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- <text id=94TT1770>
- <title>
- Dec. 19, 1994: Technology:Playing for Keeps
- </title>
- <history>
- TIME--The Weekly Newsmagazine--1994
- Dec. 19, 1994 Uncle Scrooge
- </history>
- <article>
- <source>Time Magazine</source>
- <hdr>
- TECHNOLOGY, Page 58
- Playing for Keeps
- </hdr>
- <body>
- <p> The fate of 3DO--and the course of the video-game
- industry--could be decided in the next few weeks
- </p>
- <p>By Philip Elmer-Dewitt
- </p>
- <p> Journalists who cover the computer and video-game business
- always look forward to the annual pre-Christmas visit from Trip
- Hawkins, chairman and founder of the upstart game-system company
- called 3DO. Hawkins is a rarity in the uptight game industry--a
- straight-shooting top executive who actually enjoys the products
- he sells. His press tours, first as chairman of Electronic Arts
- and then as front man for 3DO, usually combine a lively round
- of game playing and a dose of blunt talk about the
- business--shaded ever so slightly to set his own company apart.
- This year, however, there was no hiding the fact that Hawkins'
- firm is up against the wall--surrounded by enemies and running
- out of lives. "The price is right, and the software is in
- place," he says. "If the customers don't buy 3DO this year, they
- probably never will."
- </p>
- <p> The next few weeks are critical for Hawkins--and indeed
- the entire $5 billion video-game industry. Traditionally, the
- month of December is make-or-break time in the business--when
- millions of parents decide what to buy their game-playing
- vidkids, and when manufacturers rake in 35% to 40% of their
- annual revenue. But the situation is particularly dicey this
- year. The industry is in the middle of a delicate
- transition--from the so-called 16-bit technology at the heart
- of today's Sega and Nintendo machines to the next-generation
- game systems that can process data 32 or 64 bits at a time. It
- was during a similar transition that Atari collapsed in the
- early 1980s and, a few years later, Nintendo was eclipsed by
- Sega, in both cases by having miscalculated the cost of keeping
- up. Whether the industry continues along the path set by the
- Japanese giants, veers off in the direction pioneered by Hawkins
- or is displaced by something entirely new could be determined
- by what happens this month.
- </p>
- <p> The news, so far, is mixed. In the U.S. most video-game
- makers are having a miserable year. Specialty stores such as
- Babbages, Software ETC. and the Electronics Boutique report that
- sales of video-game software and hardware are down 15% to 30%
- from last year. At K-Mart and Toys "R" Us, games like Gauntlet
- and SolarStriker that used to sell for $30 or $40 are marked
- down to $9.99. The good news for Hawkins, however, is that
- America is no longer the center of the video-game business. The
- real action this year is in Japan, where parents are gearing up
- for Golden Days, the gift-giving holiday season. There it's a
- three-way race between Sega's Saturn, which hit the market in
- mid-November, Sony's PlayStation, which appeared 10 days later,
- and 3DO. That's why Hawkins is not ready to give up.
- </p>
- <p> When he announced two years ago that he was going build a
- game machine that was 50 times as powerful as Sega's or
- Nintendo's, Hawkins was greeted with the kind of fawning
- attention usually reserved for rock stars and conservative
- talk-show hosts. He was backed by some of the biggest names in
- entertainment--including Matsushita (Panasonic), AT& T, MCA and
- Time Warner. His initial public stock offering raised $26
- million even before the first machine was built. The hoopla
- subsided soon after the machine hit the market. The initial
- price tag--$799--was too high. The software was late. The games
- were derivative. Wall Street turned sour on the new machine, and
- last Christmas the video-game-playing public simply ignored it.
- </p>
- <p> Hawkins has been scrambling ever since. He cut the price
- twice, once in February to $499 and again in September to $399,
- sweetening the deal for his hardware manufacturers by giving
- them a couple of shares of 3DO stock for every machine they
- sold. He hounded game developers to write more software and,
- when they didn't respond fast enough, started developing his
- own. When money ran short, he put up $12.5 million from his own
- savings.
- </p>
- <p> In the end 3DO was saved by the sheer marketing muscle of
- its Japanese manufacturing partner, Matsushita, which
- aggressively pushed 3DO machines through company-owned stores
- and sold roughly two boxes in Japan for every one in the U.S.
- Those sales bought Hawkins enough time to get the second
- generation of software in place, including some flashy new
- titles such as Road Rash and FIFA Soccer. He still doesn't have
- that killer application--a Mario Bros., say--that could turn it
- into a machine game players feel they have to own. But he's got
- a few months to find one before Sega and Sony--and possibly
- Nintendo--land in the U.S. with their next-generation systems.
- </p>
- <p> The wild card in all this is the flood of new games
- published on CD-ROMs for personal computers. Having languished
- on computer-store shelves for nearly a decade, CD-ROM's for
- Macintosh and IBM-compatible PCs are suddenly taking off. "Trip
- got blindsided by CD-ROMs," says John Taylor, an analyst at L.H.
- Alton, a San Francisco-based investment firm. "People who bought
- PCs for all sorts of reasons are saying, `I just spent $2,500
- for my multimedia computer. Why should I spend $400 on a
- dedicated game machine?' "
- </p>
- <p> Hawkins' strategy is to stay just ahead of his
- competitors--whether they are PCs, CD-ROMs or video-game
- systems. So his next project is a plug-in device called the M2
- that turns the 32-bit 3DO into a 64-bit system--yet still plays
- all the old software. That's if he makes it through Christmas.
- </p>
- </body>
- </article>
- </text>
-
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