The Problem with Innovation

by David Thomas | 27. April 2009 16:09 | permalink
While performing my daily ritual of avoiding work while surfing the Web, I came across this nugget:


This without a Sega warranty, no less.
 
Why would anyone want a last generation console more than seven years out of production and one that all but bankrupt one of the fine old companies of gamedom?
 
Because the Dreamcast rocked.
 
No game critic of the era (seven years ago, that is) would disparage the Dreamcast. You couldn’t do it. House of the DeadSoul Caliber, Jet Grind Radio, Shenmue, Space Channel 5 and Seaman. Seaman alone would blow the weird art freak doors off any Noby Noby Boy you cared to offer. And NFL 2K? This was  the game that reintroduced sports to the world of dude gamers!  Here was the console with a fishing rod controller well before Nintedno birthed the “Wiimote”.  And lest we forget Samba de Amigo….No one, and I repeat no one, has had Sega’s nerve to ship a maraca controller. Never will, if you ask me.
 
The Dreamcast was a masterpiece of design. It was cool, it had killer, innovative games and it died on the vine.
 
We could go into the myriad of problems that it faced—not the least of which was the impending coming of the PlayStation 2, the lack of big franchise titles and that oddly sandwich –sized controller.
 
The point worth noting  here is this: Innovation didn’t save the Dreamcasst when it needed it. Sure, it is a reason we will always venerate the machine and why fans will snap up cherry machines online. 
 
 
But thinking ahead just isn’t enough to make it in the game world. 
 
It’s  a scary thought. Unfortunately, it’s the only conclusion you can come to. The consumer for games is, in the final analysis, a dumb, slobbering beast. Gamers get suckered into the crushing flood of whatever is hot and something that really rethinks things and tries to push the envelope, well, it does so at risk to its own health.

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Comments

  • CG-Prophet

    4/28/2009 12:31:07 PM

    @DavidThomas:

    I agree with what you're saying here, but this kind of behavior is not new for Sega. They needed to take those candles out from under those bushels, man.

    Reply »
  • DavidThomas

    4/28/2009 10:50:39 AM

    @Kyle-e-o

    The issue isn't how many machines sold. The sales of the old machines just reminded me how innovative the Dreamcast was. And upon reflection, our rhetoric around game innovation would dictate that the DC would have sold better.

    What I think makes my point even more clear is that Sega, now a cross-platform publisher, hasn't bothered to dust of many of its Dreamcast era titles. Come on! You know that Seaman on the Wii would be perfect!

    My thinking here is that the dirty secret in the game's business is that innovation is all well and good. But being smart isn't as cool as being rich. And thus follows the vast majority of the industry's behavior.

    Reply »
  • CG-Prophet

    4/28/2009 12:39:34 AM

    @KyleOrland:

    Yeah I think you are being liberal with that 100 unit estimate.

    Reply »
  • KyleOrland

    4/28/2009 12:28:10 AM

    A nice thought, but we don't know how many Dreamcasts ThinkGeek had before they sold out, do we? If they sold 100 new Dreamcasts, does that prove there's tons of pent up demand for the system now? I doubt this report is going to get Sega to restart production on the system, and with good reason... it'd be a massive flop in larger numbers.

    Reply »
  • CG-Prophet

    4/28/2009 12:14:55 AM

    I owned a Dreamcast and I found that there just weren't enough games for it. Sega forgot the lessons of the Genesis: an overabundance of awesome games.

    Reply »

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