
- let them do that," quipped Sega's Charles Bellfield. "We are literally
a videogames company. You'll never hear us say we are an entertainment
company. Our audience is the 12-to-24 year old male gamer.
We're core to that audience." It was yet another biting observation
from the quip-throwing Bellfield.
Nintendo was caught without anything that could hope to compete against
the superior performance of the Dreamcast, as its Dolphin project was still
at least two years away from producing a marketable system. Instead,
they released Donkey Kong 64 just in time for the 1999 Christmas
season. Most critics (and fans) saw it for the empty gesture that
it was: a hyped-up version of Banjo Kazooie that required
the Expansion Pak included with the game. Sales were strong, but
not quite as strong as Nintendo had hoped. It would prove to be one
of the N64's last big hits.
The most surprising announcement of the year was the confirmed existence
of Microsoft's XBox project, which was the software maker's attempt to
come up with a dedicated gaming platform based on PC compatable hardware.
The software giant promised to be serious competition for existing videogame
companies yet Sega remained surprisingly unfazed. After all, Microsoft
had cut its teeth on the XBox concept by helping Sega with the Dreamcast,
even lending its "seal of approval" and a modified version of the WindowsCE
operating system to the new platform. As a result, it was dreadfully
easy to port PC games to Sega's new platform, and knowledgeable industry
wags hinted that XBox could actually help Sega in the long run. It
soon became known that Sega's Shoichiro Irimajiri had actually been given
a demonstration of an XBox prototype and news of this sparked yet another
round of rumors and speculation. Unbeknowst to many but watched by
all concerned, the Sega-Microsoft partnership would continue to influence
both Sega's and Microsoft's long-term plans for their respective companies
in ways that no outsiders could anticipate.
By October, Sega of America had sold well over half a million Dreamcast
consoles. 518,000 systems in approximately one month. That
is about the same as the total number of 32X systems that Sega sold during
the thirteen months that it was on the market. By the beginning
of November Sega had sold over 750,000 consoles, and by the end of the
month had sold over one million units. At that rate, Sega expected
to break the two million mark in the U.S. console market by March 2000,
if not before, and Sega's Peter Moore was later quoted as saying that the
company hoped to have an installed base of six million units by the end
of 2000. Over 30 Dreamcast titles were on U.S. store shelves
by year's end, with approximately 250 titles in all markets either available
or under development. That was far more than any other videogame
console's first year to date, and considerably above the 140 projected
by Bernie Stolar before launch. In comparison, this figure is about
the same as the total number of N64 cartridges that Nintendo had sold in
the first three years that its underpowered system had been made available
in all major markets.
There was no question about it. The U.S. Dreamcast launch was a success
by any measure one might use. Having a sizeable software library
so soon after launchtime had one of Sega's goals from the beginning and
it had certainly played its part in the success of the launch. Sega's
twofold objective for its major markets had been to first promote their
machine, and second to build up a large library of decent titles in record
time. It can be said that they successfully achieved both goals.
"It's been amazing to see publishers step up in genres that I didn't think
would happen this soon on the platform," said Sega's Neal Robison, director
of third-party support. "We're already going to have RPGs by Christmas
[note - UbiSoft's Evolution and NEC's Seventh Cross hit U.S.
store shelves around 20 December 1999], which is amazing, because usually
those things take a really, really long time to work on for a platform.
We've obviously got the benefit of the Dreamcast having been out for a
while in Japan." Sega marketing VP Peter Moore perhaps put it best
when he observed, "Going forward, we're building the Dreamcast gaming community."
The ever-quick-to-comment Charles Bellfield added his own insights over
their
anticipated flood of Dreamcast releases set to start in 2000. "All
the categories are going to get even richer, even deeper going forward."
Sega's competitors took note of this fact as they continued working on
their own respective 128-bit consoles.
Unfortunately, over in Japan, that anticipated flood of additional titles
had significantly slowed. Namco, who was primarily responsible for
the word-of-mouth leading up to 9.9.99 with their realistic looking fighter
Soul
Calibur, practically halted all Dreamcast development until the end
of the year. Other developers, such as Konami (authors of
AirForce
Delta and Castlevania: Resurrection), also followed suit. The
reason for this troubling trend in the lack of new Japanese-produced Dreamcast
titles did not become immediately clear until mid-September, when the 1999
Tokyo Game Show was held. As it turned out, almost everybody who
was anybody in the Japanese videogame industry had been hard at work readying
themselves for the debut of Sony's new PlayStation 2 at that show.Tekken
Tag Tournament, which had been long rumored as a scheduled for a Dreamcast
release, popped up as one of the prime launch titles for Sony's new platform.
There were also about a dozen or so other titles that Sony demonstrated
for the PS2 at the time, including the eyeball-popping
Grand Turismo
2000. Everything shown looked as good as anything the Dreamcast
was currently delivering, and one look at the system specs on paper boded
ill for future Dreamcast third-party support. It was now painfully
obvious why Japanese developers had shifted their efforts. While
it was not yet out on the American market, it could in all honesty be said
that the PS2 had finally "arrived," and everybody wanted to be in on the
action when it came.
Sega's narrow window of opportunity in the North American and European
markets was now closing. They would no longer be alone in the 128-bit
home videogame console market. The Dreamcast was going to have to
compete with the PS2 in order to ensure its continued survival.
Sega ended the year in typical Sega fashion - lots of gtrand announcements
along with that one bit of inconvienently timed bad news to louse things
up. There was the preview of the planned ZipCast ZIP drive (no more VMU
save game size limits!) and with it came a look at the very first Ethernet
adapter designed for a videogame console. Do the words "cable modem"
come instantly to mind? They should, gaming fans. Both were
slated for release "sometime in 2000." There was also the news that
NEC and Videologic, the makers of the Dreamcast VDP, had completed a plug-in
replacement for their well-respected PowerVR 2DC. The new chip was
100% compatible with the old one, but added so much 3D processing ability
to the system that it was said to run rings around the most powerful 3D
graphics processor available at that time - the highly praised nVidia GeForce
256. So much for the claims of sitting around and doing nothing as
Sony tried to seize for its own the polygon-pushing prize. Sega had
promised that the Dreamcast would be both expandable and upgradeable, and
it looked as if they were keeping their word. Also, in a completely
unrelated development but one that caused classic gamers to rejoice, Sega
of Japan (in conjunction with NEC) announced they would be making over
300 G/MD and TG16/PCE "ROMs" available on their website for use on the
Dreamcast under emulation. It was the first time that such a service
had been offered by a OEM (original equipment vendor) on the Internet,
and Nintendo was quick to follow suit by announcing plans for N64 emulation
support of its older NES and Super NES titles.
Dreamcast sales for the Christmas season were very strong. In many
locales, retailers either sold out of their consoles or came very close
to doing so. Sam's Club, the Arkansas-based discount warehouse chain,
found that its Dreamcasts were selling out nationwide - no doubt due to
the fact that they included copies of the ever-popular NFL 2K along
with every console sold. Other titles to sell out by the end of the
year included Soul Calibur, Sonic Adventure, and the just-released
RPG Evolution: World of Sacred Device. In fact, supplies had
dropped so low by mid-December that Sega was forced to revise its sales
figures upward. The number of Dreamcast consoles sold in the North
American market officially broke the 1.5 million mark shortly before the
end of 1999, and the venerable videogame company was practically basking
in its market resurgence. "Dreamcast" was the word on the lips of
many expectant videogame fans for the holidays, and not even the revival
of Nintendo's resident primate could withstand the onslaught of Sega's
new-found popularity. In fact, Business Week named the Sega
Dreamcast as one of the 30 most innovative products of the year in its
final 1999 issue.
All of the good news was eclipsed by the words of Sega chairman Isao Okawa,
though, when he was quoted by many sources at the end of the year as stating
that Sega was "getting out of the hardware business" after the Dreamcast.
In short, the the Dreamcast was going to be Sega's very last videogame
console. You can well imagine the sinking feeling that Dreamcast
fans worldwide felt at that news, and lots of wags who still revel in the
twin failures of the 32X and Saturn were quick to say, "We told you so."
It was a stunning admission from a company that seemed to be getting back
on its feet in the home videogame console market, and Okawa's statement
effectively threw out everybody's projections of Sega's future plans.
Sega was quick to counter the move, publically assuring its fans that Dreamcast
support would continue. Still, one could not help but wonder why
Okawa would make such an announcement given the success of the Dreamcast,
and all signs pointed to Microsoft. Both companies had worked well
together in their respective Dreamcast efforts, and rumors began to quietly
spread that Microsoft was planning to tap Sega's considerable videogame
experience and resources for its up-and-coming XBox system. It seemed
a rather absurd way for Sega to end a year that seemed to have largely
went their way.
And so ended 1999 - a momentous year for American videogamers, with the
promise of more just over the horizon. A paradigm shift had just
shaken the videogame industry, and Sega was the company that had set the
lead which the rest would follow. Would Sega succeed in its designs?
Or were the rumors about Sega's future hardware plans actually true?
How was the PS2 going to impact Dreamcast sales? What about XBox?
