If I had control, I would also, in hindsight, have not sold the add-ons. I think Sega thought it would be able to extend the life of the Genesis/ Mega Drive (remember in 1993, this wasn't such a horrible idea, as Nintendo was looking to launch a CD-ROM drive [PlayStation] for its Super Nintendo/ Super Famicom) by selling cheaper add-ons. The end result was that it competed with itself, and the general public refused to adopt either the 32X or the Sega CD.
When Sega did release the Saturn, it failed to adequately support it, and based its strength on being the first to market. That would have been good, if Sega had games developed for the system. Even Nintendo, with all of its issues in recieving third party support, has not released a system solely reliant upon first party games. Sega's early release of the Saturn was a debacle, and when developers saw lackluster sales (no doubt spurned on by retailers refusing to sell the system), they jumped ship to the PlayStation. Sega took an opportunity, like they had with the Genesis, but the consumer refused to spend on the then relatively expensive system with a limited library. The lack of marketing of the Saturn also played a small role in the quick demise of the system
The Dreamcast did many things right. It had a solid launch lineup, it acquired third party support. The biggest obstacle the Dreamcast faced was the Saturn. For one, the Dreamcast's release was too early after the Saturn. The consumer was unwilling to spend on a system that was designed to replace a system that they had felt was not obsolete. On top of it, many loyal Sega fans had felt that they were betrayed when the Saturn was abandoned and were determined to avoid buying into what might become another disaster. Had Sega chose to continue hardware production into the next generation, they may have been able to regain support and consumer loyalty after the Dreamcast.
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