LiquidMetal14
hide your water-based mammals
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Here's how ps2 hype killed my dreamcast purchase: I heard about dreamcast and thought it was pretty exciting. Too bad it was made by sega, who had proven to be massive fuckups. Sure glad I bought a playstation instead of a saturn. Good thing I saw the writing on the wall even then. I will pick that dreamcast up out of a bargain bin soon. It would be smarter to spend my hundreds of dollars on a new system from one of the companies who have demonstrated competence like nintendo or sony.
Darn that ps2 hype. If only Sony could be more like 3DO. If only Nintendo could be more like Atari. That's how it should have been. It would have been fair.
The very first playstation blown out the dreamcast by a huge margin. IIRC for the sole year of 1999, 2x more playstations were sold than dreamcasts for its entire lifetime.Of course he didn’t, the PS2 did that.
Yeah ofcourse this played a part. I've always seen the DC as a stop gap too. PS2 was announced and every outlet hyped it up as something far more powerful and Sony had all the support. Every time I saw a new DC game I would think PS2 would do it better. But then PS2 launched and it looked kind of lacklustre, because expectations were set unrealistically high. However, PS2 was better than DC out of the gate if i'm honest. Even the launch PS2 software outperformed the DC. It had bad IQ because of aliasing etc, but TTT looked better than DC fighters (in terms of character details, lighting, ground textures etc) and it was 2 v 2. SSX also looked better than most DC games. And this was only launch. PS2 had a better controller, DVD support, backwards compatibility, bigger storage through its card, it was overall a more premium looking device and also less noisy.
Its funny that Sega fans, including myself, would always come up with ports that looked worse on PS2. But those were ports (and frankly, no single PS2 owner gave a shit about Headhunter lol, it was an awful game with terrible controls and AI), and many off Naomi hardware even. Which essentially was 95% a Dreamcast. I mean, reverse it, and ask yourself if the DC can run a port of MGS2, Ace Combat 4, GT3, Silent Hill 2 and Pro Evolution Soccer. I think not. Its graphical features were another ballgame. The PS2 however could never deliver a clean image, its visuals were always hampered somewhat by aliasing.
PS2's first year was slow, while DC received many games in its first year. DC was on the market for 2 years when PS2 came out in the west, so it already had second or even third wave software. Some games already had sequels. The DC honestly was a good purchase in 1999, if you were bored by your N64 and PSX. But, PSX still got amazing software, Even in 2000 legendary classics like Vagrant Story, Chrono Cross and FFIX. DC had nothing on those. I said it before but I never part with my PSX in the meantime, and I am glad i didn't. The DC was fun, sure, but a lot of it was quick fix like Crazy Taxi and couch co op play already died out (we did play a few of them though), barely anyone I knew wanted to play 2D fighters anymore so a DC alone wouldn't cut it for me. I needed to play those immersive games like MGS, SH, GT and Square RPG's as well. PSX always had my preference, and I think many stayed or returned, thus DC attach rate didn't hold up (I think the PSX consistently outsold it as well).
To sum it up, Dreamcast just never had a chance.
The very first playstation blown out the dreamcast by a huge margin. IIRC for the sole year of 1999, 2x more playstations were sold than dreamcasts for its entire lifetime.
I'm pretty sure that's what a guilty person would say
It's the same point I've made all along and that is that the cascade of failures that they had makes it impossible to blame the quality of the software for the hardware shortfall.
For one, it wasn't like Sega's software was trash or that people that did buy Sega hardware didn't buy games. That's factually incorrect.
One can only wonder if Sega had gone with Katana and 3DFX or accepted Electronic Arts deal would anything have changed?
Sega meanwhile pulled the plug on Saturn a full 2 years before the western Saturn launch.
So Sony swooped in, made gaming something for all ages, advertised in mainstream outlets, showed their consoles in living rooms and not just kids rooms. Since Playstation people have a console in the living room, and gaming is not something to be embarrased about.
