Sign in | New member?Register |

Jon Rose

Comments

Play Value - Failed Consoles - Part Two
Alright, that's enough of this. Everything you've done in these clips has been done better by people who care more about the workings of the industry than they do about starting Yet Another Circle Jerk Network With Streaming Video. Punch Dan in the cunt and either provide TJ's pedigree or admit that he's an actor for one of those University of Phoenix commercials.
Play Value - Failed Consoles - Part One
The Dreamcast would be an interesting one in terms of an entire company failing its consoles. Everything about the Dreamcast's death isn't rooted in its poor performance on its own, but in Sega's bizarre handling of things going all the way back to the Master System. The DC caught on just fine, but by the time it was ready to really sprout legs, Sega itself (specifically Sega of Japan) was such a headless blunder that it simply didn't matter how well it was doing. If the console is the sail on the ship of a company, the Dreamcast was top-of-the-line fabric on a boat that was already full of holes. And yet, it's still favored by some developers because of how cheap licensing is now and the ease of porting NAOMI-based arcade games.
Play Value - The Death of Arcades
I'm sorry, but i had to rate this as 1-star. This thing is just permeated with the feel of people who are reading from a script someone else wrote, and are merely there in a sad attempt to mimic VH1's "I love the whatever" bullshit. Which themselves are not pinnacles of credibility, by the way, so good thinking there, Mr. Director. As for the actual information, it's incredibly disjointed and full of logical leaps of faith, rarely hitting upon any salient points. And those that are hit upon are never expounded upon to any meaningful degree; for starters, the cost of the machines is brought up, but disappears again before anyone even gets as far as mentioning Sega's notoriety for expensive cabinets. Just as well, you're lucky if anyone ever mentions inflation and how credits jumped from 25 cents to 50, 75, and even $1, but no one ever seems to get the idea to correlate that with the stagnation of minimum wage in the US -- something that was very relevant to me during my teen years in the 90s. The industry simply seemed to stop caring about whether or not i could actually afford to play at arcades. Most ridiculous is the repeated notion that "games [or gamers] grew up" or any variation on the argument, when one of the most fascinating aspects of the 80s arcade phenomenon was that businessmen -- suits and all -- could just as easily be found in arcades on their lunch breaks. As a subject that i'm trying to investigate myself now, the key point is to attain that which we do not have -- quantifiable evidence. The entire reason why this issue keeps going around and around is because all anyone ever offers on the matter is what's supplied by this piece; mere pointless, unsubstantiated conjecture.