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Sega's post Dreamcast strategy - Baffling !

Posted: June 15th, 2015, 6:04 pm
by Sut
I'm a big Sega fan but I've not taken much notice of them since the Dreamcast died. Following a recent Game Sack video about Sega after the Dreamcast. My interest has been stirred.

Now it's not the first time Sega's decisions have baffled me but I just can't understand their sixth generation third party publisher strategy.

Everyone was excited about Sega becoming a third party developer and I'm sure people were excited for their games.

But why didn't they go multi-platform ???

Looking back you've got good games only available on a single platform

Panzer Dragoon Orta - Xbox
Shinobi and Nightshade - PS2
Super Monkey Ball - GameCube

Why didn't they release the games across all 3 formats ? Thus selling more and enhancing/building their reputation as a quality third party publisher and putting games on all formats would increase hype.
The Sega fans of the day would have to own all the consoles to keep playing Sega games - baffling !

Thoughts ?

Re: Sega's post Dreamcast strategy - Baffling !

Posted: June 15th, 2015, 6:22 pm
by VideoGameCritic
I agree it's weird they didn't go cross-platform. Maybe they made money from exclusive licensing deals? Or maybe they were trying to feel out all three platforms to determine which was the best fit.

Re: Sega's post Dreamcast strategy - Baffling !

Posted: June 15th, 2015, 6:25 pm
by Rev
I'm pretty sure this has to do with exclusive deals since Sega has continued to do this for the last 3 generations.

Re: Sega's post Dreamcast strategy - Baffling !

Posted: June 15th, 2015, 6:54 pm
by jon
In fairness, they did have their sports lineup available for all 3 systems, including the Gamecube I remember.

Re: Sega's post Dreamcast strategy - Baffling !

Posted: June 17th, 2015, 6:14 pm
by ActRaiser
Plus, MS offered up Sega games as pack-in options for various Xbox SKUs over the years.

The other reason may have to do with not having the tools available to easily port to multiple systems. You figure they had to baby step their way into multiplatform development. Today, everyone uses Unity, Unreal, etc. Back then that wasn't the case.