Dreamcast launch, my bad.
They pulled the plug on E3 1997 for the western market. Effectively saying not to buy that system and not to support it. And it took until late summer 1999 for them to have a new system ready for that market.
Yeah thats why DC never stood a chance. Sony could delay the PS2 to 2002 and the PS1 would outsell the DC anyway. I believe the PS1 cost 129,
but once past the graphics those are shallow quick fix, albeit very fun, games. This amounts to a huge chunk of the DC library, and I played nearly all games it has in the west. RE CV, Shenmue, Skies, Grandia 2, D2 were bigger games. Then there was janky B-tier stuff like Carrier, Maken X (pretty good) and Illbleed. Many PS1/PC uprez ports; some great, like Rayman 2, TH and Soul Reaver and some I didn't feel for some reason, like V-Rally 2 and Vigilante 8. While I liked them on PS1 earlier. I remember seeing Nightmare Creatures 2 and nearly puked lol.
No, this is a subjective argument but is also irrelevant and bad faith. Quality has nothing to do with getting people to buy games. Bad games appeal to people and sell too.
Like the Saturn, they couldn't get people to actually buy games.
You and a few other users had referenced Sega's "inability" to sell software on their consoles (included your quote below) and even some comparisons were made between the SNES top sellers and Genesis in a way that made it seem as if the Genesis/MD didn't move a ton of software.
I was just pointing out the obvious that Sega had no trouble selling software to console owners in any of the generations they participated in. The first three they averaged 16 software units per console sold, which is ridiculously better than anyone else. In the case of Genesis/MD they even sold 100m more units of software with 15 or 20m fewer consoles sold than Nintendo. Saturn's tie rate was also considerably better than the PS1s. Even though the DC disappointed by Sega's tie rate standards it was still right their with the competition. People that owned Sega consoles typically bought more software than other console owners or at worst bought the same amount.
You're playing word games, the whole conversation was software to move hardware and you are well aware of that, not attach rates, no one argued about that. Attach rate doesn't have much relevance of hardware isn't moving.
"I went over [to Japan] in January of 2001 [and] presented our numbers. The writing was on the wall there, and Europe was kind of hanging on. was told we're not going to be able to sustain producing hardware that's losing money because the attach rate isn't there. I think we were selling at 199 dollars and probably costing closer to 250-260. You need software attach rates, and it just wasn't there. So the guys in charge there said, 'you know we're going to shut it down, and we're going to move to third party, and you're going to tell the world.'
The OP of the thread you created actually listed attach rate as the primary reason they couldn't afford to keep producing the system.
Peter Moore's phrasing there leads me to believe that if the attach rate was higher they would have limped along.
That's nice, butt hat isn't what we were discussing, and now you're trying to move the goal posts again.
Except him bringing up the console losses the sentence right before. Attach rate indicates not only is there games being sold (and no rampant piracy in the US, someone already posted the NPD charts) to make money where console lost, but that they are also attracting console buyers.
It's literally the subject in the OP.
I'm not sure what kind of charts you are looking at where users were registering their pirated games to be tabulated for some chart somewhere,
The attach rate was already too low before piracy. The DC simply didn't have system sellers. The only system seller was Sonic. The sports games perhaps in the USA but not world wide. Europe didn't play NFL and a huge soccer game wasn't there. Piracy didn't help matters, but without it the DC would crash all the same. They simply didn't have the software to grow and make a profit.
They lacked the funds too, you would never find something big like MGS2 on a Sega system. Sega was really small time, they could manage in the 16-bit market which was a completely different landscape. But ever since gaming became huge, with optical discs, 3d playfields, movie like experiences etc, Sega struggled to keep up with the budgets and deals thrown around by Sony. Even Nintendo did, which forced them to bail out and make their own distinct software and gameplay experiences thats almost nothing like what Sony and MS offer. The last Nintendo system that had a traditional approach and cutting edge hardware was the Gamecube from 21 years ago.
