Retro Allgemeine Retro-Diskussion

Nach dem es ja schon das letzte mal keinen interessiert hat, noch mal ein Spiegel Artikel :D
Klötzchen-Alpträume in vier Graustufen. 20 Jahre Gameboy...
Hey, ich habe deine beiden verlinkten Artikel gelesen und mich gewundert, dass "Der Spiegel" so interessante Artikel zu bieten hat :ugly:

@ Artikel: "Klötzchen-Alpträume in vier Graustufen"
Ich fand anno dazumal den Lynx besser :p Gefehlt haben mir nur RPGs á la "Mystic Quest", "Sword of Hope" und "Rolan's Curse " :-D
 
Der Lynx war ne witziges Gerät. Gab nen paar echt geile Spiele dafür, allen voran California Games.
Auch Blue Lightning war ganz cool, vor allem grafisch, da es den "Zoom" Chip schön genutzt hat.
Leider war das Ding nen echter Batteriefresser.
 
Hier eine coole Game Boy-Timeline :):

gameboy-timeline-HD2.jpg

http://cache.gawker.com/assets/images/gizmodo/2009/04/gameboy-timeline-HD2.jpg
 
Der Gameboyspot weckt Erinnerungen xD
Ich werde Anfang Mai nen Retrospieleabend machen. Mit paar Freunden. Dabei sind dann etliche Games aus Kindheitstagen wie TROG! (NES), Nintendo World Cup (NES), Super Mario Kart (SNES), Mario Kart 64 oder Diddy Kong Racing (N64) wird voll geil :D:D:D.
 
Die Geschichte von SEGA (sehr interessanter und auch langer Beitrag):



IGN Presents the History of SEGA


The secrets of SEGA's past are revealed.


by Travis Fahs

US, April 21, 2009 - There will never be another SEGA. While their reign as a first-party has long ended, and the name hardly carries the cachet it once had, the industry owes deep debt to the former giant. An innovator and an unrivaled creative powerhouse, they were perhaps the greatest single developer in gaming history.

While rival Nintendo has shown an unmatched ability to maintain a small handful of blockbuster series, SEGA churned out brilliant original franchises one after another with such frequency they made it seem effortless. Their hit series were practically disposable, because they knew the next one would be just as good. All across the world, from Tokyo, to San Francisco, to Lyon, their studios always bet on the gamble, always took chances, and to their fans, they were always winners.


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Unfortunately, SEGA didn't win many battles in the hardware market. Their history is riddled with mistakes – some that you probably know well, and a few you've never heard before, but all of them heartbreaking. Their moment on top was fleeting, lasting just a few years before it all came crashing down. When SEGA retired from the hardware business, it felt like originality and creativity had lost the battle against bigger brand names. SEGA's way of doing business didn't pay off, and even as a third party they've continued to struggle.

As SEGA's star has faded, some are quick to whitewash their history; to act as if their success was the fluke and their failure inevitable. It's natural – the victors always write the history books – but that isn't the way it happened. This is the story of SEGA; the good, the bad, and the possibilities of what could have been.

Service Games

SEGA's early history has many strands that wove themselves into the fabric we would later know so well. Its story goes hand in hand with that of Japan and its relationship with America. Following World War II, Japan was a defeated nation. The loss of industry and human life had left the country economically devastated, and although the United States was there to support her growth, Japan's recovery would take time. Sega's founding fathers came from America and, for various reasons, their paths converged on Japan.

Marty Bromley had formed Standard Games in 1940 to provide coin operated amusements to military bases in Hawaii. He was in Hawaii when the Japanese bombed Pearl Harbor, where he maintained the base's slot machines, but he never harbored the negative feelings toward the Japanese that so many others at the time did. In 1952, when the United States outlawed slot machines, he saw the emerging Japanese market as an opportunity. He purchased slot machines from the government, and set up a company to import them to Japan. He called it Service Games.

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Around this time, a man named David Rosen set out on a business venture of his own. Rosen was a New Yorker, stationed in Japan during the Korean War. His sharp business sense and tireless determination would serve as a guiding force for his company for the next 45 years. While in the Air Force, he saw a nation working tirelessly to build itself up – a great opportunity to invest in a business and a people. His ventures followed the recovery of the nation itself: his first business exported portraits painted from photos by Japanese artists for a fraction of the cost that an American would charge. After this, he opened a series of photo booths to provide inexpensive pictures to be used for IDs needed for work and travel. As the US's military operations brought more money into Japan, he finally decided it was time for fun, and he began importing electromechanical arcade games.

The amusement machine industry in the US was sagging, outside of the booming pinball business. Arcades were seen as seedy locales, and hardly the kid-friendly playgrounds they would become many decades later. Machines could be had for cheap and sold on the Japanese market with none of the baggage they faced in the US. The thriving arcade business that developed is a legacy that remains with SEGA to this day. Throughout the company's history, its arcade operations were its spine, keeping SEGA on the cutting edge even when the console business was sagging.

In 1964, the two paths converged. Rosen Enterprises negotiated a merger with Service Games, resulting in the abbreviated SEGA Enterprises Ltd. The two companies seemed a logical fit; an appealing blend of American and Japanese business culture with a strong, stable foothold in the market. Had they been successful in joining with their other competitor, Taito, who knows how huge they could have become? Service Games served as the parent company in the merger, but Rosen assumed control as CEO. He would remain with the company until 1996.

