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  1. Person pages list letters, writing, profiles and links as sortable tables with filters, and show each person's companies as links; Fund letters show each letter's description in its own column.
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  6. Recommends shows the five largest kinds of book and the rest under More; browse pictures load sooner.
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  8. Pages are wider, Recommends has List and Grid, and a filter clicked again turns off.
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  11. Podcasts and talks on a person's page filter by year and publisher and show as a list or a grid of pictures.
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Console Wars

Console Wars

Blake J. Harris
2014
T3 429 pages · about 7h 9m to read Open Librarygoodreads

The console market Sony entered with PlayStation and eventually took.

Summary

Harris wrote a narrative account of the competition between Sega and Nintendo in the American video game market during the early 1990s, built substantially around Tom Kalinske, who ran Sega of America.

The business content is genuine. Nintendo held roughly ninety per cent of the American market and enforced it through licensing terms that restricted third-party publishers, including limits on how many titles a publisher could release and requirements that games be exclusive. Sega attacked this position through several decisions Harris documents: pricing the Genesis below the Super Nintendo, cutting the price further when Nintendo responded, bundling Sonic the Hedgehog with the console, marketing to an older demographic with aggressive comparative advertising that named the competitor directly, securing sports licences including the Electronic Arts relationship after a licensing dispute, and offering publishers better terms than Nintendo's.

The Electronic Arts episode is the most instructive. EA reverse-engineered the Genesis hardware and used that position to negotiate licensing terms far better than Sega would otherwise have offered, which then became the basis for third-party support.

Harris also covers Sega's subsequent collapse: the Sega CD and 32X add-ons that fragmented the platform, the Saturn's rushed and mishandled launch, and the arrival of Sony's PlayStation.

The book uses reconstructed dialogue throughout and is written from Kalinske's perspective, with Nintendo declining to participate. Harris acknowledges the reconstruction. Specific scenes should not be treated as evidence, though the commercial decisions and their sequence are well established. The platform competition dynamics, particularly the role of third-party publisher terms and of exclusive content, are the transferable content.

Key takeaways 7

  1. Nintendo enforced its market position through licensing terms that limited how many titles publishers could release and required exclusivity.
  2. Sega attacked the incumbent by offering third-party publishers better terms rather than by competing on hardware alone.
  3. Bundling a distinctive first-party title with the console changed the purchase decision more than specifications did.
  4. Comparative advertising naming the competitor directly worked in a market where the incumbent had ninety per cent share.
  5. Electronic Arts reverse-engineered the hardware and used that position to negotiate licensing terms far better than were on offer.
  6. Add-on hardware fragmented Sega's own installed base and destroyed developer confidence in the platform.
  7. A platform holder's terms with third-party developers determine the content that determines the platform's success.

Who should read it

Founders and operators in platform businesses who want a case study of attacking a dominant incumbent through developer terms and content.

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Where it sits in the reference 2

Companies
Industries

Topics

Company HistoriesGames and Puzzles