|
What
do you think the reason was why the Saturn didn't do well? My perception was a
lack of focus on the strengths that they had, and trying too hard to compete
directly with Sony.
RH: There were several things that
contributed to that whole situation. One was that early on, there was a
commitment made to this NVIDIA chipset that... because we were directly involved with
the creation of the entertainment software, we were just peripherally aware of
what was going on in the hardware engineering of Saturn.
But one of the real failures that took
place was that Sega was in a rush to get this hardware out, and there were no
tools. There was no documentation. There was none of the basic stuff that you
really need in order to develop something for it, and it wasn't there for a
long time. Outside developers were totally left out to lunch. They didn't stand
a chance. We had at least the small advantage of being able to pick up the
phone and make phone calls to ask questions about things, but we didn't have
documentation or anything either. It was very hard to develop for.
Another fundamental problem with Saturn was
that it was a fairly complex system by design. It was intended to have a high
ceiling above it, in terms of what could ultimately be accomplished. The
strategy was that Saturn might be a little harder to work with initially, but
with longer-term more and more use and expertise, developers could get more and
more out of the Saturn that a comparable PlayStation.
That was the theory. The reality was that
it was hard to work with. It took a long time to get there, and without
sufficient help and support available, Sega also lost a lot of the ongoing
support from the third parties. That was a big deal. Sony was doing an
extremely aggressive and good job of being supportive to the third party
community out there, and Sega wasn't. I think that really contributed a lot to
the tipping of the scales.
At
that point, is that when you went to Namco?
RH: No! (laughs)
What's
next?
RH: What is next? Let's see. After Sega,
some of the execs from Sega that had also left, went off, and found other
things. Universal Studios was where one of them landed, who wanted me to come
along with them and build up a game development entity within Universal. They
didn't have anything in-house at that time. That's where I went next.
I didn't want to move to Southern
California. I had already done Disney and working in
a movie studio environment, and I was a little cautious of that, going in a
second time. But we set up the digital arts division of Universal up in San
Jose, which is where we live, and
basically recruited local games talent from Silicon
Valley in to develop games for Universal, at
digital arts. I was president of that division. That was about a three-year
run.
As it turns out, Universal at that
particular time was a very challenging place to work, mostly because there was
kind of a constant, steady turnover in management above our heads. I was there
for three years. I had five different bosses. Most of those bosses had no idea
what games were about at all. They had no orientation to it whatsoever. So you
can imagine how that would be tough.
When my contract ran out, I had no desire
to renew that. At that point, I went on kind of a hiatus. There were some
interesting Silicon Valley
startup ideas that I wanted to get involved with. I was a founder in a company
called Enterprise Broadcasting, which was taking hi-def video projection
technology and incorporating it into an e-commerce business model based in
retail shopping malls.
It was entertainment mixed with retail, and
was a new business idea. That was actually quite a lot of fun. It was a very
interesting project. We managed to get some facilities built and constructed,
and it did work, but it also got caught up in the dot-com bust. From there, I
went off and wanted to do something totally different in that point. I have a
background degree in automobile design.
|