Could Nintendo survive against the dual 128-bit threat until it could get
GameCube out the door? What was the deal with Sega and Microsoft,
and how would this affect Sega's plans? Above all else, when were
there going to be more first-class titles for American and European gamers
-
especially in the obviously delinquent RPG category?
Only time would tell.
A
new century, a new market
The year 2000 was unique in many ways. It was the last year of the
20th century, as well as the last year of the second millenium AD. The
year 2000 was a momentous time for the videogame industry, because this
was the year that 128-bit consoles were expected to establish their full
dominance over the home videogame market. The most eagerly anticipated
of these was the highly hyped Sony PlayStation 2, whose North American
debut was tentatively set for 20 September 2000. It was clear to
anybody with eyes to see that Sony's plan was to seize the new 128-bit
market and make it entirely their own. To them, the Dreamcast represented
little more than an advance man working their audience free of charge,
prepping their intended market for the real pleasures that Sony would be
unveiling later that year. If Dreamcast was 1999's preview into the
future of videogaming, then the PS2 release in 2000 would be that future
fully realized - or so they made clear to both employees and potential
customers alike. To cement their goal, Sony of America began putting
together a US$150 million ad campaign designed to deal with any possible
move that its current (and future) competition could offer.
So much for Sony. In the meantime, Sega continued with business as
usual - much to the pleasure (and occasional chagrin) of both fans and
vendors alike. They had the successes of 1999 upon which to build
and were determined not to commit Nintendo's past mistake of resting on
the laurels of prior triumphs. There were the occasional blunders,
to be sure, as might be expected of any successful company combating its
competitors, but Sega had a lot riding on the line. They had achieved
their first two goals in the North American market - successfully launching
the Dreamcast and building up a large library of titles in a short time.
All eyes were upon them as they sought to achieve the next stages in the
Dreamcast's planned future - continue expanding the software base, ramp
up and launch the Dreamcast Network, and somehow survive the PlayStation
2 launch. If it could just sell all two million of the consoles manufactured
for the North American launch by June, as well as another million or so
in Europe, then it just might finally start turning a profit on its US$600
million investment. Sega had ended 1999 with projected losses of
US$100 million. Sega had eight months left to make a profit before
PlayStation 2 hit American shores, so the company's financial future was
now riding on its Dreamcast gambit.
It was make-or-break time for Sega. The year 2000 had to be "the
year of the Dreamcast" ... or else.
The Dreamcast's immediate future was looking quite rosy at the beginning
of the year. Holiday sales had met or exceeded expectations and the
word "Dreamcast" was now on everybody's lips. It was a good thing
too, because the first generation of DC games was about to give way to
its second and even larger wave of releases. "Even if no other software
ever came out for it," noted NextGen, "Dreamcast is a good buy.
That said, enough software is coming out for the system, and the early
sales are so strong, that we think Dreamcast will be a viable system for
some time to come - even though [both] Dolphin and PlayStation 2 will surpass
it technologically." Regarding its Y2K goals, Sega was determined
that no category would be left uncovered and no stone would be left unturned,
but all the while it would making sure that development (as well as translation
and porting) of new and even better titles remained firmly on track.
In the meantime, Dreamcast fans salivated over what Sega and its licensees
planned to offer in 2000 and enjoyed a 20% or so reduction in the retail
price of Soul Calibur and other selected first-generation Dreamcast
titles. Yes, things were looking good for Dreamcast gamers.
The resounding success of Dreamcast holiday sales was also echoing in the
corridors of Sega corporate, yet no one forgot that they still had a job
to do. Company executive Peter Moore discussed Sega's future plans
in an exclusive interview with NextGen magazine. When asked
how many units Sega would have to sell in order achieve success, Moore
responded, "Mutliple millions." He then went on the explain his answer.
It's
the velocity that you hit certain milestones which is important, and the
momentum you build, but I think the industry has grown so dramatically
that a million is no longer critical mass .... Five million is critical
mass! I don't think anyone can turn their back on you, in any industry,
if you're talking to five million dedicated customers .... We're committed
to our two million sold through [to the customer] from March 31.
Then we have to go back to Japan and work on product planning for fiscal
'01.
Reason?
PlayStation 2. Sony had dropped the announced system price down to
US$299, making it more competitive with the Dreamcast upon launch.
If
'competitive platform' launches on 9/20 at US$299 and Dreamcast is available
at US$199, Mr. Fence-sitter, where's your money? So we're very bullish
that if and when this thing launches, we'll have established a major beachhead
in terms of installed base. Now obviously that's going to be millions.
Exactly what we'll be able to add onto the two million we'll already have
had from March 31, I don't know, but it could be anywhere from as low as
three million to as high as five million.
Moore's
comments are easier to understand once you realize that Sega of America
only made about US$1 in profit for every Dreamcast console sold in the
U.S. during its phenomenal 1999 system launch. In contrast, Sega
corporate had actually lost about US$20 per console worldwide to that point
and did not expect to hit the break-even point until June 2000. If
you think that's bad, some reports indicate they Sega had lost as much
as US$75 per console during its Dreamcast launch in Japan back in November
1998. With those kind of minimal to negative profit margins staring
one in the face, one can better understand why Moore wanted Sega wanted
to push "multiple millions" of Dreamcast consoles. It simply
had
to. There was no other choice.
Moore also noted that Sega considered their Internet strategy to be its
"ace in the hole" when it came time to actually deal with the PS2 launch.
"They [Sony] decided to sit out the narrowband era. We think, quite
frankly, that he who builds the community during narrowband has the competitive
advantage during the leap to broadband." Finally, in a nod to Sega's
newly reinvigorated customer base, Moore closed the interview by talking
about their desires for the second generation of Dreamcast releases.
"We recognize that if we could trade five racing games for an RPG, we would!
These questions are not falling on deaf ears .... In the old days,
if you had a miss, but [Yuji] Naka had a hit with Chu Chu Rocket
or whatever, then somewhere you're covered. Well now, you're naked
and exposed in this [restructured] situation .... From our perspective
here, I agree with it, because all I want is a great game. That's
the only deliverable I care about on this side of the Pacific Ocean - where
are all the games?"
The
second wave
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It seemed to those planning their purchases for the upcoming months that
Moore was right on target. Sega was going out of its way to widen
the Dreamcast software base. This was entirely in keeping with Sega's
software plans, as you will recall, and all markets were scheduled for
a virtual "software blitz" during spring 2000, with the months of February
and March appearing to be the most crucial. If this does not impress
you, then perhaps the titles scheduled for release during this period will.
Carrier
... Crazy Taxi ... D2 ... Dead of Alive 2 ... Draconus:
Cult of the Wyrm ... Elemental Gimmick Gear ... Gundam Side
Story 0079 ... Legacy of Kain: Soul Reaver ... NHL 2K
... Rayman 2: The Great Escape ... Sega GT ... Tech Romancer
...
Time Stalkers ... and so on. While we're at it, let's
not forget the eagerly anticpated release of Resident Evil - CODE: Veronica,
considered by most Resident Evil fans as the true sequel to Resident
Evil 2 and which would win Sega more converts from the fading Sony
PlayStation that any other game during this time.
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Crazy Taxi deserves special mention at this point, because it was the
right game at the right time for Stateside arcade aficianados everywhere.
It embodied everything to be found in an arcade classic - great graphics,
top-notch sound, and a deceivingly simple premise resulting in surprisingly
sophisticated yet entertaining gameplay. In fact, the game was so
well received that EGM devoted their 02/2000 cover story to the Dreamcast
port, and it received similar accolades in other industry trades as well.
EGM's
article made the point as to why the game was such a resounding success:
"Simple is effective." Crazy Taxi promised to be the first
real American must-buy title for the console, just as Project Seaman
was to the Japanese market mere months before. At the other extreme
was
Resident Evil - CODE: Veronica, the latest installment in Capcom's
highly popular survival series. It was the first in the Resident
Evil series to make use of both a full 3D environment and stunning
128-bit graphics throughout, and the jaw-dropping visuals were the talk
of the gaming trades and zines for months on end. Add to that certain
select enhancements to the game, such as real-time environement rendering
instead of pre-rendered backgrounds, couple it with such user-demanded
features as 180 degree quick-turns and multiple independent weapon targeting,
then top it all off with a well-written (and acted) storyline, and you
had in your hands an involving videogame experience that was guaranteed
to be a success. 600,000 units were already on pre-order in Japan
before the game's release, and potential U.S. buyers were busy filling
pre-orders (or importing the Japanese release) long before CODE: Veronica
shipped Stateside.
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The second generation of Dreamcast software in the U.S. offically kicked
off on 1 February 2000 with the simultaneous releases of Crazy Taxi,
Tee
Off, Wild Metal, and Zombie Revenge. By the end
of the week, Sega's Crazy Taxi for Dreamcast had ousted Square's
Final
Fantasy VIII for PlayStation as the #1 best-selling title across consoles
on the GameStop/Babbages retail sales charts. In fact, all three
of their top-selling titles were second-generation Dreamcast games: Crazy
Taxi, Legacy of Kain: Soul Reaver, and Zombie Revenge.
