编辑“︁
Dreamcast
”︁(章节)
跳转到导航
跳转到搜索
Template:Editnotice load/content
警告:
您没有登录。如果您进行任何编辑,您的IP地址会公开展示。如果您
登录
或
创建账号
,您的编辑会以您的用户名署名,此外还有其他益处。
反垃圾检查。
不要
加入这个!
=== 競爭 === [[File:PS2-Fat-Console-Set.png|替代=|left|缩略图|200px|由索尼開發的[[PlayStation 2]],是Dreamcast最大的競爭對手]] 儘管Dreamcast在首發時取得一定成功,索尼仍然在1999年年底以其初代家用遊戲機PlayStation占有北美地區整體電子遊戲機之市場達60%<ref name="BBC"/>。1999年3月2日,索尼在一份刻意公開、疑似[[霧件]]的報告中披露了部分「次世代PlayStation」的硬體細節<ref>{{Cite web|title=The Art of the Game: The Power of the PlayStation Is Challenging Designers to Match Its Capabilities-And Forcing Sony's Competitors to Rethink Their Strategies|url=https://www.questia.com/read/1G1-59651752/the-art-of-the-game-the-power-of-the-playstation|accessdate=2019-07-25|author=|date=2000-03-06|last=Croal|first=N'Gail|format=|work=Newsweek|publisher=|language=en|archiveurl=https://web.archive.org/web/20141031033940/https://www.questia.com/read/1G1-59651752/the-art-of-the-game-the-power-of-the-playstation|archivedate=2014-10-31|dead-url=no}}</ref>。索尼的報告重點集中於「次世代PlayStation」(又稱「[[PlayStation 2]]」)將採用的中央處理器「{{link-en|Emotion Engine|Emotion Engine}}」,報告指出該處理器由索尼與[[東芝]]共同開發,頻率達294 MHz,時任[[索尼電腦娛樂]]社長兼執行長[[久夛良木健]]聲稱該處理器頻寬為當時電腦處理器平均的1000倍,且[[每秒浮點運算次數]]達62億次,可與當時大多數[[超級電腦]]相比<ref name="Innovation and competition"/><ref>{{Cite web|title=A history of videogame hardware: Sony PlayStation 2|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/|accessdate=2019-07-25|author=|date=2014-06-25|last=Parkin|first=Simon|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141129031500/http://www.edge-online.com/features/a-history-of-videogame-hardware-playstation-2/|archivedate=2014-11-29|dead-url=yes}}</ref>{{sfn|L. Kent|2001|pp=560–561}}。索尼耗資逾12億美元投資興建[[大规模集成电路|大型積體電路]]{{link-en|製造封裝工廠|Semiconductor fabrication plant}}以製造PlayStation 2的中央處理器,目的就是要讓PlayStation 2可以渲染比任何電子遊戲機都要更多的多邊形<ref name="Gamecube or PS2?">{{Cite web|title=Gamecube Versus PlayStation 2|url=http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2|accessdate=2019-07-25|author=|date=2000-11-03|last=Casamassina|first=Matt|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20141104021340/http://www.ign.com/articles/2000/11/04/gamecube-versus-playstation-2|archivedate=2014-11-04|quote='''Jason Rubin:''' If the PlayStation 2 is going to sell as many hardware units as the PlayStation 1 sold, then I don't care if I have to pierce my nails with pins to get it to work, I'm going to do it because that's where the money is.|website=IGN|dead-url=no}}</ref><ref name="ATIP2">{{Cite journal|title=Sony Playstation 2 and HPC|author=|url=|date=1999-12-31|journal=|publisher=Asian Technology Information Program|issue=|doi=|others=|year=|volume=|page=|language=en|pmid=|pp=4–5}}</ref><ref name="Emotionally charged">{{Cite magazine|last=Diefendorff|first=Keith|title=Sony's Emotionally Charged Chip|magazine={{link-en|Microprocessor Report|Microprocessor Report}}|volume=13|number=5|date=1999-04-19|pp=1, 6–7|language=en}}</ref>。索尼當時表示,PlayStation 2每秒可以渲染7500萬個原始多邊形,而在不含任何物理輔助效果下也有3800萬個原始多邊形<ref name="Gamecube or PS2?"