In the Acquired podcast episode "The Death of Sega," hosts Ben Gilbert and David Rosenthal discuss Sega's rise and fall in the gaming industry. They explore Sega's initial success with the Sega Genesis console, which captured over half the U.S. market, and the subsequent missteps leading to its exit from the console business after the Dreamcast. The episode delves into Sega's ill-fated attempts to innovate with add-ons like the Sega CD and the 32X, and the rushed launch of the Sega Saturn, which failed to compete with Sony's PlayStation. The hosts also discuss Sega's arcade business, which was significantly impacted by the shift to home consoles. Ultimately, Sega's story serves as a cautionary tale about the challenges of hardware innovation, market timing, and competition, as well as the importance of strategic decision-making in the tech industry.
"Sega, they talk about it in console wars." "I think he had thrown up earlier in the day, and he was just in such a bad physical and mental state that he could do this insane scream." "It was perfect."
"Welcome to this episode of Acquired, the podcast about great technology companies and the stories and playbooks behind them." "Today we have for you our first acquired short."
"How exactly did Sega manage to go from having over half the video game console market in the US with the Sega genesis to abandoning the console business entirely after Dreamcast in a few short years?"
"It has become clear that compact discs are the future, not just for the video game industry, but for everything." "So in late 1992, they launch the Sega CD add on for the Genesis in North America."
"Add on technology for consoles is never really a good idea because the business model of the video game console industry, it's a razor and blades model."
"They decide that they are going to follow up their failed console add on with another failed console add on." "This whole thing is just weird."
"Tom Kalinsky comes out on stage for the Sega keynote and says, actually, I know we told all of you that we were going to launch in September. Well, surprise, we're launching today." "The Sega Saturn is coming out right now."
"They, at Sega of America, fought against all of these decisions, that the Japanese parent company was jealous of Sega of America's success with the Genesis."
sort of sibling markets, and the parent's favorite child used to be Japan. And as the parent showed more favoritism toward America, the Japan leadership sort of retaliated and found ways to kick and scream and say, hey, you need to pay more attention to me.
This quote illustrates the competitive dynamic between Sega of Japan and Sega of America as they vied for the parent company's attention and resources.
They decide after a couple years to give up on the Saturn, they launch another new internally developed console, the Dreamcast. The Dreamcast actually had some real innovations to it. Like, it was the first true online console that shipped with Internet connectivity built in.
This quote highlights the strategic shift by Sega of Japan to introduce a new console with groundbreaking features, although it ultimately did not succeed in the market.
The company really just becomes a shadow of its former self. It limps along. And then finally, after a couple of years, from kind of 2001, 2002 into 2003 of Sega just making games for other platforms, the company gets sold off to another japanese public company company called Sammy, that was a manufacturer of pachinko machines, which is kind of like the japanese equivalent of pinball machines.
The quote describes the final stages of Sega's decline and its acquisition by Sammy, marking the end of its era as a major console manufacturer.
And David, I feel like there's more to this story because I pulled up pitchbook to look, there are a lot more transactions around this company than you've sort of mentioned so far.
This quote from the transcript indicates that there is a more complex history behind Sega's corporate transactions than what is commonly known.
Sega is part of the Paramount empire. So much so that they take their two most talented paramount executives and they put them on the internal Sega board within Gulf and western. Do you know who those two people are? Michael Eisner and Barry Diller.
The quote reveals the surprising fact that two future media moguls, Michael Eisner and Barry Diller, played roles in Sega's history during its time as part of the Paramount empire.
Sega's got hundreds of these arcades that they are just printing cash out of because they're making money from selling the cabinets to their own arcades and other arcades. And then the arcades themselves are like, hugely profitable businesses.
This quote emphasizes Sega's dominance and profitability in the arcade business, which was a major part of their operations and success.
This is how Sega becomes an actual japanese company, even though they were started by Americans to serve military bases back in the day.
The quote explains the transition of Sega from an American-founded company to a Japanese enterprise through a management buyout and later its public offering.
Now you can start to see another perspective on things here. In 1981, Sega publishes the game Frogger that Konami had made. But Sega published it. They made hundreds of millions of dollars on that thing.
This quote points out that Sega's foray into the home console market was not the company's main focus, which was firmly rooted in the lucrative arcade game publishing business.
