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History of the Video Console Industry
Overview
Pre-1994
Post-1994
Future: Sega, Nintendo, Sony, Microsoft

Overview

The games industry as a whole consists of the video console market and the computer games market (excluding the arcade game market for the purposes of keeping the focus on regular consumers). The direct competition in the video console industry, as it stands today, includes Nintendo, Sony and Sega. However, several references will be made to the computer games market because the two evolved in much the same way until the early 1990s, and because PC games are the most important substitute product that competes for consumers' purchases.

Pre-1994

The video game industry was born in the early 1970s with the US launch of Atari's Pong arcade game and later, Midway's Space Invaders. Following on their success, the first video game system for the home was released by Magnavox, and later a whole string of new and revamped systems followed in Atari and Mattel. For slightly more than a decade, American companies dominated both the arcade and video game markets.

Then, the status quo was shattered in 1985 when a Japanese company called Nintendo burst onto the scene with its 8-bit Famicom console unit (renamed the Nintendo Entertainment System for the US market). Another Japanese company named Sega released its 8-bit Sega Master System in 1987. Subsequently, the Japanese companies solidified their hold on the global video games market with the launch of Sega's 16-bit Megadrive (called Sega Genesis in the US) in 1989 and Nintendo's 16-bit Super Nintendo Entertainment System in 1991.


The Nintendo Entertainment System, the machine to revitalize the console market

As the games industry reached its cyclical peak in 1993, the 3DO company and Atari tried to break into the market with technically more advanced consoles, but both failed because of a combination of over-pricing and poor software support. With Nintendo and Sega at the end of their cycles, the video console market began to slump in 1994 as consumers began to anticipate new 32 and 64 bit video game systems that never materialized. At the same time as video games were declining, PC games became the most important games platform with the growing use of IBM-compatible PCs as the hardware standard. Because computer hardware evolves continuously (while video consoles do not feature hardware upgrades), the PC games market is never affected by the type of cyclical downturns that strike the video console market.

Post-1994

The video console industry was jumpstarted somewhat by the release of Sega's 32-bit Saturn console in 1994, and subsequently the Nintendo 64-bit N64 in late 1996. The real revival however, was stimulated in late 1994 by the entry of a new player in the market, with Sony releasing their 32-bit Playstation console amidst considerable consumer hype and an unprecedented performance level. The Playstation dominated the market, outselling Sega and Nintendo's consoles by as much as sixteen to one.

The release of the Playstation effectively made Sega Saturn a huge failure, and they eventually responded with their new Dreamcast console in 1998. Ironically, the amazing customer anticipation of the Playstation 2 (which was already released in Japan) is looking to once again burst its bubble. In the US, even with Sega's Dreamcast available for consumers, the video games market cycle is now peaking and entering into a transitional phase that will last between 12 to 18 months.


The undisputed market leader

Sony's Playstation has reached an installed base of 80 million, which is above that of Sega and Nintendo combined. This makes the Playstation the most successful videogame console of all time. There is approximately one Playstation in every 5 American households today.

However, the value of the Playstation market has begun to decline with the arrival of the Playstation 2.

Sega's Dreamcast has enjoyed moderate success, having shipped more than 6 million consoles to date. At the same time, the N64 has also reached a plateau, conversely due to the lack of quality games for their console. Looking towards the future, it does not appear as if Nintendo's new Dolphin console will attempt to rectify their biggest problem, with only 3-4 titles available at launch.

Console Global Installed Base (3/2000) Launch Date (Japan) Sales Peak (Anticipated)
Sony Playstation 75 million 1994 1998/1999
Nintendo 64 22 million 1996 1999
Sega Dreamcast 6 million 1998 2000/2001
Sony Playstation 2 1.2 million 2000 N/A
Nintendo Dolphin N/A 2001 N/A
Microsoft X-Box N/A Fall 2001 N/A

The Future

Where does the market go from here? Undoubtedly, new and changing technologies are the key to the continued success in the industry, as will be outlined in the Technology section. What other strategies do these companies have to improve their market position? For example, initial indications are that telecoms and cable partnerships could be an important development in new consoles. The goal would be to have a set-top box that handles digital TV decoding, electronic program guides, internet, and video playback.

Sega

Sega was the first to market their new console, the Dreamcast, which could prove to be disastrous, especially with a number of console releases on the horizon. Regardless, the processing power of the Dreamcast is clearly superior to the current generation of consoles (Playstation and N64 namely) and is actually the closest a video console has come to being truly PC-compatible. The design of the console seems to be ideal for converting a title from PC to Dreamcast, and it also features potential for internet use (upgradable modem and telephone interface) and word processing (USB port for standard PC peripherals). Sega has also partnered with ICL and BT to provide network and dial-up access in Europe, AT&T in the US, and 30 local cable operators in Japan to provide high-speed gaming. The Dreamcast was released in the US in September 1999 and has no more than an 18-month launch window before Sony releases the Playstation 2. The key to succeeding in the midst of new consoles will be Sega's ability to secure a steady stream of high quality and original software titles in the US.

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Titles such as NFL2K (left) and Grandia 2 (right) are key to the Dreamcast's success.

Nintendo

Nintendo's new console is a DVD-based device called the Nintendo Dolphin, which is supposedly at least as powerful as the Playstation 2. The console, which uses third-party manufacturing partners, is set to be launched in 2001. Matsushita, the primary force behind the failed 3DO console in 1993, withdrew plans to launch a console called M2 in 1997, and is now working with Nintendo on the Dolphin project.


One of Nintendo's partners behind Nintendo's upcoming system. MoSys provides the graphics processor for the Nintendo "Dolphin".

Sony

In March 2000, the Playstation 2 sold 980,000 units in its first two days on sale in Japan. The power of the Playstation 2 will be a step up from the Sega Dreamcast, although it will take some time for software developers to fully take advantage if its capabilities. An important feature of the Playstation 2 is the backwards compatibility with the current PSX, ensuring that all 3000 existing titles will be playable on the new system. This large back catalogue goes a long way in raising the appeal of the new console, although initial reports claim that not all the games will be compatible. However, production of the Playstation 2 is nowhere near cost-effective: Sony is currently losing money on each console it sells and they will have to bring down costs as other competitors enter the market. Surprising to many, Sony does not intend to include a modem with their new machine, but they have outlined plans to sell and distribute games, music and movies digitally through the machine's USB and Firewire ports.

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Sony will try to sell Playstation2s with marquee titles from premiere 3rd party developers like Namco, such as Ridge Racer 5 (left) and Tekken Tag Tournament (right)

Microsoft

It has been known for some time now that Microsoft is planning to enter the video console market with their games-capable set-top box, X-Box. In short, the X-Box a high-spec PC-console hybrid that is DVD-compatible and will be competitive in terms of price and graphics power with other models in the industry. The question that has every one holding their breath is whether Microsoft can break into the market without games console experience as Sony did in the 1990s. Microsoft claims that X-Box will be its biggest ever product launch. The X-Box has online capability and clear potential as a TV-based ultra-cheap PC, but Microsoft is marketing it only as a games console. Curiously, given a mouse and a keyboard, the X-Box would be more powerful than most PCs in the market for only a small fraction of that cost. Perhaps Microsoft is trying to draw clear lines between the X-Box and its WebTV division, in which it has invested over $300 million. Others Besides the aforementioned Matsushita company, an American start-up named VM Labs is also planning to bring its Nuon video game into the market. VM Labs are taking a unique approach by creating a DVD chip instead of a console for their machine. The launch date is tentatively set for mid-2000.


A conceptual computer graphic image for the X-Box


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