I'm not even the only user who pointed out that the software sales were already low in the US, and they even gave you a link with more game data than I originally posted, showing as they said that the software was already an issue form the start. It has nothing to do with piracy. You keep trying to figure out some way to make an excuse for bad software sales no matter how much evidence is presented to you.
The DC started off well, but only in the US. Every console released after DC would eclipse those numbers easily. Gaming itself had simply grown.
Its just that DC dropped off really quickly. I compared it to Vita before I think. That also had a huge launch lineup and first week sales were decent. But the early adaptors and impulse buyers aside both systems had no compelling system sellers to sustain growth.
I think Sega made look DC demand better than it actually was. It seems to me they simply stuffed channels.
Iit was probably too niche. Later on it was almost all arcade ports, and most of them with little to nothing added to them. This trend worked on Saturn and early PS1, but I think gamers wanted more down the line as gaming itself grew. Capcom was a huge DC supporter, yes, but nearly all their games were arcade ports. Good games, like CvS2, Tech Romancer and Project Justice, I would buy remasters of those, but that was the overall look of their library. And I feel its partially because Sony initially denied 2D and shmups. Most of those games like Gunbird, Gigawing etc, Sony didn't allow those games unless they were released in bundles and at a budget price. Meanwhile Capcoms relevant big budget projects, like DMC, Onimusha etc, they went to Sony. And those games were early million sellers and likely moved systems too.
Vitas problem was the 3DS rebounded, Sony could have taken advantage of the early period by taking one to Nintendo and didn't and tripled down on things people complained about.
But DC is different, because while general US sales were good, software sales weren't universally good, you had a few games that would manage to eventually reach 1 million off the hype then stop, and the other games just weren't retaining interest or bringing more people to buy the console, sports aside. So even the traditional "launch game" benefit that wouldn't come with the sequels as you say, wasn't really there for the DC anywhere, including the US.
That happened with the Saturn and Genesis too, make both seem like they were still competitive when the high was gone, and then there's unsold units. Saturn didn't get hit that bad because they didn't have a reason to mass over produce, and those eventually sold at discount and clearance prices, where as Sega of America had to write-off $61 million in unsold Genesis inventory in 1996 for the Genesis strongest market.
The issue is Sega really themselves, pushed those niche games and shallow arcade experiences without much added as big releases foe their consoles, including the DC.
The games you mentioned are really part of the problem here, as well as Sega getting gaming mags to push Shenmue as a next0geenration gaming experience graphical showcase, they had other software they could have done that with which would have resulted in more units sold.
If you look at the PS2 launch games for the US specifically, Sega outside Madden and arguably Ridge Racer V, didn't really have a counter to what people were buying early on.
For every Capcom vs. SNK, Skies of Arcadia, Phantasy Star Online, Shenmue, Seaman, Blue Stinger, House of the Dead, you had ONE or TWO PS2 games selling 2x or more that combined.
Even if you removed the PS2 and looked at last gen consoles, or the Xbox, GC, the results are similar.
Many of those same niche games, or games with limited appeal, didn't do hot when Sega first went multiplatform either.
Some of those launch games weren't that hot either, Ridge Racer V wasn't that much of a seller, but it showed how low DC software was moving.
I would argue Sega's choices in what they pushed for the DC, were lessons they did not learn from the games they were pushing on the Saturn, which all followed very similar trends, with the only major games of appeal being sports games as well.
It's as if Sega of Japan, and the new restructured Sega of America after SOJ fired a bunch of people post-Genesis, wanted to run as far away from what made the Genesis successful and appealing as much as possible. Like they wanted to pretend it didn't even exist.
Even RR5 outsold Sonic Adventure.