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In 1966, they began designing and manufacturing original arcade machines. Their first was a submarine-themed shooting game called Periscope. The colossal machine was nearly ten feet deep and six feet wide and cost twice as much to play as competing machines, but audiences and arcade owners agreed that it was worth it. Periscope was so successful that SEGA began exporting their games to America, establishing them as an international company with a Japanese base. Not long after, SEGA was sold to Gulf + Western, with Rosen remaining on board to helm the ship.

The 1970s saw the complete reinvention of the arcade industry. Video games didn't take long to overtake electromechanical games and pinball machines. Not long after, microprocessors replaced discrete logic games. When Taito released Space Invaders in 1978, it was so in demand it famously created a coin shortage in Japan.

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To keep pace with the rapidly-evolving gaming market, SEGA acquired San Diego-based Gremlin Industries to develop and manufacture new microprocessor-based arcade games. Shortly after this union, they released Head On, a game renowned for pioneering the maze chase genre further popularized by Pac-Man. It was also during this time that SEGA purchased a distribution company run by Hayao Nakayama. He was named vice president of distribution, beginning his long and important career as key part of SEGA's story.

The company began expanding rapidly, producing more and more elaborate hits, and recruiting new developers that would help to define the company creatively. SEGA's games would come to distinguish themselves from their peers with their eye-popping graphics that marked some of arcade gaming's baby steps into 3D. Turbo became the first racing game to use sprite scaling with full-color graphics. Zaxxon delivered scrolling graphics with an isometric view and 3D gameplay. Buck Rogers: Planet of Zoom trumped both with its fast 3D scaling and detailed sprites. SEGA had become a leader in the arcade video game business.

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The game industry was booming and SEGA along with it, but a storm was brewing in the industry, and David Rosen knew it before the rest of the world was willing to face it. He urged the arcade business to reform, and start offering conversion kits to allow operators to inexpensively turn over machines. This idea would later help the arcade industry to begin its second life, but at the time, his remarks were met only with boos and jeers. Rosen's fears were well founded, and when Atari began its downward spiral in 1983, many lost confidence in the industry. SEGA's benefactors (who by then included Paramount) began looking to get rid of the company.

Folgt den Link für die anderen Seiten des Artikels:
http://uk.retro.ign.com/articles/974/974695p1.html
 
Langsam findet Sega ja zu alter Form zurück. Wobei sie imho ihren absoluten Zenith zur DC Zeit hatten. Leider, wie bekannt, ohne Erfolg.

Dennoch, Sega :love3:
 
Ein schönes Retro - Interview mit Claude M. Moyse, lange Zeit bei NoE für das Club Nintendo Heft und viele Lokalisationen verantwortlich:
---------
CZ:
HERZLICH WILLKOMMEN IM CLASSIC-ZONE CHAT CLAUDE

*Begrüßung durch alle Beteiligten erfolgt, darunter fiel auch ein "Hollerö"


Claude M. Moyse:
moin

Ich glaub, Holerö nur mit einem "L", aber ich bin mir da auch nicht so sicher. :)


CZ:
Claude, freut mich dass es diesmal geklappt hat.


Claude M. Moyse:
Ja, und sogar fast pünktlich. :D


CZ:
So, jetzt könnt ihr Claude mit all euren Fragen nerven... ;-)


Claude M. Moyse:
Aber wer das L-Wort sagt, fliegt raus. :)

L wie... xxxstraße...


FlyingBock:
Also, ich glaub im Jahr 2004 oder 2005 gabs für kurze Zeit in Deutschland die Zeitschrift "Games tm", da hattest du dran mitgewirkt, Claude? Zumindest so weit ich mich erinnern kann.


Claude M. Moyse:
Ja, das war zwischen Nintendo und meiner jetzigen Firma. Da war ich in einer Agentur beschäftigt, die auch Zeitschriften veröffentlicht hat. Wir hatten allerdings ein paar Differenzen, welche Zeitschriften das sein sollten.
Deshalb gabs nur zwei Games tm, dann war ich auch weg.
2003 war das.


FlyingBock:
Mir persönlich gefiel der Retro-Teil sehr gut, der war ziemlich schnieke und hat ca. 1/3 des Magazis umfasst... ich glaub nach der dritten Ausgabe wurde die leider eingestellt.


Claude M. Moyse:
Ja, der Retro-Teil hat mir auch gut gefallen... naja... das nächste Games-Mag kommt bestimmt. :)


Link-Mario:
Sie haben doch eines der Zelda Spiele übersetzt, soweit ich das erfahren habe. Hatten Sie sich auch Gedanken gemacht, welche Charakterzüge Link haben könnte?


Claude M. Moyse:
Ehrlich gesagt habe ich nicht so sehr über Link nachgedacht... Ich meine, richtige Charakteristika hat er ja erst zu Ocarina-of-Time-Zeiten bekommen. in den Spielen davor war er etwas... naja profillos.


Scrotum Capillus:
Seit wann gibt es eigentlich das Magazin "Level 1"? Ich hab das bei uns noch nicht gesehen und das obwohl mein Zeitschriftenhändler gut sortiert ist. Bin nämlich auf der suche nache einem Magazin das alle Plattformen abhandelt, allerdings sagt mir die VGA nicht so zu.


Claude M. Moyse:
Die zweite Level 1 ist heute erschienen. wo genau sie liegt, kann ich dir auch nicht sagen... alleine in Deutschland gibt es 120.000 Verkaufsstellen für Zeitschriften. Und so eine hohe Auflage haben wir leider noch nicht. :-(


CZ:
Könnt ihr das kontrollieren wo eure Zeitschriften erscheinen und wo nicht?


