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hbmizzle10
Aug 24, 2012, 02:56 PM
The following comes from a (rather old) blog dedicated to a fan translation for SegaGaga. SegaGaga, for those in the dark, was a late-era Sega Dreamcast game developed by Hitmaker and published by Sega. It was an oddball sort of simulation RPG - positioned basically as Sega's last great hurrah. Imagine Game Dev Story with a rigid plot structure and a greater amount of anime/fantasy elements and you have a fuzzy picture of what the game was like. You took control of young game developer who moved through Sega's ranks in an effort not only to save the company, but to save the entire game industry itself. Offices were laid out like dungeons in a JRPG, and you fought mutated versions of irate programmers and designers in an effort to make them work harder. The game also had sort of a "Who Framed Roger Rabbit" sort of feel, as not only did you interact with physical people, but you were afforded the opportunity to speak to iconic characters like Alex Kidd (one particularly notable scene involves meeting a washed up Kidd working as a supermarket bag boy as he laments Sonic taking his place as the company's starlet). As you can imagine, the game was a little too niche to ever come stateside, and on top of that, the Dreamcast had already flat-lined in the west by the time SegaGaga hit Japanese shelves. While the game definitely did not take itself seriously, it does attempt to accurately recreate a timeline of what it was like at Sega, from their 8-bit beginnings all the way up to the eventual death of the Dreamcast. And, thanks to this blog, I've discovered SegaGaga even touches on the Sega of Japan vs. Sega of America Feud. I've deliberately truncated the following text in order to focus on the juicy parts, so you'll want to read the full blog entry to get the whole story - there's a link at the bottom of the post.


We’ve encountered a character in SegaGaga that might bother many long-time American Sega fans. In our present rough drafts, the character’s name is Special Task Force Director Cool. SegaGaga most likely uses him as a reference to Sega of America’s former president, Tom Kalinske.

Let’s look at some history first. At the start of the 16-bit console generation, Sega’s CEO (Nakayama) hired Kalinske to turn around the American market in Sega’s favor. Kalinske reviewed Sega’s situation, went to Japan, and told the board of directors how he thought they could remove themselves from beneath Nintendo’s foot. The board of directors hated all of Kalinske’s ideas, but Nakayama gave his approval. With this freedom, Kalinske built a legacy that rests in the memories of anyone who grew up as a gamer during the 16-bit console generation.

Material success strikes Americans as its own justification, at least in business. Sega of Japan’s board of directors hardly regarded Kalinske’s success in America as virtuous. Yes, he put money in their bank accounts, but he brought a lower branch of Sega greater success than the head could hope to achieve. To describe the corporate power relationships in feudal terms, Kalinske was a chief retainer who had brazenly proven himself more valorous than his lord.

The Japanese corporate world has been known to punish insolence without terminating the person’s career. So Sega of Japan seemingly punished Kalinske. They manipulated the company’s structure to strip him of any real authority, and they left him with all the direct power of England’s royal family. Kalinske became fed up with the whole affair, left Sega, and boosted LeapFrog, Inc., to tremendous success.

Of course, Sega began to stumble toward their present state shortly afterwards. In effect, they razed themselves by exposing Kalinske to passive Japanese corporate discipline and driving him away. Tom Kalinske’s entrance into and exit from Sega might mark the most dramatic part of the company’s history. SegaGaga, as a reflection upon the company’s history as well as the industry in general, addresses these events as a matter of course.

According to everything we’ve translated so far, however, SegaGaga renders Kalinske a villain to the point that he opposes and nearly snuffs the plan intended to save Sega along with the rest of the videogames industry. Both Kalinske and Special Task Force Director Cool are American, and both drastically increased Sega’s hold over the American market. The game’s characters–all Japanese, of course–regard him as “shrewd,” an attitude that contrasts with the other characters’ confidence in the genius of a fun-loving wunderkind. Cool intrudes upon Project SegaGaga with the CEO’s authority, just as the Japanese executives perhaps viewed Kalinske’s presence as unfairly forced upon them by Nakayama. All of this, of course, casts Kalinske (by association with Cool) and a generalized idea of “the American approach to game development” in a bad light.