Dreamcast third party support was almost non-existent, or they clearly didn't believe so much in the DC as barely any did a (timed) exclusive for it. This was, I think, again a factor in the good launch period of DC. It looked as if Namco, Capcom etc were fully committed. Namco started with SC1 for example, one of the highest rated games ever, but then bailed already. Capcom did RE CV, and then exclusively threw their niche 2D stuff on it, with some late ports of classic RE games and Dino Crisis. EA wasn't there and while Visual Concepts beat them in terms of quality, there was no football game (PSX had 2; ISS Pro Evo and FIFA). EA was also more than sports. Medal of Honor came out weeks after the Dreamcast. DC could absolutely use this game. Eidos did support DC, but mostly late ports from PSX too... but I guess they did at least come out.
Midway did good, they released Hydro Thunder, Showtime and Blitz day one and those were arcade perfect. Dreamcast was the best way to play these games. But they weren't really huge sellers either, I think the first Blitz did kind of well. Midway was actually one of the better publishers here, though MK Gold was trashed for being shit and MK4 was already hated to begin with. Activision also released their games later on DC. The third party support was kind of risk free and most importantly not a threat to Sony at all. PSX would continue to be first in line.
They found out Sega had a lot of unsold stock by the end of 2000, warehouses were full of Dreamcasts they couldn't sell to retailers. I think Sega made look DC demand better than it actually was. It seems to me they simply stuffed channels.
Could be. There is some ambiguity as to when the plug was pulled (at the factory). IIRC despite the timing of the announcement, no Dreamcast unit manufactured in 2001 has been discovered.
I wanted this and a Saturn mini, but after the genesis model 2 mini I dont trust them to do anything right.We need a Dreamcast Mini.
The controller wasn't bad or even weirs especially when you consider it launched when the N64 was still around.
Not sure about that one WW. Definitely not US.
Problem is many of Midways releases sold better on other consoles. This goes for some Capcom and Namco releases too, and pretty much most western support, of what the DC had anyway because it turned into a niche JP third-party device.
Lack of a soccer game in Europe was also really strange. hey only released Virtua Striker there, one version of it, late, and rebranded it iirc.
Then you had what Sega pushed not helping matters in regards to third-party games. Evolution series was not much of a highlight for the system, Element gimmick gear, powerstone, Psychic Force, etc, these weren't the games they needed.
Then their first party was equally strange with the choices they made to spotlight, Seaman, Shenmue, Virtua Cop 2 which was basically content free compared to House of the Dead, Virtual-On, Space Channel, Sonic Shuffle, Sega Bass Fishing.
These are side-projects to expand an audience to grab the niche consumers, or complimentary to bigger more appealing choices. Sega is the only one that would stake their success on those type of games primarily. We've never seen that anywhere else from any other console dev outside late Atari which was already a foot in the grave.
Imagine if Microsoft staked Xbox One continuing to be sold on Screamride, D4, and Cuphead.
I understand 6 face buttons can be too complex for the masses, but they could change it for DC, with also 4 shoulder buttons for example. And in the wake of the Dual Analog which was already out I would add a second stick also. This was a new generation right? N64 already had dual stick control of sorts (the second stick were buttons),
There were some soccer games. UEFA Striker, very bad and also on PSX. SWWS was on DC but this had nothing to do with the very good Saturn versions and the little I played of it was awful. And there was Giant Killers, which was a sim and came out around summer 2001. There were a few but they were generally terrible. What would help a bit was a game as good as NBA 2K, since that one was the best Bball game I had ever played up to that point.
Virtual On was absolutely magnificent, but for some reason published by Activision in the west. It was nearly unplayable with the DC controller, imo. OG virtual on played far better on pad, because the Saturn pad was better and there were less mechanics to translate to pad.
Sonic Shuffle was ruined by the load times. It was a bad party game. Sega staked their success on it because they just aren't a triple A developer (or the equivalent of it around 2000). Even today, their biggest in house games are Sonic who are a mixed bag and generally janky, and Yakuza which found its audience but isn't a series that will move much past a million per game.
I wonder of Sega of Japan ever really understood what they were doing, or why the Genesis took off in the west. I think they just refused to figure it out. It doesn't seem they understood why the Saturn was initially successful in Japan as well.