/><ref name="ATIP2"/><ref name="Emotionally charged"/>;索尼並估計,PlayStation 2每秒可以渲染750萬至1600萬個多邊形<ref name="Gamecube or PS2?"/><ref>{{Cite web|title=Reaching for the limits of PS2 performance|url=http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf|accessdate=2019-07-25|author=|date=2003|format=pdf|publisher=SCEE Technology Group. Sony Computer Entertainment Europe|pages=32|language=en|archiveurl=https://web.archive.org/web/20031210074645/http://www.technology.scee.net/sceesite/files/presentations/PSP/HowFarHaveWeGot.pdf|archivedate=2003-12-10|dead-url=yes}}</ref>{{sfn|L. Kent|2001|p=560}}。相較之下,Dreamcast每秒估計僅能渲染300萬到600萬個多邊形<ref name="ドリームキャスト"/><ref name="Unified"/><ref name="EGM115"/>。同時,PlayStation 2將採用[[數碼多功能影音光碟|DVD-ROM]]格式,可以保存較Dreamcast的GD-ROM格式達4倍之多的數據{{sfn|L. Kent|2001|p=561}}。以主機強大的性能以及與網際網路無限的可能性,索尼期望PlayStation 2成為家庭娛樂未來的标杆<ref>{{Cite web|title=The 30 Defining Moments in Gaming|url=http://www.edge-online.com/features/30-defining-moments-gaming/3/|accessdate=2019-07-25|author=|date=2007-08-14|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141023173834/http://www.edge-online.com/features/30-defining-moments-gaming/3/|archivedate=2014-10-23|quote=The Sega Dreamcast was the first home console that could go online out of the box, and the first to offer pay-to-play online games. These features clearly affected Sega's primary rival, Sony, who promised many online features for the upcoming PlayStation 2 in press reports from 1999. Once Sega abandoned the Dreamcast, Sony quietly dropped its plans for online gaming and movie distribution, and settled for a much less ambitious patchwork strategy.|p=3|dead-url=yes}}</ref>{{sfn|L. Kent|2001|p=562, 580}}。此外,還有謠言聲稱PlayStation 2能夠指示導彈航線、擁有《[[玩具總動員]]》電影等級的輸出畫質,久夛更表示PlayStation 2能有讓消費者「身歷《[[駭客任務]]》世界」的能力<ref name="Toy Story and Japanese launch blues"/><ref>{{Cite web|title=Here Comes PlayStation 2: More Than Just a Superpowerful Game Console, Sony's New Black Beauty Aims to Turn the Company into an Internet Giant|url=https://www.questia.com/read/1G1-59651751/here-comes-playstation-2-more-than-just-a-superpowerful|accessdate=2014-10-30|author=|date=2000-03-06|format=|work=Newsweek|publisher=|language=en|archiveurl=https://web.archive.org/web/20141031032341/https://www.questia.com/read/1G1-59651751/here-comes-playstation-2-more-than-just-a-superpowerful|archivedate=2014-10-31|dead-url=no}} cf. {{Cite web|title=How Consoles Die|url=http://www.edge-online.com/features/how-consoles-die/4/|accessdate=2015-03-05|author=|date=2008-09-17|last=Grift|first=Kris|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141129031400/http://www.edge-online.com/features/how-consoles-die/4/|archivedate=2014-11-29|quote=The Sony hype machine didn't help Dreamcast's prospects either, as execs promised PS2 graphics on par with the CG movie ''Toy Story''.