"Every game that came out was its own proprietary hardware cabinet."
This quote highlights the unique nature of arcade game development, where each game had its own specialized hardware, contrasting with the home console approach of a standardized platform.
"The arcades are where the most technologically advanced games are during this era, because the hardware cycle is so iterative."
This quote emphasizes the reason behind the technological superiority of arcades over home consoles during that era, which was due to the constant iteration of arcade hardware.
"After Sony witnessed the success of Sega's Virtua fighter in 1993 in japanese arcades, the direction of the PlayStation became, quote, 'instantly clear' and graphics became the console's primary focus."
This quote shows how Sega's success with Virtua Fighter directly influenced Sony's strategic direction for the PlayStation, highlighting the game's impact on the industry.
"The PlayStation basically killed Sega's arcade business and their console business."
This quote summarizes the impact of the PlayStation's launch on Sega's business, both in the arcades and in the home console market, leading to a decline in Sega's dominance.
"We have a whole different perspective now. All this crazy hardware schizophrenic add ons. These are like panicked responses to the coming tsunami of Sony not just worrying about the home market, but worried about their arcade dominance as well."
This quote reflects on Sega's frantic attempts to maintain its position in the face of Sony's aggressive strategy, which ultimately disrupted both the arcade and home console markets.
"This exact moment in the afternoon of May 11, 1995, is the death of Sega."
This quote marks the moment at E3 1995 when Sony's pricing announcement for the PlayStation effectively ended Sega's competitive edge in the console market.
"Now, listeners, as you can imagine, there is a tough path that they have to now traverse to get to the 2023 Sega that we're going to talk about and what they look like as a games business today."
This quote sets the stage for discussing Sega's journey from the challenges faced in the mid-90s to their position in the gaming industry today, emphasizing the significant shift in their business model.
"Obviously it's a huge benefit for the environment and for customers on costs, since Crusoe doesn't rely on the energy grid."
This quote highlights the environmental and cost-saving benefits of Crusoe Energy's approach to powering AI workloads using surplus energy from renewable sources.
"It's super cool that they can put their data centers out there in these remote locations where quote unquote energy happens, as opposed to the other hyperscalers such as AWS and Google and Azure who need to build their data centers close to major traffic hubs where the Internet happens because they are doing everything in their clouds."
The quote explains Crusoe Energy's unique strategy of situating data centers in remote locations to capitalize on locally available excess energy, contrasting with the location needs of larger cloud service providers.
"So in 1999, he had loaned Sega $500 million. I believe personally, in 2001, the writing was on the wall. He was coming to the end of his life. He actually forgave Sega's debts to him ahead of his death and returned $695,000,000 worth of Sega and CSK stock, which basically was the bridge that Sega needed to transition a massive shift from the Sega that we've been talking about this whole episode to just being the game creator that they are today."
The quote details the crucial financial support provided by Isaiah Okawa, which enabled Sega to shift its business model away from hardware and towards game development.
"It takes hundreds of millions, if not billions of dollars in R and D to create these consoles."
This quote emphasizes the substantial R&D investments required for console development, highlighting the financial risks involved for companies like Sega.
"The photo booths in the late ninety s make over a billion dollars in revenue that Sega plugs into their quote unquote arcade business division."
The quote explains how Sega's Pure Akura machines briefly revitalized their arcade business division with substantial revenue, despite not being traditional arcade games.
"Well, they become a games publisher. You can get Sonic on Nintendo platforms and on the PlayStation and on Xbox. And that's great."
This quote summarizes Sega's transformation into a game publisher, making their games accessible across multiple gaming platforms.
"Today, they're a $4.3 billion market cap company. If you back out their cash, they have an enterprise value of about 3.6 billion."
The quote provides financial details about Sega Sammy's market capitalization and enterprise value, indicating its current standing in the market.
"They do have some pretty great ip in the company. The Sonic movie. It's no Mario movie, but it did pretty well."
This quote acknowledges the value of Sega's intellectual property, particularly with reference to the commercial success of the Sonic movie.
"But the way that that came about is crazy. It was actually Tom Kalinsky, the CEO of Sega America, who wanted to do the partnership with SGI."
The quote recounts a significant missed opportunity for Sega to partner with SGI, which could have altered the company's trajectory in the console market.