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Peter Moore: I killed the Dreamcast

Ex Microsoft man, and current EA Sports boss, admits that he made the final decision to pull Sega out of the hardware race

InMyOpinion6461d ago (Edited 6461d ago )

And now he's slaying the mighty beast known as EA? lol!

Jokes aside, I think he made a wise decision.

InMyOpinion6461d ago

lol! As long as he keeps his sword away from Dead Space and Fight Night round 4 I don't mind. From the looks of recent trailers he's currently busy stabbing the legs of Need for Speed Undercover. Die framerate! Die!

gaffyh6461d ago

All Sega fanboys attack Peter Moore.

iamtehpwn6461d ago

You bastard. I hope you rot in hell.

I love you..Dreamcast ;-;

+ Show (2) more repliesLast reply 6461d ago
okcomputer6461d ago

The biggest betrayal was moore flat out lying and saying that shenmue 2 would be a "last gift" for loyal dreamcast supporters. He reneged and made it an xbox exclusive. I haven't bought a single sega product since.

TheColbertinator6461d ago

No you did'nt,Moore.There was only another company who had the power to bring down SEGA.Unfortunately,that's how the world works.

Killjoy30006461d ago

You...

F*cking...

Assh0le....

RealityCheck6461d ago

So MS works on the OS for the Dreamcast, Peter Moore pulls the plug on the Dreamcast and then goes to work for Microsoft who just happens to start a console of their own... Quite a coincidence! <wink> <wink>

TheColbertinator6461d ago

Actually MS was working on their own console since 1999.By 2001,they had no first party developers so they bought a few studios Bungie(Halo) from Apple and Bizzare(Project Gotham) and in 2002 bought Rare(Grabbed by The Goulies) from Nintendo.They never actually created real 1st party unlike Nintendo or Sony so they mostly depend on studios like Rare for games.

By 2001,Sega Dreamcast had died and MS stepped in with no problems.But Moore was'nt the real reason DC had failed no matter how much he wants to believe it.

Kleptic6461d ago

^^uh...yeah...that is sort of what he was getting at...MS was partnered with Sega during original planning of the DC...and where going to handle the systems online infrastructure nearly entirely...

yet MS looked at this as an immediate threat to windows based gaming after just a few market forecasts...and backed out of the deal, keeping all of their online related stuff...which is exactly what would later become XBL...and MS found it much more practical to build their own proprietary hardware, instead of just dealing with the online software...

and yeah, its funny how it was Moore with Sega who was kind of screwed by MS at the time...in a very similar way to what Nintendo did to Sony back in 1993...and its also funny that EA was responsible for the DC taking such a pounding by Sony at the time also, by denying the DC EA created games because of the saturn's 'premature removal from the market'...and Moore is now with EA...

Show all comments (41)
50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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Cockney37d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

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"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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lodossrage38d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman37d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb37d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.