Crazy
Taxi peaked at #3 on the NPD Group's official videogame chart, and
not far behind was Sega Sport's release of NHL 2K for Dreamcast.
The
sudden surge in Dreamcast console and software sales so soon after the
holidays caused many industry insiders to begin predicting that U.S. Dreamcast
console sales would indeed break the 2 million mark by the end of March.
This was some two full months ahead of Sega's own projections, and credit
is rightly given to Dreamcast's second generation of software titles.
In fact, sales were so strong that Sega of America confidently reiterated
Peter Moore's prediction of 6 million Dreamcast consoles sold worldwide
by March of 2001.
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Meanwhile, over in Japan, Capcom released what many consider in retrospect
to be the finest Dreamcast game ever coded and one of the classic video
games of all time. The Japanese debut of Resident Evil - CODE:
Vernoica thundered across the software charts in February, selling
377,377 copies sold in just one week. It easily claimed the #1 position,
ousting Sega's own Shenmue, which had finally been released just
before Christmas 1999 and had sold about 400,000 copies to date.
Shortly thereafter, Sega GT for Dreamcast was unleashed on the Japanese
gaming public. Sega's "Grand Turismo 2000 killer" immediately hit
the Japanese video game charts in the #1 position, ousting Nintendo's long-running
Pokeman franchise for top honors and selling some 93,691 copies sold in
just four days. By the end of the month sales of Capcom's CODE Veronica
had exceed 450,000 copies, and sales of Vivarium's Project Seaman had exceed
440,000 copies. All of the buzz surrounding Dreamcast and its successful
second wave of software caused, Bizzare Creations coder Martin Chundley
to say this about Sega's new console:
Where
else can you get a machine to connect you to the Internet for only US$200
AND be able to play next-generation games on it, both off- and on-line?
As the quote goes, "If you build it, they will come." If we [developers]
build the right online games, then the gaming public will be more than
ready to jump on board. Quake 3 would be great!"
He and
many other gamers got their wish at the end of March, when no less a person
than idSoft's own John Carmack announce the pending port of Quake 3:
Arena to Dreamcast for a fall 2000 release. Also, at the end
of the month, Sega closed a lucrative deal with Blockbuster Video in which
the latter agreed to begin renting all previous and current Dreamcast titles
to its 42 million customers. Blockbuster later revealed that it had
been test-marketing the service in 534 of its nationwide stores since the
Dreamcast launch the previous year. The arrangement called for Dreamcast
consoles and software to be made available in all 4800 or so Blockbuster
stores nationwide as soon as possible.
On 28 March 2000, the English-language version of Resident Evil: CODE
Veronica hit North American store shelves. Many retail locations
sold out of their complete stock over the weekend. Within a week,
it had climbed all the way to the #2 spot on the NPD Group video game chart
(kept from #1 by Nintendo's Pokeman Snap for N64), and it stayed
in the NPD Top 10 for weeks thereafter. Oh, did I forget to mention
that the Dreamcast was the only console available during its development
phase powerful enough to deliver the impact that Capcom intended for this
newest Resident Evil game? Did I fail to mention that CODE:
Veronica was a Dreamcast exclusive during this time? Silly me.
I forgot.
Sega's sudden resurgence continued as the Dreamcast was recognized in various
forms of pop media. In the syndicated comic strip Sally Forth,
Sally's daughter Hillary was depicted throwing out her aging N64 in order
to make way for the more capable Dreamcast. It was prominently featured
in the 2000 season opener for the animated sitcom South Park, Comedy
Central's most popular television show at the time. Ulala, the sexy
heroine of Space Channel 5 for Dreamcast, was "signed" for a series
of commercials by Vidal Sassoon and word had it that she might even become
MTV's first-ever "virtual vee-jay." Space Channel 5 had done
extremely well in Japan, where music rhythm games were (and continue to
be) very popular, and it was anticipated that it just might do as well
in the West given Ulala's hipness and the overall excellent design of the
game.
Even so, the impending release of Sony's PlayStation 2 boded ill for Dreamcast
third-party support. Brandon Justice, writing on behalf of the staff
at IGNDC, offered his own insights into what he believed would pose "a
MAJOR #$%#$@& problem" for the Dreamcast community: lack of lots
of good, new titles. Earlier in his editorial, he had noted that
PS2 would have its own share of programming woes, saying, "This thing is
going to be a bit more difficult to program for than the systems you're
used to. Look at what that did for the Saturn." He then went
on finger the real source of Sega's third-party problem, which was the
incessant hype over Sony's PlayStation 2.
The
problem for Sega has come in due to the fact that Sony has done an impeccably
evil job of making sure that, from a hardware standpoint, the Dreamcast
was NEVER in developer's minds. From nearly the first day Dreamcast
devkits went out, games have been built under the shadow of a promise of
something better, and in the same sense that it is hard to go back to Soul
Blade (PSX - ed.) after witnessing a game like Soul Calibur,
every hardware limitation they have encountered with the Dreamcast has
made the PlayStation 2's seemingly limitless potential seem all the more
attractive. So attractive, in fact, that companies seem to be doing
something that in this business borders on insanity, or at the very least,
severe stupidity: walking away from a near-certain profit.
One only
has to look at EA's lost profits from the fourth quarter of 1999, when
it refused to develop any EA Sports titles for the U.S. Dreamcast launch,
to see the point Justice was trying to drive home. Unfortunately,
EA continued to remain rather lukewarm on the subject as the Dreamcast
barrelled along, while at the same time making very public about its plans
for PlayStation 2 releases. Justice may have been right on the mark
after all.
Rise
of the pirates
One of the biggest surprises in the first quarter 2000 was Sega's stand
on the Dreamcast modchip. Hong Kong hackers had managed to succeed
in their efforts to break the Dreamcast country code scheme, and the first
unofficial Dreamcast "modchip" (as they are known) became available for
sale on 20 October 1999. Rumor had it that this modchip had been
made in order to enable the playing bootleg GD-ROMs of U.S. games floating
about the Hong Kong black market. Sega remained silent on the issue
until January of 2000, when an official company spokesman was quoted as
saying that Sega would make no moves against modchip sale or distribution.
Gamers worldwide rejoiced at this news, while intellectual property rights
advocates were left scratching their heads. Why would Sega make such
a move? Sony had fought a running legal and technological battle
against PlayStation modchips, decrying their ability to allow gamers to
expericence import titles and permitting the use of bootleg CD-R copies
of PlayStation releases on modchip-equipped consoles. Modchips stood
in the way of maximizing profit, or so the Sony stance had it. Sega
took a more practical approach to the issue, holding that their custom
GD-ROM format would help defer the blatant software piracy, especially
of imports, that the PlayStation market was suffering. "There are
only a few plants worldwide that can produced Dreamcast software, so we
are not worried about piracy," stated the spokesman. "As far as I
know, we have no intention of combating the mods or import software."
The unnamed corporate spokesman could have qualified for the old Indian
statement, "White man speak with forked tongue." Sega was quietly
incorporating new code into its newer Dreamcast consoles games to defeat
this and subsequent modchips. The sudden appearance of Dreamcast
consoles with a modchip-proof BIOS in February caused a sudden and noticeable
demand for older consoles in all markets. This in turn created an
artifical boost in console sales (and profits) that Sega's accountants
no doubt enjoyed.
Were Sega's actions underhanded? Were they "going back to their old
arrogance," as some put it, saying one thing and then doing another?
That depended on who you were. If you were an honest gamer playing
by Sega's rules, then the issue didn't affect you. If you preferred
to void your warranty and play games you were never intended to see, then
you were undoubtedly upset. "Pissed is more like it," said one anonymous
gamer upon hearing the news. Truth be told, it pretty much depended
which side of the issue you favored. With this, the "battle of the
modchips" kicked off in earnest, with new modchips being developed just
as fast as Sega could figure out a way to lock out the old ones in newer
consoles. It was going to prove to be an interesting issue in the
Dreamcast gaming community for quite a while. Sega had followed the
trail Sony had blazed in marketing strategy, and was now treading once
again down the path that its competitor had made over the PlayStation modchip
controversy. If anything, it proved that there was at least one segment
of the market that thought the Sega Dreamcast a worthwhile product - worth
enough to hack, that is.
The
competition arrives
So, how were things going with Sega's competition during the first quarter
of 2000? It depended on who you were. If you were Sony, you
were busy ramping up for its worldwide PlayStation 2 rollout and making
sure everybody else in the industry stopped by to kiss the PS2 Fisherman's
Ring. If you weren't, well, you were pretty much treading water.
Nintendo, who had now been playing second fiddle to Sony for over three
years, was finally beginning to see its position erode. Like everybody
else, the wild success of the Dreamcast had caught it completely off-guard.
Its Donkey Kong 64 gambit, while successful in its own way, had
failed to stop the Sega onslaught. The only "killer title" apparently
left in the N64 arsenal was the long-delayed Perfect Dark.
