Momo said:
I don't feel the 32X was more problematic than either the Motion+, Kinect or Move really (talking about games that require it specifically , not optional implementations). SEGA was half assed with marketing, dedicating developer resources and had an obnoxious price point iirc. It could have worked(at least not spectacularly bombed and alienated plenty) if handled properly.
What? There are a lot of reasons why the 32X was a horrible idea that don't apply to those three. First, Sega was trying to support five platforms in 1995 (six, sort of), which is far too many and spread out their development resources too much, so none of them had enough games. Not true for Motion+, Kinect, or Move; though Nintendo has talked about that they're working on four platforms right now is an issue, that will end soon (their DS support is probably done), and that's fewer than Sega was supporting.
Second, Sega released the Saturn in Japan at pretty much the same time they released the 32X in the US (Holiday season 1994), and only six months later in the US. Even had they stuck with their original plan and not bumped up the Saturn's US release (a horribly bad decision, as it turned out), it'd still have been only nine months between the 32X and Saturn in the US and Europe. That's just ridiculous. Six months? What? You don't release an expensive, $180 addon, then an entirely new, $400 console just six months later! It's no wonder their fans abandoned them in droves, after they killed off the 32X at the end of 1995. The system's ~13 month lifespan is one of the shortest this side of things like the Virtual Boy. The idea was to have a cheaper option for people who wanted next-gen-ish graphics but didn't want to spend $400, but the problem was that they somehow didn't seem to understand that people would be mad at spending that much money for an interim system. Had the thing done as originally projected and lasted two years or so it might not have been quite as bad, but it didn't come even close to that, of course, and Sega should have seen that coming before its release. It also didn't help that the 32X did sell well, in the US, in the 1994 holiday season -- they sold most of the systems they shipped that Christmas, a couple hundred thousand total I believe. And then six months later the thing was dying fast thanks to the Saturn's release and a thinning of the 32X release list that started at the same time, and by late 1995 they were on sale for like $30. None of the systems this gen are launching new consoles under a year after their addon was released. A better comparison there might be the Sega CD, which had an okay if somewhat short three year (in the US, slightly more in Japan) lifespan and a good, if disappointing in some ways (most notably, FAR too few major first party Japanese titles; in genres key to the Genesis' Western success like action games and platformers, even the 32X got almost as many or more Japanese first party games than the Sega CD...), library as well. At the end people did start complaining about how it had died early, or complaining that it had existed at all and lumping it in with the 32X in Sega's pile of failure (also the fading of the FMV genre, so prominent on the Sega CD, didn't help), but while it wasn't the success Sega hoped for, the Sega CD did alright. One addon was okay... it was the second one, coming right on top of the release of their next system, that really caused the damage.
Third, when they killed the 32X in fall 1995, Sega of Japan also terminated most Japanese Genesis, Game Gear, and Sega CD support as well. They bet it all on the Saturn... and the Saturn bombed outside of Japan. Had Sega not destroyed its own 16-bit, and handheld, markets, they might have had money to survive... and had they not killed off too many systems or addons too early, with the 32X being the most notable of those, given it had the shortest life, people might not have turned on them so hard. I don't think they could have beaten Sony in the West, but they could have done better than they did, financially at least. Of course though, they were Sega, so it's not like that was likely to happen.
The only way I can think of to make the 32X actually worth releasing is to not release the Saturn, and instead release a more powerful 5th gen system, probably in 1996. Sega did have some plans to develop such systems, but they didn't happen. Release that INSTEAD (not in addition to!) the Saturn, a year after the Saturn was released, let's say, and maybe the 32X could be justified. Sega of Japan probably would not consider that option seriously because they didn't want to let Sony get a lead, given that the PSX was ready at the end of 1994 and Sega wanted to be sure to match them, but that would have been a decent option I think. But with a 1994/1995 Saturn, there's no way the 32X makes sense.