Claude M. Moyse:
Wir können das nur zum Teil kontrollieren... die eigentliche Verteilung machen eine Vertriebsfirma und Zeitschriftengrossisten.

Keef:
Würdest du die Level 1 als ein Konkurrenzprodukt der Bravo Screenfun beschreiben? Wenn ja, wo ist der Unterschied,deiner Meinung nach?


Claude M. Moyse:
Nee, Level 1 ist keine Konkurrenz zu Bravo Screenfun. Kann es auch gar nicht. Wir haben nur ein ganz kleines Team. Mein Interesse gilt eher dem Design des Magazins. Es gibt viel cooles Games-Artwork, was viel zu wenig gezeigt wird. ich möchte einfach nur ein kleines, aber schickes Games-Heft haben. Sowas wie "Maniac" etc. werden wir mit Level 1 niemals erreichen.


Scrotum Capillus:
Siehst du das Internet als eine bedrohliche Konkurrenz für das Zeitschriftengeschäft oder eher als Bereicherung?


Claude M. Moyse:
Naja, da muss ich ein bißchen ausholen, Scrotum...
Eigentlich sind Zeitschriften und Internet zwei völlig unterschiedliche Dinge, die friedlich nebenher koexistieren können.

Aber das funktioniert nur, wenn beide Medien sich auf ihre Stärken besinnen...
Das Internet zum Beispiel ist schnell, tagesaktuell und du kannst Musik hören und Filme ansehen. Das bietet dir ein Magazin nicht.

Aber ein Magazin kannst du anfassen. Es kann tolles Papier haben, große Bilder, Poster... und es ist etwas zum sammeln und für die Ewigkeit.

Wenn also Hefte lieblos gemacht werden... oder Internet-seiten nicht viel mehr bieten als bedrucktes Papier, ist das sinnlos und zum scheitern verurteilt.

Einwurf von CZ:
Wie das Club Nintendo Magazin :-(

Claude M. Moyse:
Genau. :)


CZ:
Die Spieletests im Club Magazin, waren die eigentlich ehrlich oder durch die Arbeit bei Nintendo beeinflusst?


Claude M. Moyse:
Die waren im großen und ganzen schon ehrlich. Natürlich gab es auch ein paar Arschbomben, die ins Heft mussten, und da mussten wir uns auch zurückhalten, aber wir hätten dann trotzdem nie geschrieben "wow, ein geiles Spiel"!


Romplayer > Also nach 2001 war das Magazin meines erachtens nur noch Kommerz

FlyingBock > Ich erinnere mich noch an den Spielebericht zu "Aero Gauge"... Au weia, das war ne böse Falle ^^"

Romplayer > Aber das ist ja nach der Umstrukturierung

Scrotum Capillus > Ja aber die Tests für die miesen Spiele wurden schon so geschrieben, dass man nicht unbedingt auf den ersten Blick gesehen hat, dass es ein mieses Spielt ist :>
Da musste man zwischen den Zeilen lesen ^^

Claude M. Moyse:
Das stimmt, unser Chefredakteur Marcus ist niemand, der sich verbiegt. Der hätte niemals gelogen, höchstens negative Seiten unerwähnt gelassen. ;-)


Maxim:
Was sind ihre aktuellen Top 5 Alltimegames?


Claude M. Moyse:
Hmmm... schwierige Frage... sehr schwierig sogar... ich hatte damals Lieblingsspiele... an die erinnere ich mich auch noch gerne..... auch ich weiß nicht, wie sie mir heute gefallen würden, wenn ich sie nochmal spielen würde.

Ich mag Zelda: Ocarina of time (N64), Suikoden (PS1), Final Fantasy VI (SNES), GTA: Vice City (PS2), Shadow of the Colossus (PS2)...

Die fallen mir jetzt so sponatn ein... ich mag auch World of Warcraft, aber das Spiel kostet zu viel Zeit.

Claudes TOP 5 im Jahre 1993 (abgetippt aus dem "For Members only" Club Nintendo Magazin:
1. Star Tropics
2.Mega Man 4
3.Mario Bros 3
4.Mega Man 2
5.Chip&Chap



Maxim:
Können sie uns ein kleines Firmengeheimnis von Nintendo verraten, oder einen nur ihnen bekannten Trick? ;-)


Claude M. Moyse:
Ich hätte ein Geheimnis. aber dafür würde mich Nintendo in Grund und Boden verklagen... ;-)

Bei Secret of Evermore haben Marcus und ich den Text geschrieben... wir hatten sehr viel Zeit dafür (vielleicht ein bißchen zu viel), also haben wir einen absoluten Müll-Text geschrieben.

Die Figuren waren alle am kiffen, poppen, saufen etc. das war total durchgeknallt. Von dieser Version haben wir uns eine gebrannt, die gut verschlossen bei mir liegt. Danach hat Marcus die "normale" Version des Spiels geschrieben.


Maxim:
Können sie die Version veröffentlichen?


Claude M. Moyse:
Besser nicht... sonst wird Gunepi aus dem Grab steigen und mir die ei.. rausreißen.


Starbuck:
Ich bin in der Demoscene aktiv und es ist ja nunmal so das jede Hardware ihren reiz hat um darauf mal mit ner Demo zu rocken.. Nun ist es ja leider so das Nintendo und Co. es nich gern sehn wenn man ihre HW aufbiegt um seinen Kram da laufen zu lassen...