Its next-generation console, the Dolphin, was nowhere to be seen and would
not be in any form until the following year. Nintendo was in the
worst possible position for any company trying to compete in the volatile
videogame industry: it was caught between changing technologies.
All it could do was watch as support for the dying N64 began to evaporate,
starting with Acclaim's departure in March, followed by Fox Interactive's
surprising bow-out (Die Hard 64) at the same time, and fret as once-loyal
customers began to snap up Dreamcasts as fast as their pocketbooks would
permit. Nintendo could only pray that GameBoy Advance and its reputation
for programming excellence would save them until Dolphin was ready for
market. It was now their turn to drink from the cup from which Sega
had already tasted misery just a few short years before: product
obsolesence. Nintendo was determined that it would only be a small and
short sip, albeit a potentially bitter one, but only time and aggressive
marketing of its remaining N64 software lineup would tell. To quote
Daily
Radar, "... it must be conceded that the N64 is now a well-supported
last-generation console no longer in competition for the top spot."
The on-again, off-again nature of Microsoft's seemingly top-secret XBox
continued to attract attention as new data became available. Most
remained skeptical as the spec contiued to shift with each new advance
in graphics and processing technology. By the end of February, the
original AMD Athlon 500 MHz/GeForce 256 rumored spec had been replaced
by an AMD Athlon 1 GHz/Gigapixel design, with appropriate changes in memory
and storage requirements. Curiously, the only thing that remained
constant was the operating system itself - Microsoft WindowsCE,
of course. The software giant apparently still intended to put its
Dreamcast experience to use on its own box, but it wasn't above hedging
its bets. Microsoft still continued its support of Dreamcast, and
WindowsCE
had by now become the preferred working environment of most of its third-party
developers - all of which worked in Microsoft's favor. On the other
hand, there was also the continuing U.S. v. Microsoft anti-trust
case to consider, which was not going in Microsoft's favor. Industry
insiders were claiming that the lawsuit had seriously hampered XBox development,
explaining why it was still little more than "a piece of paper" in the
eyes of many within the videogame industry. Others thought differently,
and the Internet broadsheet The Register ran a series of stories
claiming that Microsoft was going to unveil the XBox prototype at the 2000
E3 show in March. Not coincidentally, this was around the same time
that Sega was supposed to announce the long-rumored Dreamcast DVD-ROM and
Sony was scheduled to launch the PlayStation 2 in Japan. Trade publications
all over the computer and videogame industry were already speculating that
XBox could be a PS2-killer product. Virgin's Paul Whipp even went
on record as saying that X-Box "could blow the PlayStation 2 out of the
water if Microsoft puts their whole weight behind the console."
That was a mighty big IF, considering that it was
still pretty much vaporware to most folks at this point. More important
to Dreamcast owners was the still-strong rumor that Sega was playing a
prominent role in XBox develompent, and that did not bode well for Dreamcast's
long-term future. Whether it was true or not remained to be seen.
Another ghost from videogame projects past finally reared its ugly head,
albeit this time in marketable form. The long-delayed and oft-derided
Project X found new life in the guise of VM Lab's NUON. In this form,
it was technology designed to enable suitably equipped DVD players to run
NUON compatable videogames. The debut of NUON at the 2000 Winter
CES in Las Vegas was met with a great deal of skepticism and rightly so.
Practically all of the games displayed weren't any better than what the
venerable PlayStation could offer, and the whole affair came off to most
observers as smacking of Atari at its worst. Only time would tell
how Project X - er, um, NUON - would fare, but nobody was placing any bets
on the outcome.
So, how did the videogame market shape up by the end of Q1 2000?
Sony remained in the lead and was all but assured of maintaining it. Second-place
Nintendo was faced with the very real possibility that it would be trading
places with third-place Sega within a matter of months. As for NUON
and XBox, well, they were still vaporware for now. While this was
not part of the rosy picture that Sega had painted for its future back
in 1998, nevertheless the prospect of being a strong second suited Sega
just fine. It certainly beat being a weak third.
On 18 February 2000 Sony began taking preorders in Japan for PlayStation
2. Over 100,000 consoles were sold in just under an hour before Sony's
computerized ordering service literally overloaded and melted down. It
was on 4 March 2000, however, that the PlayStation 2 wave began to sweep
across the videogame market in earnest. Everything before this
had been rampant hype and press build-up. The PlayStation 2 made
its official debut in Japan accompanied by an impressive list of launch
titles almost three times longer than the one fielded by Sega back during
the Japanese launch of the Dreamcast (27 November 1998). Sony had
produced 1 million consoles for the occasion, with some 500,000 sitting
on store shelves ready to be lovingly purchased with the hard-earned yen
of many a mind-numbed drone - er, um, eager customer. Sony had built
it, and now the customers came - by car, by bike, by foot, by bus, by train,
or by any means they could before the first batch sold completely out.
First day sales were a resounding success by any measure, and the following
weekend returns netted Sony the most successful videogame console launch
in the history of the industry to date. By 6 March 2000, PlayStation 2
console sales officially broke 980,000 units. A closer examination
of the sales figures revealed that only about 600,000 units had cleared
retail shelves (all that Sony could kick out the door), and the remaining
380,000 representing online sales that did not actually ship until two
weeks later. That little technicality did not stop the Sony hype
machine from bragging on initial launch sales.
PS2 purchases had effectively double the booming DVD market in Japan practically
overnight; but without warning, a funny thing happened on the way to Sony
DVD heaven. Angry owners of brand, spankin' new PS2s began to complain
about their newly acquired purchases. Soon, scattered reports of
DVD failures which were at first attributed to "wild-eyed otaku" snowballed
into a nationwide demand for action across Japan. Nobody seemed to
agree on the exact cause of the problem, but a problem definitely existed.
Before long, Sony had to "save face" and recall every single memory card
that it had issued for retail sale. By the end of the month, they
were taking back PS2 consoles as well. It was not an auspicious beginning
for what was supposed to be the videogame industry's new benchmark console,
especially after news of the PS2's "DVD hack" became known. The whole
PS2 debacle threatened to push the scheduled U.S. launch all the way back
to late November of 2000, and that did not sit well with eager American
vidoegame fans. Nevertheless, the Sony hype machine rolled on.

By 14 March 2000 Sony had sold over 1 million PlayStation 2 consoles in
Japan. By 23 March, American preorders for Sony's PlayStation 2 had
become so great that Sony began asking its vendors to stop accepting them.
According to a Fairfield Research survey of 200 nationwide retailers, some
53% report that PS2 preorders were exceeding records set by the Dreamcast
the previous year. In response to this news, Sega president Shoichiro
Irimajiri publically conceded that the PlayStation 2 was selling exceptionally
well, "due to its dual use as a DVD player," but argued that it offered
few new benefits for its buyers. Sega's response? Well-placed
anonymous sources were soon reporting on a virtual online software blitz
being planned by Sega prior to the U.S. PlayStation 2 launch in the fall.
Among the titles dropped for release as part of Dreamcast's third wave
of software, all with full online gaming modes, were Quake 3: Arena,
Half-Life,
NBA
2K1, and NFL 2K1. When asked about these and other related
rumors, Sega of America's Peter Moore responded appropriately. "If they
[Sony] think we're just going to curl up into the fetal position and die,
they're in for a rude awakening." It should be noted by as of this
date, Dreamcast was doing very well in North America with over 1.9 million
consoles having cleared store shelves since 9.9.99 - easily exceeding Bernie
Stolar's original prediction of 1.5 million units by March 2000.
By the end of March 2000, though, Sony was sitting in the catbird seat
insofar as the video game industry was concerned. The PlayStation
2 was out, and aside from some "minor glitches" was selling like gangbusters.
Sony had shipped some 1.4 million of the new 128-bit "Dreamcast killers"
to Japanese retailers, of which 1.25 million had actually cleared store
shelves. Corporate pitchment eagerly shared the company's ambitious
goals of selling at least 3 million PS2 consoles in America, another 3
million in Europe, and increased Japanese sales of 4 million by the end
of 2001. Sony's year-end financial statement told another story.
It reported a fiscal year-end profit of ¥122 billion (US$1.14 billion),
down from the previous year's profit of ¥179 billion (US$1.68 billion).
The drop was widely attributed to three reasons: a strengthening
yen against the American dollar, continued sales and promotion of the older
Playstation in the Asian markets, and (note this) the high cost of hyping
the PlayStation 2 launch in Japan. That last burden was only expected
to increase all the more as the impending U.S. launch drew near, drawing
down Sony's coffers even more.
Sega was not without its own problems, however. Newsweek's 6 March
2000 issue, featuring the PlayStation 2 on the cover, contained within
its pages a ticking time bomb that threatened Dreamcast's future.
It was a report from Tecmo's Tomonobu Itagaki, whose eye-popping fighter
Dead
or Alive 2 was doing for early 2000 Dreamcast hype what Namco's
Soul
Calibur had done for the 1999 U.S. launch. The report is by Newsweek
science and technology journalist N'Gail Croal. "But having maxed
out the graphics capabilities of the Dreamcast, Itagaki is psyched for
the increased realism offered by PlayStation 2. 'I can create
a more emotional world with more details and facial expressions.