|p=4|dead-url=yes}} cf. {{Cite web|title=Iraq buys 4000 PlayStation 2s in world conquest bid|url=https://www.theregister.co.uk/2000/12/19/iraq_buys_4000_playstation_2s/|accessdate=2014-11-14|author=|date=2000-12-19|last=Smith|first=Tony|format=|work=[[The Register]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20141129012637/https://www.theregister.co.uk/2000/12/19/iraq_buys_4000_playstation_2s/|archivedate=2014-11-29|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=571}}。此外,索尼宣稱PlayStation 2將向下相容逾數百款的初代PlayStation平臺作品<ref name="Finn"/>{{sfn|L. Kent|2001|p=561}}。雖然後來的深入報告顯示,PlayStation 2沒有如初始預期的那麼強大,而且軟體開發製程十分複雜,但仍然使Dreamcast相較之下顯得疲弱<ref name="Finn"/><ref name="Gamecube or PS2?"/>{{sfn|L. Kent|2001|pp=561, 568–569}}。同年,任天堂與微軟皆開始研發次世代家用遊戲機(即後來的[[任天堂GameCube]]和[[Xbox (遊戲機)|Xbox]])<ref name="Gamecube or PS2?"/><ref>{{Cite web|title=A history of videogame hardware: Xbox|url=http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/|accessdate=2015-03-05|author=|date=2014-06-27|last=Parkin|first=Simon|format=|work=Edge|publisher=|language=en|archiveurl=https://web.archive.org/web/20141121024245/http://www.edge-online.com/features/a-history-of-videogame-hardware-xbox/|archivedate=2014-11-21|quote=In the run-up to the launch of Sony's PlayStation 2, a number of Microsoft engineers became concerned at the Japanese company's claims that their new console was set to wipe the PC from the home.|dead-url=yes}}</ref>{{sfn|L. Kent|2001|pp=563, 574}}{{sfn|DeMaria|Wilson|2004|p=313}}。 {{External media|video1=[https://www.youtube.com/watch?v=9Iz92bxYyeU CBBC推出的關於PS2北美首發與入交昭一郎專訪的新聞專題]|video2=[https://www.youtube.com/watch?v=7r1j2QdS4Os IGN推出的Dreamcast調侃PS2的短片]}} Dreamcast發售初期的銷售力道維持不久<ref>{{Cite web|title=Sega's sales fly despite business woes|url=http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html|accessdate=2014-10-30|author=|date=2001-01-11|last=Davis|first=Jim|format=|publisher=CNET News|language=en|archiveurl=https://web.archive.org/web/20141031031716/http://news.cnet.com/Segas-sales-fly-despite-business-woes/2100-1040_3-235509.html|archivedate=2014-10-31|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=566}}。Dreamcast於北美地區的銷售速度在1999年年底總銷量突破150萬部之後就開始減緩;加上主機於日本的銷量本就不佳,長期不振的結果導致日本世嘉於1999[[財政年度]](2000年3月結算)連續第三年虧損,淨虧損達428.8億日圓(與1998財政年度的淨虧損額428.81億日圓相當)<ref>{{Cite web|script-title=ja:株式会社セガ 第41期事業報告書 (平成10年4月1日~平成11年3月31日)|url=https://segaretro.org/images/archive/0/07/20171103000023!41JigyouHoukokusho_JP.pdf|accessdate=2019-07-16|author=|date=1999-03-31|format=pdf|publisher=SEGA|language=ja|archiveurl=https://web.archive.org/web/20190716051748/https://segaretro.org/images/archive/0/07/20171103000023!41JigyouHoukokusho_JP.pdf|via=SEGA Retro|archivedate=2019-07-16|dead-url=no}}</ref><ref>{{Cite news|url=http://news.bbc.co.uk/2/hi/business/659554.stm|title=Sega warns of losses|date=2000-02-28|work=[[BBC News Online]]|accessdate=2019-07-25|dead-url=no|archiveurl=https://web.archive.org/web/20131111081448/http://news.bbc.co.uk/2/hi/business/659554.stm|archivedate=2013-11-11|author=|publisher=|language=en|format=}}</ref>。儘管世嘉產品的總體銷售額增長了27.4%,而且Dreamcast在北美和歐洲的銷量超越了公司的預期,然而這些利多卻多半被鉅額的宣傳及開發成本所抵銷;同時由於市場條件日益惡化,使日本世嘉之[[街機]]業務盈利下滑,並被迫關閉246個街機機臺據點{{sfn|L. Kent|2001|p=582}}。