Claude M. Moyse:
Die Frage zur Demoszene find ich schwierig... da könnte man auch lange Antworten... ich finds okay, es ist ja auch nur ein kleiner Teil der Gamer. Nichts, was für die großen Publisher momentan gefährlich wäre... aber wie gesagt, da müsste man umfangreicher drauf Antworten.


Romplayer:
Was hat es mit dem Rubindiadem aus Secret of Mana auf sich?


Claude M. Moyse:
Das war ein "bug". Es war mal geplant, ist aber aus dem Programm verschwunden.


CZ:
Und warum wurde es nicht aus dem Spieleberater entfernt?


Claude M. Moyse:
Den Spieleberater haben wir aufgrund der Daten von Square gemacht... wir haben einfach deren Liste abgetippt. Als sich dann die Fragen der Leser häuften, wo denn dieses Diadem sei, haben wir bei Square nachgefragt... und die meinten "ups, iss wohl weg". ;-)


Romplayer:
Das heißt man hat beim entfernen "schlechte" Arbeit geleistet?


Claude M. Moyse:
Sowas kommt ziemlich häufig vor. Geh mal aufs Dach vom Schloss bei Mario 64. Da wirst du Augen machen.

Da sieht man noch das halbe, unfertige Schloss, Miyamoto hatte Druck bekommen, das Spiel fertig zu machen. Also wurde es schnell fertig gemacht, obwohl einige Bereiche gar nicht fertig waren.


Keef:
Wie bist du nun zu deinem derzeitigen Job gekommen? Ich mein Club Nintendo, und dann?


Claude M. Moyse:
Ich hattte schon während Nintendo den Wunsch, mich selbständig zu machen. Ist mir irgendwie lieber, als nur das Rädchen in einem riesigen Getriebe zu sein.


Maxim:
Hätten sie zum Abschluss noch eine kleine Anekdote zur Übersetzung von Lufia(2)? (Ähnlich denen zu SoM-Lindenstraße SoE-Spezialübersetzung)


Claude M. Moyse:
Mit Lufia hatte ich leider gar nichts zu tun... ich muss gestehen, dass ich es bis heute nicht mal gespielt habe *schäm*


ShigeruMiyamoto:
Werden sie uns nochmal im Chat besuchen Claude?


Claude M. Moyse:
Nicht, wenn ich weiter gesSIEzt werde. :)

Klar, wir können das gerne wiederholen.


Scrotum Capillus:
Wie alt bist du eigentlich Claude?


Claude M. Moyse:
32


Scrotum Capillus > auf den fotos hast du dich zu früher ja kaum verändert :)

Scrotum Capillus > junggeblieben eben ^^

Maxim > ^^

Naglfar > ähm 32 erst?

SdH > das heißt, das er entweder jetzt noch jung aussieht, oder schon damals alt ;)

Claude > ach nee, wart mal... 52...

Maxim > xD

Naglfar > mom, kann ich nimmer rechnen?

Keef > lol

Naglfar > Wenn du 1993 24 jahre jung warst?

Romplayer > naja, wieso nciht ^^

Naglfar > böser claude "mario" moyse

Claude M. Moyse:
Deshalb durfte ich mir auch ein paar Jugendsünden wie die Kondome bei Zelda erlauben.

(Weiteres über die "Kondome" im Chatlog)


Claude M. Moyse:
So, ich muss weg... sagt mir Bescheid, wenn der nächste Chat ist.
...


CZ:
VIELEN DANK dass du dir die Zeit genommen hast Claude.

*Anwesende Community verabschiedet sich*


Claude M. Moyse:
Bis demnächst... ciao ciao! War chaotisch, aber cool.
--------------

Quelle: http://www.classic-zone.de/
 
:lol: Gott und wir fanden es damals schon lustig genug, den Hauptfiguren in SoE obszöne Namen zu geben.

Hoffentlich leakt er das "Verbotene Secret of Evermore" doch noch einmal!
 
Die Entstehung der PlayStation (Edge-Artikel):



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Developer: Sony
Origin: Japan
Release: 1994