Worldwide Soccer 2000 was a reskin of that N64 Michael Owen game, and there was also the awful 90 Minutes.The pad was fucking terrible. There is absolutely no redeeming factor about it. The D-pad hurt because it was sharp. The stick was way too sturdy and had no good grip. The buttons were small and just didn't push well, they were too sharp also. Overall, this thing was bad for your hands... all edges were sharp and why was it angled inward? The cord, lol yes, don't get me started on it. The triggers were awful too. There was only 6 buttons which was problematic at the time since PSX was the norm at the time. PSX already dabbled with 2 sticks (Dual Shock), DC had only one.
The VMU was the one redeeming factor about the controller, but it would empty nearly over night and then you had the terrible beep. For storage the VMU sucked ass. I think could never fill the PS2 memorycard for example.
Nights pad was better. It had a good feeling D-pad, comfy face buttons. That pad simply felt superior and the DC version felt like a budget version of it. I understand 6 face buttons can be too complex for the masses, but they could change it for DC, with also 4 shoulder buttons for example. And in the wake of the Dual Analog which was already out I would add a second stick also. This was a new generation right? N64 already had dual stick control of sorts (the second stick were buttons), PSX started to support it more and more. Sega did nothing of the sort with DC. They essentially released a neutered version of the Nights pad. Another thing thats hard to grasp.
I absolutely fucking hated the DC pad.
There were some soccer games. UEFA Striker, very bad and also on PSX. SWWS was on DC but this had nothing to do with the very good Saturn versions and the little I played of it was awful. And there was Giant Killers, which was a sim and came out around summer 2001. There were a few but they were generally terrible. What would help a bit was a game as good as NBA 2K, since that one was the best Bball game I had ever played up to that point.
Virtual On was absolutely magnificent, but for some reason published by Activision in the west. It was nearly unplayable with the DC controller, imo. OG virtual on played far better on pad, because the Saturn pad was better and there were less mechanics to translate to pad.
Sonic Shuffle was ruined by the load times. It was a bad party game. Sega staked their success on it because they just aren't a triple A developer (or the equivalent of it around 2000). Even today, their biggest in house games are Sonic who are a mixed bag and generally janky, and Yakuza which found its audience but isn't a series that will move much past a million per game.
Their heritage is arcade games. And they thrived when Arcades were thriving. But people don't really need to play them at home save for a few. Street Fighter was one of the exceptions, it works as home just as good. Tekken similar. The fighter market however was oversaturated with inferior copycats and straight rip offs. I wonder how many gamers actually bought Golden Axe The Duel (way to use a kinda known Genesis IP), or Galaxy Fight on Saturn. And on DC I doubt many were waiting in line to buy Star Gladiator 2, Tech Romancer (I know, its good) and Project Justice (its very good). Hell, almost no one bought Street Fighter 3 Double Impact, because SF had gone into a niche after SNES and too many revisions. Around the year 2000, no one outside a niche and an exception gave much fucks about 2D or arcade games in general. And it was like the bulk of what the DC offered and indeed what Sega pushed.
The Sega games even didn't sell at a 10 bucks price point, such as Afterburner Climax, Daytona USA and House of the Dead 4. I bought them day one, but most gamers apparently didn't care. Its easy to see there was simply no market for them. And yes, this experience was the majority of what the DC offered. There was no demand for most of these. Sometimes a fluke like Crazy Taxi, which is good for Sega but the bad news is, you can only do this once. Its a quick fix game about a Taxi you can't expand into a universe without losing its appeal. You can repeat the same over and over, which they did, and CT2 sold way worse (perhaps down the fact DC was already dead), and CT3 likely even worse... by then you could do this as a side activity in GTA.
Worldwide Soccer 2000 was a reskin of that N64 Michael Owen game, and there was also the awful 90 Minutes.