The physics will be more accurate. I'll be able to do smoke, fire,
and water. With current technology, the thickness of the fog is even
throughout. With PlayStation 2, one par can be thin and another thick.'
PlayStation 2, the ultimate keepin'-it-real machine, seems like it will
satisfy these relentlessly inventive designers - until the NEXT paradigm-shifting
polygon powerhouse comes along. PlayStation 3, anyone?" This
statement was the last thing that Sega fans wanted to hear, even though
it only reflect the facts through a developer's eyes.
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Like it or not, Dreamcast hardware was now two years old - three, if you
count the development phase. It had been conceived in the era of
Voodoo2 and the heydey of RivaTNT2, back when 3 million polygons per second
seemed to offer the world to a game designer. Dreamcast was still
impressive, given a sound gaming concept and talented programmers, but
PlayStation 2 offered so much more. PS2 was no longer vaporware.
It was here, now, despite the early bugs, throwing over six times as many
polygons around the screen per second as a stock Dreamcast running full
tilt and that without even breaking a sweat. Developers now had the
same choice before them that had effectively doomed the 32X back in early
1995. They could either develop for the inferior platform now or
start learning how to develop for a superior platform and rake in the profits
later. It was the same choice that had plagued Dreamcast third-party
support from the beginning, but now more than ever thanks to Itagaki's
comments. Industry watchers were now starting to pay close attention
to the Dreamcast's future release schedule. Everybody who was
anybody now agreed with the picture that Sony had painted for them - Dreamcast
was the "interim system," the man working the crowd free of charge as mentioned
before. It was going to be interesting to see just how long its
services would be required before the real show started.
A
strange courtship
One of the most interesting events to watch during March 2000 was the under-the-table
offer by Microsoft to buy out Sega of America. The reason was pretty
obvious. Microsoft wanted Sega's expertise and technical ability
to buck up its own XBox project. Speculators were even surmising
that such a move would, in effect, turn XBox into "Dreamcast 2," since
Sega probably didn't have enough money left to release a successor console.
According to several independent reports reports, promising initial talks
between Sega and Microsoft quickly broke down over two key issues:
Dreamcast back-compatability and the Windows operating system.
Sega wanted XBox to be back-compatible with Dreamcast if it was to have
any say in XBox hardware development. This Microsoft refused to permit,
and Sega reportedly balked at the high cost of making new Dreamcast titles
compatible with the evolving XBox standard. Also, Sega did not want
to have to be constrained to Microsoft's requirement that all videogame
console development be done under the bloatware environment of Windows.
Even
WindowsCE was rather hefty for its claimed compactness, and
that was the prime reason why Sega preferred to stick to its own proprietary
APIs insofar as Dreamcast development was concerned. The whole affair
began and ended in a matter of days, but it market an interesting juncture
in the unusual relationship between the world's best known arcade videogame
manufacturer and the world's largest software company. The move reportedly
brought a temporary halt to Microsoft's XBox plans, but at the same time
it left Sega free and clear on the 128-bit market for a little while longer.
Sega was quite willing to work with Microsoft and would do so again, but
in this case the asking price was just too high. In retrospect, the
failure of the deal may have had something to do with the pulling of the
planned ports of several popular PC entertainment titles by Microsoft on
the Dreamcast, but Sega didn't mind the loss. It now had more than
enough Dreamcast titles released or in the development pipeline to make
up for their absence, anyway.
On 10 March 2000, Microsoft's Bill Gates officially unveiled the XBox.
"Building on our strengths as a software company," Gates said during the
official press briefing, "Microsoft has developed XBox which will offer
game developers a powerful platform and game enthusiasts an incredible
experience. We want XBox to be the platform of choice for the best and
most creative game developers in the world." XBox was a DirectX/PC
based videogame console running on an Intel Pentium III 733 MHz CPU, based
on an nVidia G-Force derived graphics chipset. It had three times
the horsepower of Sony's PlayStation 2; in fact, it was far and away the
most powerful entry into the 128/256-bit nexgen wave, outclassing all other
consoles in every category. XBox was slated to hit the videogame
market in the fall of 2001 and had the support of practically every major
Western third-party software vendor and a fair number of prominent Japanese
ones. Microsoft announced a US$250 million ad campaign designed to
promte its impending X-Box videogame console - a figure that made every
other console vendor blanch in shock. SegaWeb's Craig Hansen was
quick to quip, "Bill Gates is cursing both heaven and hell that he has
no one like Yu Suzuki in XBox's corner," due to the fact that it did not
appear that all that many quality software titles would be available for
the new console's launch; however, a few days later, however, MCV reported
that merger talks between Sega and Microsoft have not broken off as previously
reported, but were quietly continuing "along different lines." As
the weeks and months rolled on and XBox news continued to build steam,
rumors begin to surface that Sega and Microsoft were close to a mutual
agreement regarding their respective consoles. Sega was rumored
to have begun software development for XBox, and in exchange Microsoft
was going to include some form of Dreamcast back-compatability with its
new überconsole.
Two months later, on 25 May 2000, Sega's Isao Okawa set the record straight.
Microsoft was not playing a major role in Sega's Dreamcast plans, including
online gameplay, and never would. In response to questions, he also
confirmed that Sega was asked to help Microsoft develop XBox. The
deal fell through due to "mutual disagreements." Concerning the future
of Sega and Microsoft's relationship regarding the Dreamcast, Okawa stated
that "... Sega will not enlist the help of Microsoft. We're done
with them." Many industry insiders promptly comment that Microsoft
more or less used Sega and the Dreamcast as a proving ground for certain
early XBox ideas and that Sega did not like this fact once the intrigue
was discovered; however, Sega seemed to have realized the potential profits
of software development for Microsoft's new console and decided to swallow
its pride. In the light of what was to come for Dreamcast, it seems
to have been a prudent move.
The
birth of SegaNet
In other news, Sega's plans for network gaming continued firmly on course.
Over half a million Japanese gamers had registered on Dricas by January
2000, representing some 30% of all Dreamcast buyers in the country. In
the United States, Sega's Neil Robison painted a rosy picture for EGM's
Crispin Boyer about was was coming in the next few months. "Picture
a first-person shooter like Rainbow Six that has your team of troopers
playing split-screen and hunting four terrorists on another console across
the Internet," Boyer beamed. "Coordinating attacks would be easy,
since team members are all in the same room. Of course, such a game
would cram too much data down the Dreamcast's 56K pipe, so don't expect
this novelty until Sega cozies up to broad bandwidth." Public response
was generally favorable to this news, although there were growing complaints
from eager gamers that Sega wasn't moving fast enough in its Dreamcast
Network launch.
Speaking of broadband, Robinson also shared some new bits of info regarding
Sega's plans on the subject. "Robison also told me," Boyer noted,
"not to be shocked if the Dreamcast's Ethernet adapter - set for release
in the second quarter - will do more than let you link up a cable modem;
it'll also allow you to hook Dreamcasts together at home. So I figure
that, as long as games support this feature, you'll be able to build your
own local area network and play with a group of Dreamcast-owning pals,
all in the same room. Sega will thus introduce the previously PC-only
concept of LAN parties to console gamers." Later tha year at the
Game Developers Conference in San Jose, CA, Sega's Charles Bellfield announced
that the Dreamcast Ethernet adapter would hit North America by the fourth
quarter of 2000, giving the console broadband capability via third-party
cable modems long before anything of the kind would be availble for PlayStation
2.
Several more Dreamcast hardware announcements were of particular note to
those awaiting full network gameplay. A number of reports surfaced
in the Japanese trades that Sega of Japan had a PHS celluar phone modem
under development. Their apparent intention was to allow Japanese
Dreamcast owners to network via iMode services on the PHS network from
anywhere in the country. Along the same vein, Nikkei Net reported
that Sega of Japan was already testing alpha hardware of Dreamcast satellite
tuners. The commercial version was reported to have an asking price
of ¥20,000 (about US$200). These would allow networking via two-way
K-band (DirectTV, Dish Network, et. al.) signals even during concurrent
broadcasts. It wasn't all that different from the DirectTV Internet
service that Hughes had pioneered in the U.S., and Sega's experience with
the Sega Channel back in the late 1990s made it seem a perfectly reasonable
proposition. Later on 22 February 2000, Sega of Japan officially
announced a next-generation VMU that will not only have expanded memory
but also be able to function as a portable MP3 audio player into which
audio files could be downloaded. Headphones were to be required for
playback and no official release date was announced. At the same
time, it announced that the next update of the Dream Passport browser software
would include the anticpated DreamLibrary MegaDrive (Genesis) and PC Engine
(Turbo GraF/X 16) videogame emulation software.
In the meantime, game developers continued to track Sega's online gaming
plans with considerable interest. Surreal's Alan Patmore, in an
02/2000 interview with NextGen magazine, probably summed up the
feelings of most developers in this regard. "I think it's the start
of something that's going to be bit. Actually, I think it's going
to be a very niche-y thing ... [but] it will [happen] sooner than we think,
because broadband has been making such inroads, such quiet inroads in America."