This is a story that isn’t just about the design of an object made from silicon, plastic and metal. Nor is it just the story of the corporate politics that allowed the project to commence. It’s also the story of sales forces and distribution systems, of marketing strategies and product evangelists, of a confluence of social, economic and technological circumstances that allowed it to thrive. It’s about the vision behind the piece of hardware that pushed videogames into 3D and a veteran yet wide-eyed technology corporation into an industry that it would transform.
And it’s a vision that rose out from the rubble of a very public disaster. At the Consumer Electronics Show in June 1991, Sony revealed to the world a videogame console on which it had jointly worked with Nintendo. This SNES with a built-in CD-ROM drive was a project driven by Ken Kutaragi, a Sony executive who had come out of its hardware engineering division. It was to be Nintendo’s route into a brave new world of multimedia, and a way for Kutaragi to show his company how important the videogame industry could be. But the very day after Sony’s announcement, Nintendo declared that it would be breaking its deal with Sony by partnering with Philips instead.
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Sony's original prototype PlayStation, a SNES with a CD-ROM drive
This humiliating turnabout enraged Sony president Norio Ohga, but though it seemed sudden from the outside, problems had been boiling between the two companies for some time. The main issue was an agreement over how revenue would be collected – Sony had proposed to take care of money made from CD sales while Nintendo would collect from cartridge sales, and suggested that royalties would be figured out later. “Nintendo went bananas, frankly, and said that we were stepping on its toll booth and that it was totally unacceptable,” explains Chris Deering, who at the time worked at Sony-owned Columbia Pictures but would go on to head the PlayStation business in Europe. “They just couldn’t agree and it all fell apart.”
But Ohga was dead set on remaining in the game. At the end of a July meeting to plan litigation against Nintendo, he declared defiantly: “We will never withdraw from this business. Keep going.” And so Kutaragi went to work with strong support from the very top of Sony. “Ken brought together a handful of engineers that had come out of a broadcast and professional realtime 3D graphics engine called System-G,” explains Phil Harrison, who joined Sony in September 1992 to start its European game publishing business, and would eventually go on to become president of Sony Computer Entertainment Worldwide Studios. System-G was a special-effects computer that broadcasters could use to augment live broadcasts with 3D images in realtime. “Technologically, that’s not really a million miles away from videogames, but this was a super high-end workstation. And Ken’s big vision was to take that, apply it in high volume and bring it into the home,” recalls Harrison.
But the relationship with Nintendo wasn’t quite over. It had indistinctly proposed that Sony could remain involved in ‘nongame areas’ of the project, though the move was probably just to delay any attempt Sony may have been making to enter videogames off its own bat, as well as sidestep the legal challenges Sony had made over Nintendo’s breach of contract. Kutaragi was frustrated. Not only was he facing criticism and resentment from many at Sony who disagreed with the idea of Sony entering the game business, but the project’s focus was also dissipating within the company. ‘There is no consensus within Sony about why we are engaged in this business’, he wrote candidly in his January 1992 business report. ‘We are wasting time and missing opportunities while expecting too much from Nintendo and dealing with them in blind good faith’.
In May that year, Sony finally put a stop to negotiations, and whether or not it should retain the project was decided at a pivotal meeting chaired by Ohga on June 24. The great majority of those present opposed it, but Kutaragi nevertheless revealed that he’d been developing a proprietary CD-ROM-based system capable of rendering 3D graphics, specifically for playing videogames – not multimedia. When Ohga asked what sort of chip it would require, Kutaragi replied that it would need one million gate arrays, a number that made Ohga laugh: Sony’s production of the time could only achieve 100,000. But Kutaragi slyly countered with: “Are you going to sit back and accept what Nintendo did to us?” The reminder enraged Ohga all over again. “There’s no hope of making further progress with a Nintendocompatible 16bit machine,” he said. “Let’s chart our own course.”
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Ken Kutaragi
And achieving that meant Ohga removing Kutaragi from Sony, fearing that the widespread internal opposition to the project might crush Kutaragi’s resolve. “There was a huge resistance inside the company to actually being in the videogames business at all,” explains Harrison. “The main reason why the Sony brand wasn’t really used in the early marketing of PlayStation was not necessarily out of choice, but it was because Sony’s old guard was scared that it was going to destroy this wonderful, venerable, 50-yearold brand. They saw Nintendo and Sega as toys, so why on Earth would they join the toy business? That changed a bit after we delivered 90 per cent of the company’s profit for a few years.”
Kutaragi was moved with nine team members to Sony Music, a separate financial entity owned by the corporation, in the Aoyama district of Tokyo. There, he worked with Shigeo Maruyama, CEO of Sony Music and soon to become a vice president of the division that ran the PlayStation business, Sony Computer Entertainment International (SCEI), and Akira Sato, who’d also become a VP. Though on face value it hardly sounds significant, the involvement of Sony Music was fundamentally important to PlayStation’s subsequent success. “Music was huge business back then, and they knew you had to attract talent and that you have to spend money to launch things,” says Deering. Sony Music knew how to nurture creative talent and how to manufacture, market and distribute music discs – with the move to CD-ROM, the mechanics of making and supplying games had become very similar to that used for music. “Sony made an awful lot of money pressing music discs,” explains Deering. “Between the converging interests of the disc pressing divisions and Ken Kutaragi and Ohga-san they were truly well down the road to developing PlayStation.”
The final two key players in PlayStation were Olaf Olafsson, who was president and CEO of SCEI’s umbrella organisation, Sony Interactive Entertainment (and, incidentally, a writer who’d been nominated for the Icelandic Literature Prize), and Terry Tokunaka, who became president of SCEI and had come from Sony’s head office. Tokunaka’s vision for the project was simple, as Harrison explains: “It was that if we can be the creative choice of the game developers, and the business choice of the publishers, then those two together give us a chance of becoming successful. In order to be very successful you need both elements; you can’t have one and not the other. I think this still holds true today for any company that wants to stay in the hardware platform business.”
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Chris Deering (left); Phil Harrison (right)