You have to add this started late genesis, and then expanded to pretty much their entire line up of Pico, Game gear, Saturn, Sega's PC Ports, and Dreamcast. Oddly,
Oddly, Street Fighter EX3 a launch window title for the PS2, seemed to get more attention than SF3 Double Impact, and the separate Third Strike combined, probably because it was in 3D and there was still some novelty there, but SF as you said was sinking I would say since after Alpha 1. SFEX1 had novelty of being SF2 in 3D basically with some other wacky characters but then that died off as the brands appeal did.
But Sega was always trying to push multiple games, or ambitious unique experience that often backfired (Shenmue their biggest backfire) instead of major appealing quality games, or taking advantage of something trending. Stuff like Last Bronx or Fighting Vipers 2, or pushing third party games like freaking Silent-Scope on DC weren't exactly the system movers they needed.
It reminds me of the loud TG16/PC Engine fans, and some of those niche games they always put on the pedestal, but few actually brought. Which ended up leading to NECs fast decline, and their successor system PCFX tripling down on that, became a whole console that was niche and only sold a few hundred thousand, the software sales on that thing must have been horrifying.
Some of Sega's decisions were weird, they made several ports of varying quality of their older arcade games, and then sold them high-priced in packs or compilations on the Saturn as if people wanted to buy a console for Thunder Blade or OutRun from the mid-80's in the late 90s.
They outsourced VF3TB, they barely marketed Virtual-On 2, they basically rereleased Daytona again.
What's more is they refused to add much content to home ports for several systems, compared to the competition that did. By the Dreamcast you would think that would change but we got the same bare-bones for unreasonable prices. Without much change either to give an incentive to buy.
We can talk about Crazy Taxi 2 and 3(Xbox) failing, but then Simpsons Hit and Run and a bunch of clones, or similar in concept games come out and all sell better. Sega had to evolve Crazy taxi for the sequels but didn't do it the way they should.
Same goes for much of their action, fighting, and shooting lineup, and what they didn't have this problem with were games with potential, but Sega made them one-offs. This happened on Saturn and Dreamcast.
Virtua Strikers was okish, but wasn't what people were looking for.
Many of these third party game makers made games for GC and Xbox OG, so it shows it's not some kind of PS2 partnership monopoly. T
And those missing games are what give Sega consoles breadth, since Sega always focuses on arcadey ports. Good for Sega and arcade lovers. Not good for people who want something different.
I don't think they really pushed stuff like 18 Wheeler as you say, it just came out to a whimper for whatever reason made it an easy release like other stuff like the later Fighting Vipers 2. There were great meaty games in its short lifespan, third party like Grandia II, StarLancer, D2 and Code: Veronica and first party like Skies of Arcadia, PSO, and Shenmue (and other genres that were normally arcade but these entries were simy and/or demanded time invested instead like F355, Aero Dancing 1-3 and MSR or games sitting inbetween the meatiest and most arcade like MDK2, Gundam Side Story or Maken X and such) and there would have been more with a full console life cycle just like Saturn had plenty. Also some not so great games that show they did want to make more stuff like that too like Headhunter. Not that hard to understand. Not that hard to not project one's preference as the de facto objective reason something did or didn't sell as if no product you dislike out there succeeds and no product you like fails either. Many of their games were great, there would be many more under different circumstances and it's to the detriment of gaming that they fell through the cracks.I never understood why games like 18 Wheeler were pushed. I played it in the arcade in 1999 or 2000, before it was ported. It was literally fun for 5 minutes. Let alone playing it on a pad at home. There was no real incentive to try again, it was no crazy taxi and it was slow. It was linear checkpoint driving in a slow ass truck and over in 15 minutes. There were several games like this, some felt really useless on console and more like filler. Sports Jam, another useless port. And while PSX has its myriad of arcade games too (more than DC perhaps), it was complimented by meaty games such as MGS, SH, FF, SMT, Siphon Filter, Spyro, Crash etc. Dreamcast had almost nothing as Shenmue was barely accessible to many. I agree with the weird Shenmue push, screenshots in EGM et all only showed combat in HK. It looked like a next-gen brawler, and its what I initially wanted it to be. Then the full game's battles can be counted on 2 hands. The few exceptions such as Evolution and Blue Stinger had worse quality than PSX games. They just looked better because of the better specs, but they arguably played worse.