Added by BlazeHedgehog on July 13, 2011

NoiseHERO
Aug 24, 2012, 03:53 PM
wh-what? D:

TL;DR? D:

Sp-24
Aug 24, 2012, 04:11 PM
There is no link at the bottom, but what I've read is just awesome.

hbmizzle10
Aug 24, 2012, 04:20 PM
yah a game about sega's history it was weird. but what was more weird was the regional injustice agianst their own branch. calling kalinske a villian, now that's low even for sega of japan. this is pure arrogance and childish. going so far to mock their leading president who's ideas is what put their gaming company on the market is one thing but mocking an enitire nation on his behalf is another. i hope this game stays in the deep dark where it belongs


There is no link at the bottom, but what I've read is just awesome.

this in't my work. i thought i shared with the rest of the community. there is more. i want to share the interview with sega-16 and tom kalinske as it sheds more light on his work there as i couldn't believe an entire company would be paint one man as a villian.

Polly
Aug 24, 2012, 08:57 PM
I always found the squabbles between Sega of Japan and Sega of America fascinating, hilarious, and kinda sad. Japanese pride ain't nothin' to fuck with.

GOD DAMN IT YOU WERE SUCCESSFUL AND WE MADE LOADSA MONEY OFF OF YOUR SUCCESS! FUCKING STOP THAT! I honestly can't believe how Sega has near cannibalized a portion of their own machine for being more successful than their home company was. It's one of the only times in the company's history they were ever truly on fire and it was a fantastic time to be a Sega fan, and their pitiful grudge vs one arm of their total machine can really be attributed to where they are now.

hbmizzle10
Aug 27, 2012, 11:10 AM
but to go so far as to take themselves down? that's more than sad

DayDreamer
Aug 27, 2012, 01:36 PM
Nice read, changed my look on japans branch. Thats for damn sure xD

Sinue_v2
Aug 27, 2012, 06:19 PM
"A house divided against itself cannot stand." ~ Lincoln.

Pretty much old news, but it's good to put it up again for review and for newer members of the Sega community. I think it sheds quite a bit of light on the atmosphere of contempt and resentment that exists between SoJ and their SoE/SoA branches. An atmosphere that was reignited in the Dreamcast Era by Isao Okawa putting his faith in Peter Moore (after Nakayama and Stolar left) to make lightning strike twice, only to have him not only show them up by making the Dreamcast a much bigger success here than they could manage in Japan - but also ultimately fail them when he couldn't meet the crazy sales demands they needed to stay solvent. It's an atmosphere that, more than anything, I think is responsible for the failure of PSU in the west. Were SoA given the authority and resources to manage their own online content & release schedule, endorsements/tie-ins, and negotiation leverage with MS... PSU might have turned out very differently here.

Anyhow, the OP basically just cut & paste a cut & paste of a blog, but didn't provide any links or source any of the information. So I'll go ahead and do that here.

BlazeHedgehog's Blog repost of a Sega-16 article (http://www.giantbomb.com/profile/blazehedgehog/blog/?page=3).

Guardian interview with Peter Moore (http://www.guardian.co.uk/technology/gamesblog/2008/sep/11/gamesinterviews.microsoft1)

Sega-16 Blog interview with Tom Kalinske (http://www.sega-16.com/2006/07/interview-tom-kalinske/).

IGN: The History of Sega (http://www.ign.com/articles/2009/04/21/ign-presents-the-history-of-sega?page=5).

The interview with Kalinske I linked has some more juicy bits of depressing fail. Such as SoA's attempt to talk Sega into a joint deal with Sony to make a CD-Based console and split the losses while still keeping all the profits from their own software (Which Sega had the advantage in at the time being far more experienced than Sony Imagesoft)... a decision which ultimately helped lead to the development of the Playstation, as well as turning away SGI after they spent a ton of money redesigning their chipsets to pitch to Sega as the core of the Saturn - only to have them end up in the Nintendo 64. Basically all because Kalinsky was the one who played the middle-man between SGI and SoJ, and they didn't like Kalinsky.

hbmizzle10
Aug 28, 2012, 02:10 PM
lol i was gonna put the sega-16 bit up next. i guess you beat me to it.