Harrison was among the evangelists who went out to scout for developers and publishers to create games for the platform, having joined PlayStation when it was finally greenlit in the summer of 1993. “We had to work hard to demonstrate our credibility, because bringing hardware to market is one thing, but being an organisation to market and distribute and sell it is another,” he says. With Sony’s strategy distinctly different to that of Sega and Nintendo, it had a huge opportunity to change the console market, change that prospective publishers and developers were only too keen to happen. “A lot of the business questions related to what the business model was for a publisher, what the royalty rates would be, how we’d make and distribute the software,” says Harrison. “That was set against the backdrop of the incumbent business models of Sega and Nintendo, which were at the time very restrictive. They’ve changed now, but at the time, publishing on 16bit Nintendo was an expensive and risky proposition.”
One of the crucial points in the campaign to win hearts and minds came when Sony offered a solution to the problem that Japanese game publishers had no production capacity or supply infrastructure themselves. After all, under the Nintendo model, Nintendo would make and distribute their software for them. “All the publishers we worked with in Japan said that they loved the machine and were all super excited, but wondered how they’d bring their software to market,” explains Harrison. “This was where the partnership between Sony Corp and Sony Music really came to fruition.” Sony invited all the game publishers and developers to a hotel in Tokyo in 1994 and paraded on a stage the 40 direct sales people it had in place to distribute software. “It said: ‘We know this is a challenge for you, so we’ve gone ahead and built our own sales force’,” Harrison continues. “The net effect was that there were hundreds and hundreds of thirdparty publishers in Japan. Tonnes and tonnes of product being developed for PlayStation – with the resulting dynamic range of quality…”
Harrison found that developers began to allocate resources to PlayStation long before they had publishing agreements that laid out their royalty rates. “That was an incredible demonstration of support and confidence, given that we hadn’t even announced the formation of the company, just Sony Computer Entertainment in November 1993. And then throughout early ’94 we hadn’t announced the business model. We hadn’t a company, no leadership or executive team outside Japan – all that changed fairly quickly, but the key events were bringing in big companies like Electronic Arts in the west and Namco in Japan.”
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It helped that the demos for the new hardware were inspiring. Harrison recalls having a video FedExed to him that had been used to show Japanese publishers the capability of the machine. “I remember watching it over and over again and thinking that I couldn’t believe it, that it was absolutely extraordinary. Just being excited, and also incredulous.” In December 1993, it was his turn to show around 100 European developers and publishers what Kutaragi had been creating. Frontier’s David Braben and Argonaut’s Jez San were there: “Jez said he didn’t believe it was running on the hardware and that it was on a Silicon Graphics workstation, and we had to take him to the side of the room to show him what it was running on.”
Apart from the powerful allure of the hardware itself, two factors helped Sony’s cause enormously. The first was that western developers and publishers were starting to move toward producing games heavy with full-motion video for CD-ROM on PCs, and experimenting with 3D. The second was that Japanese publishers were finding creating games for Sega and Nintendo expensive, risky – and slow. They were used to ten-to-12-week lead times for cartridges, meaning that they had to manufacture game cartridges according to forecasts and had difficulty reacting to actual demand. Sony offered an order system that was just seven to ten days. “It was a massive shift in the economics,” explains Harrison. “The working capital requirement shifted massively in favour of the developer and publisher, and they could afford to put more money into product development and marketing, so it was a virtuous circle.” The idea of a 3D-capable, CD-ROM-based console and a different way of doing business was a breath of fresh air for all.
Another major attraction for third parties was that Sony didn’t have internal development studios until early 1994. Though a weakness for Sony because it meant an almost complete reliance on external partners for PlayStation’s early software, third parties saw it as an advantage because it meant less competition. But Sony wasn’t entirely without capacity, having acquired Psygnosis in May 1993. It was a loose relationship – Psygnosis retained its publishing business, which released games for other platforms, but it played a vital role in creating PlayStation development tools that ran on PCs rather than the early kits, which were large, repurposed Sony NEWS workstations. “Psygnosis came to a large meeting at the Alexis Park Hotel in Las Vegas during CES 1994 – 11 months before the launch of the machine in Japan – with an early prototype of a working development environment that was far in advance of anything that had come out of Japan,” says Harrison. Psygnosis, of course, would go on to make Wipeout and publish Destruction Derby for the European launch lineup in September 1995.
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It was Namco’s Ridge Racer that stood out by far among the Japanese launch games. Visiting Namco’s Yokohama tech centre, Harrison saw the finished game a few weeks before the December 3 release. “I’d seen an earlier workin- progress build a couple of months before, but they’d done the port from the coin-op remarkably quickly. I remember realising that was going to be pivotal piece of software for the west in particular.” But then he saw one of the pieces of software that would help define the console’s later success. “It was almost an afterthought. One of the men demonstrating it asked, since I was there, would I like them to show me another game they’re working on? ‘Yeah, sure’, I said. ‘What’s it called?’ ‘It’s called Tekken’.”
The rest of the launch games were rather less memorable. “With the notable exception of Ridge Racer, there is no way you’d extrapolate the global success that happened from that first lineup,” concedes Harrison. And that’s including Kazanori Yamauchi’s Motor Toon Grand Prix, a title he made before forming Polyphony to create Gran Turismo. But the 100,000 units Sony made for Japanese launch day sold out all the same. “It was an incredible undertaking from all manner of perspectives,” says Harrison. “Manufacturing, financial, buying the components, getting the distribution infrastructure in place to ship them – we started manufacturing probably around October to hit the launch date.”
Another 200,000 sold in the console’s first 30 days on sale. This was at a price of ¥39,800 – which at the time translated to $390, or £245 – compared to Sega’s Saturn launch price of ¥44,800 the month before. Though instrumental to PlayStation’s success, price was a contentious issue at Sony, because, against all corporate tradition, PlayStation would be sold at a loss. While Kutaragi had initially forecast that memory prices would go down, the truth was that, ten months before launch, they were going up – and they’d stay high all the way up until late 1995. The trend was principally due to booming PC sales, but, ever resolute, Kutaragi stuck to his guns, declaring that they would certainly come down over time, and that every competitor was in the same position. And besides, the PlayStation business was to be quite different from Sony’s conventional appliance business, which depended on direct profits from hardware sales, because in games, profits could instead be gained from software sales. The policy was still hard to reconcile with Sony’s old guard until Kutaragi dropped certain hardware features, such as the original model’s S-Video port.