為了對抗即將推出的PlayStation 2,美國世嘉與日本世嘉一樣建立了自有網際網路服務供應商「{{lang|en|SEGA.com}}」,由布拉德·黃擔任執行長<ref name="Superhero"/><ref name="SegaNet launch">{{Cite web|title=SegaNet Launches|url=http://www.gamespot.com/articles/seganet-launches/1100-2625699/|accessdate=2014-10-30|author=|date=2000-09-07|last=Satterfield|first=Shane|format=|publisher=|language=en|archiveurl=https://web.archive.org/web/20150713030636/http://www.gamespot.com/articles/seganet-launches/1100-2625699/|archivedate=2015-07-13|website=GameSpot|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=571}}{{sfn|L. Kent|2001|pp=578–579}}。2000年9月7日,SEGA.com為Dreamcast推出了線上遊戲及多媒體服務{{link-en|SEGANet|SegaNet}},支援線上聊天、收發電子郵件以及瀏覽網頁等機能,月費為21.95美元<ref name="SegaNet launch"/>{{sfn|L. Kent|2001|p=579}}。美國世嘉為SEGANet舉行了盛大的宣傳活動,包括贊助於當天舉行的[[MTV音樂錄影帶大獎]]<ref>{{Cite web|title=Sega.com Launches the World's First Online Console Gaming Network, SegaNet|url=http://www.thefreelibrary.com/Sega.com+Launches+the+World's+First+Online+Console+Gaming+Network%2c...-a065062861|accessdate=2014-12-03|author=|date=2000-09-07|format=|work=BusinessWire|publisher=|language=en|archiveurl=https://web.archive.org/web/20141209074409/http://www.thefreelibrary.com/Sega.com+Launches+the+World%27s+First+Online+Console+Gaming+Network%2C...-a065062861|archivedate=2014-12-09|dead-url=no}}</ref>{{sfn|L. Kent|2001|p=579}}。雖然在SEGANet推出前僅有發行一款支援Dreamcast的線上多人遊戲《{{link-en|咻咻火箭|ChuChu Rocket!}}》(由[[Sonic Team]]開發),不過美國世嘉在SEGANet上線的同時推出了擁有豐富線上相關機能的運動遊戲《{{link-en|NFL 2K1}}》,意圖提振Dreamcast在北美地區的銷售情況<ref name="SegaNet launch"/>{{sfn|L. Kent|2001|p=578–579, 581}}。SEGANet的支援範圍隨後擴大至《{{link-en|轟炸超人Online|Bomberman Online}}》、《[[雷神之锤III竞技场|雷神之鎚III競技場]]》及《[[魔域幻境之浴血戰場]]》等遊戲<ref name="gamasutra1"/>。世嘉對Dreamcast的線上遊戲相關服務採取了相當優惠的定價策略。在日本,每部Dreamcast皆同捆一年免費的網際網路服務,費用由日本世嘉總裁大川功本人自掏腰包支付<ref name="Okawa PSO">{{Cite web|title=Behind The Scenes: Phantasy Star Online|url=http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/|accessdate=2019-07-25|author=|date=2011-02-16|format=|work=[[GamesTM]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20141021063050/http://www.gamestm.co.uk/uncategorised/behind-the-scenes-phantasy-star-online/|archivedate=2014-10-21|dead-url=no}}</ref>。另外,在SEGANet推出之前,美國世嘉為自Sega.com購買兩年期網際網路服務的Dreamcast玩家提供了200美元的折扣<ref>{{Cite web|title=Sega unveils plans for free Dreamcast, online gaming|url=http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming|accessdate=2019-07-25|author=|date=2000-04-04|last=Thurrot|first=Paul|format=|work=Windows IT Pro|publisher=|language=en|archiveurl=https://web.archive.org/web/20141031032052/http://windowsitpro.com/windows-server/sega-unveils-plans-free-dreamcast-online-gaming|archivedate=2014-10-31|dead-url=yes}}</ref>。為了增加北美地區的SEGANet使用者基數,美國世嘉將Dreamcast主機價格降至149美元(相較之下,PlayStation 2的首發售價為299美元);如果訂閱18月期的SEGANet服務,還可以149美元的價格同時取得Dreamcast以及Dreamcast鍵盤配件<ref name="RetroinspectionD"/><ref name="SegaNet launch"/>{{sfn|L. Kent|2001|p=579}}。 摩爾表示,世嘉必須在2000年底前在美國賣出500萬部Dreamcast,以保持與索尼的PlayStation 2抗衡的實力,但最終其銷量僅達300萬部<ref name="businessweek.com"/>{{sfn|L. Kent|2001|pp=581, 588}}。