CT, well one of their few arcade to home hits (but more like a one hit wonder), take the music license away and not many gamers liked it much anymore. Its appeal was the music and real life brands. Then there was Ferrari, brilliant racing game, but despite being from the Arcade, it was very difficult to master. Our arcade had the 3 screen setup, but I would mostly go to SR2 since that was easy to just pick up and play. Sega also pushed this game for console, and on PS2 it completely bombed.
Thats why I kept my PSX. If I wanted to play something meaty, like Crash Warped, FFVIII or Parasite Eve, I would fire up my PSX. Thats why its ridiculous to think the DC would be a success under any circumstance. Sega didn't have the games and vision for it. The console was marketed as 'its thinking', but most I played were short arcade ports.
I never understood why games like 18 Wheeler were pushed. I played it in the arcade in 1999 or 2000, before it was ported. It was literally fun for 5 minutes. Let alone playing it on a pad at home. There was no real incentive to try again, it was no crazy taxi and it was slow. It was linear checkpoint driving in a slow ass truck and over in 15 minutes. There were several games like this, some felt really useless on console and more like filler. Sports Jam, another useless port. And while PSX has its myriad of arcade games too (more than DC perhaps), it was complimented by meaty games such as MGS, SH, FF, SMT, Siphon Filter, Spyro, Crash etc. Dreamcast had almost nothing as Shenmue was barely accessible to many.
I agree with the weird Shenmue push, screenshots in EGM et all only showed combat in HK. It looked like a next-gen brawler, and its what I initially wanted it to be. Then the full game's battles can be counted on 2 hands. The few exceptions such as Evolution and Blue Stinger had worse quality than PSX games. They just looked better because of the better specs, but they arguably played worse.
CT, well one of their few arcade to home hits (but more like a one hit wonder), take the music license away and not many gamers liked it much anymore. Its appeal was the music and real life brands. Then there was Ferrari, brilliant racing game, but despite being from the Arcade, it was very difficult to master. Our arcade had the 3 screen setup, but I would mostly go to SR2 since that was easy to just pick up and play. Sega also pushed this game for console, and on PS2 it completely bombed.
Thats why I kept my PSX. If I wanted to play something meaty, like Crash Warped, FFVIII or Parasite Eve, I would fire up my PSX. Thats why its ridiculous to think the DC would be a success under any circumstance. Sega didn't have the games and vision for it. The console was marketed as 'its thinking', but most I played were short arcade ports.
Not that hard to not project one's preference as the de facto objective reason something did or didn't sell as if no product you dislike out there succeeds and no product you like fails either. Many of their games were great, there would be many more under different circumstances and it's to the detriment of gaming that they fell through the cracks.
I don't think they really pushed stuff like 18 Wheeler as you say, it just came out to a whimper for whatever reason made it an easy release like other stuff like the later Fighting Vipers 2. There were great meaty games in its short lifespan, third party like Grandia II, StarLancer, D2 and Code: Veronica and first party like Skies of Arcadia, PSO, and Shenmue (and other genres that were normally arcade but these entries were simy and/or demanded time invested instead like F355, Aero Dancing 1-3 and MSR or games sitting inbetween the meatiest and most arcade like MDK2, Gundam Side Story or Maken X and such) and there would have been more with a full console life cycle just like Saturn had plenty. Also some not so great games that show they did want to make more stuff like that too like Headhunter. Not that hard to understand. Not that hard to not project one's preference as the de facto objective reason something did or didn't sell as if no product you dislike out there succeeds and no product you like fails either. Many of their games were great, there would be many more under different circumstances and it's to the detriment of gaming that they fell through the cracks.