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This pricing policy allowed SCEI to severely dent the fortunes of Sega’s Saturn in the US. Famously, Saturn was surprise-launched in the US at $399 during E3 on May 11, 1995, but the timing allowed Sony to immediately get the upper hand. Harrison was at Sony’s E3 press conference shortly afterwards: “Olaf Olafsson was doing the spiel about growth in the industry and droning on – it was deliberately staged that way. I can’t remember a single thing about his presentation, but he did say that he’d like to bring on stage the president of Sony Computer Entertainment America to share with you an important piece of information. Steve Race went up to the microphone, just said ‘299’, and sat back down again. The room erupted.” But staff at Sony’s corporate headquarters weren’t amused. “It was properly agreed, but word had not made its way back to Japan and there were parts of Sony scratching their heads in shock,” says Deering. “I think Tokunaka got in trouble. It was a scary thing for them.”
But we’re getting ahead of ourselves. Shortly after the Japanese launch, plans started for the European and US launches. Deering was initially asked to head up US operations, but turned down the role in favour of the opportunity to direct the more challenging but more interesting cultural patchwork of Europe. “They thought I was pretty crazy, actually,” he remembers. “The European market is only 60 per cent the size of the US, they said, but I said, ‘Right now it is, but that’s only because it’s handled in a dilettante fashion’. Europe was almost exploited by Japanese console makers in demanding high minimum orders from distributors.” After all, the usual focus for a Japanese console maker was always the US after the home territory. “Sony Japan really didn’t understand Europe at the time, or pay much attention to it. Which is why we got to manage in an unencumbered style.”
Steve Race, a long-time executive for such companies as Sega, Nintendo and Atari, hired many ex-Sega employees for SCEA. “They went by the handbook of the old Sega business,” says Deering. “They limited the number of thirdparty releases, drove hard bargains – there were a lot of rough edges in treatment of thirdparties and had even been rough in approving products by Konami and Namco.” Race also played rough, as Harrison recollects: “At the Alexis Park Hotel in January 1995, where Sega held their CES party, Steve Race organised for every napkin to be printed with ‘PSX welcomes Sega to CES’! That was a fun moment, because these napkins were everywhere. [Sega Of America head] Tom Kalinske went totally nuts and demanded that all the napkins were purged from the hotel, quite reasonably so, but legend has it that later on in the party he was handed a beer with one of these napkins around it, and he exploded.”
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A larger sticking point, however, was PlayStation branding. SCEA hated the name and wanted to change it to PSX, a contraction of the project’s codename. “This was actually a huge internal battle, to the point where there was research done among consumer groups,” says Harrison, who, having seen various youth groups reacting badly to the name PlayStation, had his own fears about it. “I remember thinking, ‘Oh my God, the name is bombing and everyone is going to hate it’. I shared the information with Tokunaka-san, and he said, ‘Oh, that’s nothing, you should have heard what people said about Walkman’. And that pretty much ended the debate.” In Europe, at least: the US nevertheless went ahead with early trade promotion, calling it PSX, and had even come up with its own mascot, Polygon Man.
SCEA’s marketing company was Chiat/Day, the LA-based agency that had produced the famous Apple ‘1984’ Super Bowl advert and had come up with the Energizer Bunny. Its consumer research had said that the golden age was 17, in that a 12-year-old wants to be 17, and a 25-year-old wants to be 17 again. So SCEA wanted to aim its message at that age group. “Polygon Man was going to be this iconic brand that would talk in various media to consumers as this kind of next-gen type spokesman,” says Harrison. With shades of Sega’s anarchic Pirate TV campaign in the UK in the early ’90s, it was far from SCEI’s minimalist vision for the brand. “It upset the Japanese because they thought it was fighting the PlayStation brand,” says Deering. “But we knew it was to dodge it.”
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US marketing mascot, Polygon Man (left); infamous perforated club flyer produced by UK marketing (right)
“I remember walking onto the E3 booth in 1995 with Ken and seeing the Polygon Man design on the side of the booth. Ken just went absolutely insane,” says Harrison. Kutaragi’s problem was that SCEA was investing a limited budget in an alternative brand. “But the thing that really upset Ken was that the Polygon Man design wasn’t Gouraud shaded, it was flat shaded! So Polygon Man was taken out into the car park and quietly shot.” Other parts of the US launch campaign were rather more successful, such as ‘U R Not e’ (being coloured red, the ‘e’ stood for ‘ready’), and ‘Enos’ (another red ‘E’ denoting ‘Ready Ninth Of September’). Race would leave SCEA just six weeks before the big launch – rumours flew as to whether such marketing disagreements had anything to do with his decision. Nevertheless, the US PlayStation launch was a massive success. All 100,000 units sold out in September, and by Christmas PlayStation had sold 800,000 in the region compared to Saturn’s 400,000 since May.
PlayStation launched in Europe on September 29 at £299, across many more countries than Sony had intended. “They were quite upset with me – they really only wanted us to launch in the UK, France and Germany, because of possible advertising expense,” says Deering. “I said that it’d go elsewhere anyway, and there would be other issues, and leave it to me. So we went everywhere except Scandinavia, which we didn’t get to until November or so.”
By the end of the year, his team had shipped 600,000 units, using Deering’s experience with and contacts in Sony’s film and music publishing businesses. SCEE eventually covered Russia, India and the Middle East. By the end of March 2007, Sony had sold 102 million PlayStations. Sales between SCEA and SCEE were almost equal, demonstrating the importance of Europe to the global game market. And it was a game market transformed by a new way of doing business and given new legitimacy by the presence of such an internationally respected company as Sony. PlayStation was the product of a confluence of the right technology at the right time at the right price, but it took Sony to create it. Indeed, it’s hard to imagine any other company than Sony, armed with the combined experience and capabilities of its hardware, software and entertainment divisions, producing a story like PlayStation. All those different divisions were galvanised by a single vision, however. Kutagari’s constant insistence that PlayStation was a gaming machine, not some multimedia device, focused a sprawling organisation into unity.
Today, PlayStation 3 is the result of anything but focus, and Nintendo has regained the position as the leading console maker that Sony took from it. And with what? A console driven by the most coherent vision of its generation. Perhaps St Augustine was right and there is only one story: of creation, fall and redemption. In PlayStation’s case, we’re now waiting on the latter.