此外,世嘉試圖通過降低售價和提供折扣來刺激Dreamcast的銷量,導致公司財務損失不斷擴大<ref>{{Cite web|title=Dreamcast may be discontinued, Sega says|url=http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm|accessdate=2019-07-25|author=|date=2001-01-24|format=|work=[[USA Today]]|publisher=|language=en|archiveurl=https://web.archive.org/web/20141225010445/http://usatoday30.usatoday.com/tech/techreviews/games/2001-01-23-dreamcast.htm|archivedate=2014-12-25|dead-url=no}}</ref>。截至2000年9月的前六個月中,日本世嘉公司合併淨虧損為179.8億日圓,財報中並估計全財年淨虧損達236億日圓(最終虧損額增加了一倍多至517億日圓)<ref name=":2">{{Cite web|title=|url=https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2001.pdf|accessdate=2019-07-16|date=2001-03-31|format=pdf|publisher=SEGA|language=ja|script-title=ja:株式会社セガ 第43期事業報告書 (平成12年4月1日~平成13年3月31日)|archiveurl=https://web.archive.org/web/20190716051937/https://www.segasammy.co.jp/japanese/media/file/ir/library/archive/sega/sega_jigyo_tuuki_2001.pdf|archivedate=2019-07-16|dead-url=no}}</ref><ref>{{Cite news|url=https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/|title=Sega full-year loss to widen|first=Tony|last=Smith|date=2000-11-24|work=The Register|accessdate=2019-07-25|dead-url=no|archiveurl=https://web.archive.org/web/20131111081410/https://www.theregister.co.uk/2000/11/24/sega_fullyear_loss_to_widen/|archivedate=2013-11-11|author=|publisher=|language=en|format=}}</ref><ref name="Financial statement">{{Cite web|title=Sega Issues Financial Statement|url=http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement|accessdate=2014-12-05|date=2001-02-01|archiveurl=https://web.archive.org/web/20141208064813/http://www.ign.com/articles/2001/02/02/sega-issues-financial-statement|archivedate=2014-12-08|website=IGN|dead-url=no}}</ref>。雖然PlayStation 2由於硬體製造瑕疵,導致在2000年10月26日於北美地區發售時先前預售的100萬部主機只有50萬部準時出貨,但這並沒有使Dreamcast受益;許多消費者繼續等待PlayStation 2,同時PSone(初代PlayStation的衍生機型)成為了2000年美國商業旺季最暢銷的電子遊戲機<ref name="businessweek.com"/><ref>{{Cite web|title=Old PlayStation tops holiday game console sales|url=http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html|accessdate=2014-10-30|author=|date=2000-12-05|last=Becker|first=David|format=|publisher=CNET News|language=en|archiveurl=https://web.archive.org/web/20141031031819/http://news.cnet.com/Old-PlayStation-tops-holiday-game-console-sales/2100-1040_3-249457.html|archivedate=2014-10-31|dead-url=no}}</ref>{{sfn|L. Kent|2001|pp=585–588}}。摩爾說:「我們試圖倚靠的『PlayStation 2效應』並不奏效……消費者們會儘可能地長時間地等待……PlayStation 2的供貨問題實際上凍結了整個市場的運作。」{{sfn|L. Kent|2001|p=588}}最終索尼與任天堂分別占有北美家用遊戲機市場份額的50%和35%,而世嘉僅占有15%<ref name="RetroinspectionD"/>。貝爾菲爾德稱,儘管每賣出一部Dreamcast主機可以帶來8份軟體的附帶收益,但主機銷量基數過小,導致世嘉無法在電子遊戲機市場中穩定立足{{sfn|L. Kent|2001|p=585}}。
摘要:
请注意,所有对Local Chinese Wikipedia的贡献均可能会被其他贡献者编辑、修改或删除。如果您不希望您的文字作品被随意编辑,请不要在此提交。
您同时也向我们承诺,您提交的内容为您自己所创作,或是复制自公共领域或类似自由来源(详情请见
Project:著作权
)。
未经许可,请勿提交受著作权保护的作品!
取消
编辑帮助
(在新窗口中打开)
导航菜单
个人工具
未登录
讨论
贡献
创建账号
登录
命名空间
页面
讨论
大陆简体
不转换
简体
繁體
大陆简体
香港繁體
澳門繁體
大马简体
新加坡简体
臺灣正體
查看
阅读
编辑
查看历史
更多
搜索
导航
首页
最近更改
随机页面
MediaWiki帮助
工具
链入页面
相关更改
特殊页面
页面信息