He was of course referring to the sudden and explosive rise in Internet
access by the average American home and the narrow yet extremely dedicated
market for Internet gaming. It had been Sega's plan all along to
tap into this niche market with the first videogame console sufficiently
powerful enough to do it, and the developers were impressed. The
subsequent release of Sonic Team's Chu-Chu Rocket, America's first
online Dreamcast videogame, went a long way towards publically confirming
Sega's continued commitment to online gaming - no matter how "niche-y"
it might be.
By 17 February 2000 Sega of Japan was reporting that it has sold over 2
million Dreamcast consoles to date and that over 1 million Dreamcast users
were actively using Dricas, the Japanese version of the Dreamcast Network.
Across the big pond, Sega of America reports that "over 300,000" U.S. console
owners were using them to access the Internet and Sega of Europe reports
that "over 200,000" European console owners were doing likewise.
Even so, Sega' Shoichiro Irimajiri took a swipe at the current state of
the Internet at the Milla 2000 trade show in Cannes, France. "The
Internet is not fast enough for the interactive content designed to take
advantage of it. The Internet is not good enough." So what
did he propose as an alternative? Irimajiri went on to outline a
plan beyond broadband cable that would deliver gigabit-level speed and
beyond, not mere megabit speed. The network would be based on fiber-optic
technology and Sega hoped to lead the way. "We are determined to
become the first company to tackle this new technology," Irimajiri noted,
"and seize the 21st century with a vengeance" While at the show,
he also took the opportunity to demonstrate other up-and-coming third generation
Dreamcast titles such as Ecco the Dolphin and Tomb Raider: The
Last Revelation. A couple of weeks later on 1 March 2000, Sega
of America made U.S. videogame history by releasing Yuji Naka's Chu
Chu Rocket. It was the first fully networked (and Internet capable)
console videogame in the history of the North American market, although
it (and similar fare) had already been available in Japan for some time.
The release of Chu Chu Rocket completed the fourth phase of Sega
of America's online gaming strategy. Now all that was needed was
the network itself.
In April of 2000 Sega made an announcement that shocked the videogame industry.
You would soon be able to get a Dreamcast FOR FREE! That surprise
announcement put Sega light-years ahead of Sony, its closest rival, and
all other comers in the potentially lucrative Internet market for videogame
consoles. In order to understand the impact that this had and its
significance, though, we need to step back in time a bit and put the news
in its proper perspective.
Ever since the U.S. launch back on 9.9.99, a number of gamers had opted
not to buy the Dreamcast. When asked why, one of the two most common
answers was, "We're waiting for the price to drop. We figure Sega
will cut the cost to US$150 or so after Christmas, so we're going to wait."
Not surprisingly, the same thing was happening over in Europe, where many
a cost-conscious gamer decided to hold onto their quid for a few months,
hoping for a price drop. Guess what? It didn't happen, and
that made many of this crowd quite upset. The grumblings grew louder
as the new year advanced, with many adding a postscript that if they had
to wait too long, then they'd be just as well off waiting for PlayStation
2 to arrive. So, the surprising word about "free Dreamcast" from
Sega naturally got everybody's attention. The catch? You had
to sign on to Sega's new dedicated online gaming service, Sega.com, for
a period of no less than two years in order to qualify. Mind you,
this is the same online service that had been previously known as the Dreamcast
Network and would later be known by the much simpler term SegaNet.
The particulars were as follows. Current Dreamcast owners who subscribed
to Sega.com would receive a US$200 rebate check and a free DC keyboard.
New Dreamcast buyers would receive a US$200 refund voucher (in effect refunding
the full purchase price of their newly acquired console) and a free keyboard.
Current personal computer owners who subscribed to Sega.com would receive
a free Dreamcast console with keyboard. Regardless of how they got
there, all new Sega.com subscribers were required to maintain their subscriptions
for a minimum of two years or else they would have to return Sega's US$200
or their free Dreamcast, whichever they had received as part of the initial
offer.
The actual idea for SegaNet was the brainchild of Brad Huang, longtime
Sega consultant. Back on 8 April 1999, he had paid a visit to Sega
of Japan president Isao Okawa. During the visit, he had broached
the idea of "giving away free hardware in exchange for signing up with
an online service" - in this case, one that Sega would own lock, stock,
and barrel. The "free hardware" in question would be free Dreamcast
consoles, necessary for accessing the new online service. Huang foresaw
the videogame market making a tremendous move onto the Internet within
a few short years. Thanks to increasingly rapid advances in computer
technology, the capability for online gaming would soon equal, and perhaps
surpass, the experience offered by the traditional standalone console.
Huang wanted Sega to be there first, but Okawa was understandably lukewarm
to the idea. It wasn't that he didn't like the idea, but it was something
that Sega was ill equipped to afford. It took some considerable doing
on Huang's part to convince a recalcitrant Okawa and its advisors before
they eventually went along with it, and Sega corporate eventually ponied
up some US$100 million for the Sega.com venture.
It was a tempting proposition for gamers, to be sure. Sega.com's
US$22 monthly user fee was a bit pricey, yes, but you got all the hardware
you needed to access the Internet for free - including the Dreamcast keyboard.
The two-year requirement irked some, but Sega executives were no dummies.
In
order to make SegaNet work and turn a profit, they would have to have committed
subscribers; otherwise the fledgling startup would sink under its own debt-laden
weight. Whether or not it would be perceived as either the "carrot-and-stick"
or the "bait-and-switch" approach remained to be seen. It didn't
seem to matter to Sega of America executives, though. They were so
confident that SegaNet would prove successful that they promptly announced
plans to sell an additional four million Dreamcasts to North America "by
this time next year." Their confidence was not unfounded. As
a direct result of the Sega.com announcement, Sega was now the number three
most prominent videogame company on the Internet, easily passing Nintendo
and pulling within striking distance of Sony. Curiously enough, the
number one most prominent Internet presence was Microsoft, and they showed
no signs of going anywhere anytime soon.
While Sega bathed in its own press releases, though, and both the Internet
and the trade zines speculated about the implications of Sega.com, the
retail community largely ignored the affair. There was little mention
of it among the major toy vendors, such as Toys 'R' Us and Kaybee.
Visit such specialized electronics chains as Electronics Boutique, Best
Buy, and CompUSA, and one would be hard put to find any news, press, or
promos about the offer. As for the major department stores, such
as Target and Wal-Mart, the announcement was ignored altogether.
The implications of this reception were not lost on those who were paying
attention to Sega's newfound generosity. To put it simply, Sega's
"free Dreamcast" offer was being ignored. Why? Two words -
"PlayStation 2." The launch was a lot closer now, and the prospect
of receiving a free Dreamcast didn't appeal to many potential customers
who had large pre-existing PlayStation game libraries. You see, there
was that little matter of buying the software, with which Sega was providing
little help. The new stuff, the Internet capable stuff, would cost
more on the whole than the first and second generation stuff, which by
now was being discounted to something more affordable. Also, within
days of the Sega.com announcement, Sony moved to accellerate its own online
plans. They announced that a modem would be a standard feature of
the U.S. PS2 upon launch, and that their own online gaming network, PlayNet,
would already be operational in Japan by the time the U.S. launch rolled
around. The keyboard? No problem. Since PS2 had USB ports,
you could use any USB keyboard with it. Also of note, the PlayStation
2 would supposedly come equipped with both DVD an 8 GB hard drive as standard
features, will all of the storage features and online flexibility that
both implied. Dreamcast did not and would never have such features,
according to Sega's own accounts.
Surely the implications of Sony's swift move and the tepid reception given
Sega.com at the retail level was not lost on the folks at Sega corporate
headquarters. They had their work cut out for them as the Sony juggernaught
continued to lumber towards them, swallowing all of their hard work in
its way. Some way would have to be found to awaken more public support
for Dreamcast before it fell beneath PlayStation 2's might.
All
that glitters is not gold
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As the year 2000 rolled on, it seemed that nothing could stop Sega's comeback.
The Japanese marking was ailing, yes, but not dead by a long shot.
Meanwhile, the Western markets had roared to life and Sega was well on
its way to re-earning its reputation of old with the gaming public there.