http://www.edge-online.com/magazine/the-making-of-playstation
 
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Danke KrateroZ für den weiteren hochinteressanten Artikel. :)

Lese ich bei gelegenheit.

Was ich mich manchmal frage, wie würde die Videospiellandschaft wohl heute aussehen, hätte Nintendo sich damals auf Sony eingelassen.
 
Danke KrateroZ für den weiteren hochinteressanten Artikel. :)

Kein Problem - hoffe, es lesen diesen Artikel auch andere durch, damit auch sie lernen, dass z.B. Sega zu Anfang ein amerikanischer Betrieb war und wie die Ursprünge von Sony und ihrer PlayStation 1 waren :)

Was ich mich manchmal frage, wie würde die Videospiellandschaft wohl heute aussehen, hätte Nintendo sich damals auf Sony eingelassen.

Kann dir nur eins sagen: es wäre um einiges langweiliger. Ich persönlich war sehr skeptisch, als Sony in den Hardware-Konsolenbereich eingedrungen ist - aber sie hievten unser Hobby in neue Dimensionen.

Mit allen Vor- und Nachteilen.

Ach ja: und Philips hätte uns mit diesen "Zelda"-Machwerken verschont :ugly:
 
Danke KrateroZ für den weiteren hochinteressanten Artikel. :)

Lese ich bei gelegenheit.

Was ich mich manchmal frage, wie würde die Videospiellandschaft wohl heute aussehen, hätte Nintendo sich damals auf Sony eingelassen.

Nintendo hätte aus ihren Fehlern nicht gelernt was 3rd Parties angeht, der Konkurrenzkampf wäre nicht mehr vorhanden und fehlende Konkurrenz würde zu einem langsameren Fortschritt führen, was Technik, aber auch die Spiele an sich betrifft, z.B hätte es sicherlich einige Genres garnicht erst gegeben.

Ich bin froh, dass es so gekommen ist, denn seit der Playstation herrscht immer ein gewisser Konkurrenzkampf zwischen den Konsolen, wobei die PSX und PS2 deutlich als Gewinner feststanden, aber in der aktuellen Generation wird es wieder spannend.
 
Laufen SNES-Spiele in ihren PAL-Versionen eigentlich in 60HZ?

Oder variiert das von Spiel zu Spiel?
 
KrateroZ schrieb:
AFAIK variiert das von Spiel zu Spiel - je nach Anpassung bzw. Aufwand des Publishers.

Kann ich nur bestätigen, ist bei Virtual Console Games nicht anders, da variiert das ganze auch, irgendwie schon ziemlich arm, das man sogar noch in heutigen Zeiten als Europäer mit Abstrichen leben muss.
 
Kann ich nur bestätigen, ist bei Virtual Console Games nicht anders, da variiert das ganze auch, irgendwie schon ziemlich arm, das man sogar noch in heutigen Zeiten als Europäer mit Abstrichen leben muss.

Jupp, du sagst es.

Aber Gott sei Dank ist es bei neuen Spielen nicht mehr so der Fall - da gibt es vllt. 1 von 100 Spielen, die nicht vernünftig angepasst sind (dafür gibt es nun andere Fehler wie z.B. zu kleine Schriften usw. ;)).
 
Naja, gibt ja schon so ne kleine Welle, neues 2D Mario auf stationärer Konsole, Sparkster ( :kotz:), Toki Remake, MegaMan9, Konamis Rebirth Reihe, Monkey Island.

Grade danke der DL Platformen, haben doch Retro angehauchte Spiele neues Leben eingehaucht bekommen.

Was ich den Hammer fände, wenn Ninty ein paar ihrer Serien, ähnlich wie Konami, per WiiWare bringt.

Wenn du dich aber fragst, ob 3D Dot Game Nachamer nach sich zieht, ist es natürlich, wie immer, eine Frage der Verkaufszahlen. ;)
 
Naja, gibt ja schon so ne kleine Welle, neues 2D Mario auf stationärer Konsole, Sparkster ( :kotz:), Toki Remake, MegaMan9, Konamis Rebirth Reihe, Monkey Island.

Grade danke der DL Platformen, haben doch Retro angehauchte Spiele neues Leben eingehaucht bekommen.

Was ich den Hammer fände, wenn Ninty ein paar ihrer Serien, ähnlich wie Konami, per WiiWare bringt.

Wenn du dich aber fragst, ob 3D Dot Game Nachamer nach sich zieht, ist es natürlich, wie immer, eine Frage der Verkaufszahlen. ;)

ja, ich habe mich falsch ausgedrückt, ich meinte die nachamer.


klar die retro welle ist in diser gen schon stark vertretten.

super metroid remake :aargh:
 
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