Many automatically dismissed fringe companies like this on the basis that they wouldn't be competing directly at retail with the major manufacturers and using the same business model. It's always possible that the business models of these peripheral competitors can sustain through recurring subscription fees on even a modest-sized userbase.
Joe DeFuria:
Joe DeFuria:
Not arguing the point, but a small correction: the Dreamcast's withdrawal from the market doesn't retroactively invalidate any of the successes it did have - its online initiative was highly accomplished. It had a better adoption rate among users of the system than on Xbox, had total online registrations comparable to PS2, and housed one of the single most popular online games in Phantasy Star Online with over 400,000+ registrations on DC. Their custom ISP network had data centers along its backbone to increase the speed for dial-up users, and the console also had a broadband network adapter peripheral available. There was also growing developer support for the initiative and a nice range of critically acclaimed games.I mean arguably, X-Box live finally got on-line console gaming prety much "right"....but they were not the first to try it, and probably applied lessons learned from other failed attempts like Dreamcast.