In fact, Western sales were by now so strong that Sega executives were
confidently predicting that they would sell 10 million Dreamcasts worldwide
by the end of 2001. Sega's own Tetsuya Mizuguichi went on the record
predicting that the Dreamcast will have "at least three more good years"
in the North American market. Dreamcast games had strong representation
in the official NPD Group software charts, with Dreamcast's second generation
of games (most notably Capcom's Resident Evil - CODE: Veronica)
leading the charge. The software vendors who had backed Sega's comeback
were also doing quite well. For example, Capcom, the most notable
Japanese third-party developer for Dreamcast, reported a 6.4% net profit
increase for fiscal year 2000, due largely to selling some 730,000 copies
of CODE: Veronica for Dreamcast worldwide. In fact, it had
gone on to become the #1 best-selling videogame in Japan and the #2 best-selling
game in North America over the past quarter. Even so, Capcom expected
to take a hit in 2001 of some 34% on their bottom line due to, as they
put it, "making the transition from PSX to PS2 support." It was a
move many third-party vendors were considering as the Sony tsunami continued
to swell. Why? Surreal's Alan Patmore spoke for all in an inteview
with NextGen when he said, "... [Dreamcast] will stick around until
PlayStation 2 really makes its mark. I think it'll be the interim
system. It's pretty hot right now." The truth of Patmore's
observation was all too clear at the 2000 Spring Tokyo Game Show, where
Sega stole the limelight once again thanks in part to public backlash against
the PlayStation 2 and in part to the sheer wealth of current and coming
attractions it had to offer for Dreamcast. Among the most talked-about
up-and-coming Dreamcast titles previewed at Sega's booth were the unconventional
and very hip skating game Jet Set Radio, the long-anticipated multiplayer
RPG Phantasy Star Online, the European-produced racing game Metropolis
Street Racer, and Japan's own corresponding Shukoto Highway Battle
2 (aka Tokyo Xtreme Racing 2). Sega had the public ear
at the Tokyo Game Show, yet Sony had the developers' support.
There were signs, though, for anybody who cared to seek for them that all
was not quite as rosy with Sega's comeback as it seemed. The first sign
that all was not well was that Sega consistently refused to drop the price
of Dreamcast in all markets. There was only one way for Sega to stop
Sony, and it was best voiced by Relic's Alex Garden. "[Sega] could
really give PlayStation 2 a strong run for their money, but they'll need
to whack the price down now, take a huge loss, ship a ton of units, and
really establish themselves within the mass market and create a market
for the long term." Many Sega fans and casual consumers had hoped
and prayed that they system would drop from US$200 to US$150 after the
holidays, but Sega deliberately distanced itself from any such move.
Sega of Europe's J.F. Cecilion said that any such move on his watch would
only come about "as part of Sega's long term market strategy." Sega
of America's Peter Moore was even more blunt, saying that a Dreamcast price
drop would not happen "for a long time yet." Moore stated the reasoning
behind Sega's move in a 15 March 2000 interview as reported by
MCV.
Whether
the gamer understands it or not, [the business] is not about providing
great gaming entertainment. It's about putting a set top box in there
as a Trojan horse. [Why?] Because gaming entertainment [for
Sony and Microsoft] is a means to a different end, and that's controlling
the living room .... It's not about spending more, it's about spending
clever.
Sega's
refusal to drop the price of the Dreamcast seemed a continued insult to
cash-strapped gamers, yet Moore's comment were not without grounds.
At the first of the month, Sega had released predictions regarding its
annual financial statement for fiscal year 1999. Once again, Sega
would be posting a net loss for the year. It was running some US$228
million in the red, more than double its initial projections. The
shaky start of Dreamcast in Japan coupled with its slow acceptance there
were acknowledged to be the main problem; in fact, Sega actually missed
its own Japanese sales goals by a half-million consoles. It was money
Sega sorely needed for its operations elsewhere; hence the price of Dreamcast
could not and would not drop during this time. Remember, Sony
and Microsoft had all the money they wanted to spend on advertising.
Sega didn't, so it had to "spend clever," as Moore put it. The only
silver lining in this otherwise dismal cloud was that it was the lowest
net annual lost in three years. Perhaps it was the start of an upward trend
for Sega? Perhaps the Dreamcast gamble was working? Perhaps
... but Sega's financial hole was mighty big, and the company was dug in
pretty deep. Only time and increased revenues would tell. As
Newsweek's
N'Gai Croal said, "If Sega's designers can keep turning out inspired games,
they may just survive Sony's onslaught."
The second sign was the continued absence or subsequent bailing of key
third-party software vendors. In late January, at the Square Millennium
show in Yokohama, Japan, the world's #1 crafter of RPGs formally announced
that it would not be supporting the Dreamcast. This was a heavy blow
to supporters of the console, and it ached all the more to know that this
was the same company who back in 1999 had gladly received their Dreamcast
devkit and were said to be seriously considering producing RPGs for the
system. In March, Electronic Arts confirmed its intentions to support
PS2 instead of Dreamcast and promptly announced 10 titles for the PS2's
North American launch. EA's move dashes any remaining hopes that
it would make its presence felt in the fast-growing Dreamcast market.
About the same time, Eidos quietly began shifting its own in-house software
projects away from Dreamcast and toward PS2, athough such high-profile
titles such as Legacy of Kain: Soul Reaver 2 continued to receive
attention. By the end of the month, Konami had cancelled Castlevania:
Resurrection for Dreamcast; shortly thereafter, it ceased Dreamcast
production altogether. By May, the lack of quality third-party titles
for sale in the West was becoming so acute that Sega both changed the packaging
of Dreamcast games (from white spines to black spines) and gave its licensees
more latitude in pricing. These two moves were intended to draw more
public attention to Dreamcast in 2000 and opened the possibility for first-run
releases as low as US$30; however, yawns tended to be the typical response
from most industry observers and pundits.
Rumors that many current and future high-caliber Dreamcast titles were
heading to PlayStation 2 were in abundance by this time. In response
to constant rumors that such prominent future in-house Dreamcast games
as Ferrari F355 Challenge and Crazy Taxi 2 were going to
be ported to PlayStation 2, an unnamed Sega executive is reported to have
said this: "A Sega property will never go to PlayStation
2." One person whose company had at one time been a prominent
Sega third-party vendor had no qualms about voicing his opinions about
the rumors. Victor Ireland of Working Designs had taken a lot heat
ever since the Dreamcast launch by hardcore RPGers for not supporting Sega's
newest system. In a frank and rather caustic Internet posting on
22 May 2000, he made it known as to why. He took a lot of heat at
the time for his remarks; however, in retrospect, he deserves credit for
making a rather prophetic statement.
Software
sales on DC suck .... I'm not going to torpedo my company [by supporting
Dreamcast] to satisfy a few people who wish Sega wasn't in real trouble.
[T]he simple fact that Seaman, Crazy Taxi, House of the
Dead 2, Zombie Revenge, Space Channel 5 and others are
all coming to PS2 from various publishers next year says that despite [Sega
of America]'s best efforts, the writing's on the wall for Sega, and [Sega
of Japan] has decreed that future to be multiplatform, with or without
Dreamcast. It's actually a good thing, because now Sega will survive,
doing what they do best - software.
Sega's
Peter Moore had this to say in response:
You
can't expect million-sellers on a two-million installed [console] base
.... At any rate, our business has never called out for a million-seller.
It will next year, but that's a function of installed base. Quite
frankly, to drive through a million-unit seller in the first 12-18 months
of a console is very difficult to do.
The third sign came from within Sega itself. On 13 April 2000 Sega
announced plans to split its arcade division into five wholly owned subsidiaries,
hoping to increase their profitiablity and offset continuing losses from
its console division. Remember Sega had ended fiscal year 1999 with
a net loss due largely to losses incurred by the lackluster launch of the
Dreamcast in Japan and its slow acceptance there. About 1000
Japanese employees of Sega lost their jobs as a result. Seven days
later, on 20 April 2000, Sega of America proudly announced that it had
sold over 2 million Dreamcast consoles. It had beat its own deadline
(set by Bernie Stolar long before) by just over a month; however, its parent
company Sega corporate was still running in the red and had not yet even
come close to recouping its initial US$600 million investment in Dreamcast.
The reason? Just as Victor Ireland had said - software sales sucked.
Regardless of market, even in North America, nowhere were Dreamcast software
sales strong enough to make the kinds of profits necessary to refill Sega's
empty coffers. In response, Sega corporate announced that it was
going to have to cut its operational expenditures by some ¥30 billion.
Every single department within Sega was slated to lose funding, including
future Dreamcast development.
On 26 May 2000 the Sony PlayStation 2 achieved parity with the Sega Dreamcast
in the Japanese videogame market. This was despite the fact that
the PS2 still had what many considered to be a lackluster software library.
It was nevertheless a rather amazing feat, considering that Dreamcast had
a year-and-a-half head start. The reason? PS2's DVD capability.
Sony's machine was killing Sega's in the Japanese market for the simple
reason that it was the cheapest DVD player around. Many Japanese
who would have never considered buying a videogame console bought the PS2
for the DVD capability alone. Sega executives had grumbled and mumbled
about it, but there was a whole lot of nothing they could do except spin
it as best they could. They had taken their gamble with Dreamcast's
GD-ROM technology and lost. Now they were paying the price for it,
and all they could do was sit back and watch Sony take away profit margins
that should have been Sega's. If only ... but it could not have been,
and Sega knew it. It had dug itself into a hole too deep with Saturn
to ever seriously consider incorporating DVD into Dreamcast except as an
expensive afterthought. Now, as the PlayStation 2 began to assert
its presence in the DVD realm, the decision was quietly made to scrap Sega's
Dreamcast DVD plans altogether. It might talk about them, but Sega
simply didn't and never would have the resources to carry them through.
The
Dreamcast deadline
On 24 April 2000 Peter Moore was promoted to president of Sega of America,
replacing Toshiro Kezuka in the job. Also promoted were longtime
Sega executives Shinobu Toyoda and Neal Robinson. Moore's successful
management of the Dreamcast launch in North America was seen by many as
the chief reason behind the move and Sega corporate was extremely confident
in Moore's abilities. "As Sega gears up for a critical year, we know
the company will be in good hands with Peter Moore," said Sega corporate
president Shoichiro Irimajiri. "After we witnessed the incredible
launch he orchestrated [in the U.S.] and experienced his impeccable leadership
skills first hand, we knew there was no better candidate for the job. Peter
has the strength, depth and experience to oversee all aspects of our multi-layered
company, and will be able to continue giving Sega the strategic direction
it needs as the company focuses on online console gaming." Sega's
third-party licensees were quick to support the change in leadership."Peter
has what it takes to bring Sega back to its true birthright as a leading
gaming company," commented Bill Gardner, Capcom USA. "From day one, we
were impressed with his understanding of our business, partnership orientation
and his commitment to continually pushing the envelope in redefining this
industry." Moore understood his position well; he would be in charge
in North America during the most critical period of Sega's re-emergence.
It was not a task to be taken lightly, but there was no one better qualified
than Moore to handle the job. With his new promotion firmly in
hand, Moore promptly swung into action, working to realize his unspoken
goal of making the year 2000 into "the year of the Dreamcast."
It was going to take every talent and resource at his disposal to overcome
the Sony hype machine. Unconfirmed reports from Japan claimed that
Sony had sole over 2 million PlayStation 2s by the first week of May, pushing
an average of between 50,000 to 100,000 units per week. It
was a formidable challenge; but then again, Moore was a formidable man.
11 May 2000 marked the beginning of the yearly Electronics Entertainment
Expo (E3). To no one's surprise, Sega and the Dreamcast dominate
the entire console portion of E3 2000 becasue Moore and his staff at Sega
of America made every effort to blitz the show with all things Sega.
A full-blown demonstration of SegaNet, the company's online service (as
it was now known) was given in all its glory, and it was revealed that
the service was almost ready to go and would be available (along with the
broadband adapter) sooner that anyone might be expecting. Sega of
America announced its initial software lineup for games that would support
online plan, comprising some 16 titles: Alien Front Online, Black
& White, Bomberman DC, Chu Chu Rocket, KISS Psycho
Circus, Magic: The Gathering, NBA 2K1, NFL 2K1,
PBA
Tour Bowling, POD 2: Speedzone, Sierra Sports,
Phantasy
Star Online, Quake 3: Arena, Railroad Tycoon 2, 4x4
Evolution, and Worms: Armageddon. A full-blown preview
of the English-language version of Shenmue was given, with the game
itself set for release by the end of the year. Sega confirmed the
Dream Mouse, a pointing peripheral for the console long desired by its
users - especially hardcore Quake 3 addicts who were itching to
get their hands on the Dreamcast port of Quake 3: Arena. Present
for inspection (but not use) were mock-ups of the Dreamcast MP3-capable
VMU and the rumored DVD-capable Dreamcast console. Vivarium's Yoot
Saito, creator of Project Seaman, revealed tentative plans for a
sequel of sorts that would build on the original game. Finally, to
the plesant surprise of everybody concerned and after months of constant
pleas (and outright whining in some cases), Sega of America announced that
it was going to drop the retail price of the Dreamcast to US$150 in June.
The whole show might have gone Sega's way had it not been for two things.
First, an anonymouse EA spokesman bluntly stated the company's reasons
for not supporting Dreamcast: "We believe that the Dreamcast will
be a non-factor in the next generation console race." Second was
Sony's announcement regarding their North American market intentions for
PlayStation 2. It announced a 26 October 2000 U.S. launch date for
the console with a suggested retail price of US$299. Sony planned
to have over 50 titles onhand and ready to market by that date.
The end of spring brought about another major personnel change at Sega,
and one that shocked almost everybody who heard about it. On 23 May
2000 Sega corporate president Shoichiro Irimajiri resigned his position
and stepped down to the role of vice-chairman, taking the blame for Sega's
third straight yearly loss in a row. Taking over direct control of
Sega's worldwide affairs was none other than Sega chairman Isao Okawa himself.
Revised internal financial forecasts now predicted that Sega took a corporate
year-end loss of some ¥44.9 billion (US$411.5 million) for fiscal year
1999. These projections also noted that Sega of Japan had only sold
about 600,000 Dreamcast consoles in the period 09/1999 to 03/2000 in comparison
to an estmated 1.1 million initially reported. In a brief discussion
with the press, Okawa reaffirmed his December 1999 statement that Dreamcast
woud be Sega's last home videogame console, and that the official
report on the company's full-year earnings for 1999 was scheduled to be
released on 26 May 2000. It should be noted that Sega's losses were
actually down a bit from previous years; however, the revised figures also
tookinto account the highly successful American and European Dreamcast
launches. In comparison to the near-million PS2 consoles that Sony
sold in Japan at its launch, Sega had only sold 5.8 million Dreamcasts
worldwide at this point. The news sent Sega stock reeling on the
Tokyo Stock Exchange. It was already low by any measure, but Irimajiri's
resignation caused Sega stock to drop by 41% of its value as of November
1999. In a subsequent press briefing, Sega spokesmen expanded on
the company's intentions to break up its software R&D division into
nine separate entities and its arcade division into five independent regional
companies, and the move was praised by Sega investors as a wise one.
Speculation in the Japanese videogame industry was strong that Sega was
about to undertake another massive companywide shakeup. This time,
though, it would be away from the console videogame market and towards
the promise of the Internet. Over in the west, rumor had it that
that Microsoft or even Sony was now seriously considering buying the financially
ailing Sega. The Microsoft buyout rumor was given considerable credence
due to their past moves in that regard, buth both eventually proved untrue.
Sega was still lurching about the landscape on its own, and while its reputation
with gamers was rising, its ship of state continued to sink.
Sega released its yearly financial statement on 26 May 2000. It reported
a actual year-end net loss of ¥42.9 billion (US$398 million) for fiscal
year 1999, about the same as for 1998. Sega's inept Japanese market performance
was, as expected, cited as the chief culprit behind the loss. Sega
also reported a net 27% increase in product sales worldwide, primarily
due to the moderately successful European and wildly successful American
Dreamcast launches, but it had not been enough to offset losses from the
sale of Dreamcast hardware. Sega's financial statement projected
a net profit for fiscal year 2000 of some ¥1.5 billion, due largely
to division reorganization and expansive cost-cutting measures. It
also predicted, rather unconvincingly, that Dreamcast would remain competitive
with PlayStation 2 during that time. Also buried in Sega's annual
financial report were figures for worldwide Dreamcast console sales.
Sega had sold to date some 5.8 million Dreamcasts, of which 4.65 million
were sold during 1999 and were for the most part sold overseas. That
figure was over 300,000 consoles below target, representing the system's
dismal performance in Japan. The statement noted with pride the performance
of the Dreamcast in North America, having sold some 2.5 million consoles
in that market, and also predicted that Sega would sell another 2.5 million
units there by March 2001 for a grand total of 5 million units installed.
That projection was down from the 6 million originally predicted for March
2001, reflecting market difficulties and the impact of Sony hype surrounding
the oncoming U.S. PlayStation 2 launch. Also of note in Sega's
financial statement is that none of its first-class Japanese
Dreamcast titles had met their projected sales expectations - none
of them, including such well-known names as Shenmue, Space Channel
5, and Virtua Striker 2. Stories continued to abound concering
Sega's in-hous development efforts regarding Dreamcast spin-offs, accessories,
and successor consoles, but the clouds of doubt regarding the console's
future were now firmly planted on the horizon.
1 June 2000 was the most critical date in the projected market life cyle
of the Dreamcast. According to a report authored by the Japanese
branch of Salomon Smith Barney originally issued on 5 January 2000, this
was Dreamcast's "make or break" date. By 1 June 2000, Sega should
have recouped all of its initial US$600 million investment in the system,
having sold all 2 million units of its initial production run for North
America and now selling approximately 1 million consoles per month in all
major markets from this point forward. In plain language, this meant
that Sega should have started turning a profit on Dreamcast after 1 June
2000. Did that happen? No. Was Sega even close?
No. Sega should have had about a 20% market share by this point;
instead, it was wallowing along at 14% with no sign of gaining any significant
ground any time soon. There was not a single Dreamcast title in the
top ten titles on anybody's software chart worldwide save in the United
Kingdom, where for some perverse reason the Dreamcast port of Who Wants
To Be A Millionaire? was selling exceptionally strong. People
liked the console and they liked the games, but most preferred to stick
with what they had and save their money for the consoles to come after
Dreamcast.
There was no choice for Sega. It was losing money, but it couldn't
wait and continue to maintain the high price of Dreamcast any longer.
In both Europe and the U.S., Sega made preparations to cut the price of
the Dreamcast by 25%. Isao Okawa and everyone else at Sega had hoped
that there was an outside chance of the company making some kind of profit
off of its Dreamcast gamble. It never had, and now it never would.
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