ndiddy
5 hours ago
One of the most interesting things in this release IMO is the internal documents from Sega Channel management. For example, in this binder https://archive.gamehistory.org/item/ef6246e4-79be-4b02-b262... there's a bunch of research documents trying to figure out how to turn the service around after it began underperforming their expectations.
It seems like the main problem they ran into was that the service appealed mainly to the small minority of "heavy players" (who they defined as playing more than 14 hours per week). Their original projections were that they could target cable subscribers who own Genesis systems and play games more than 4 hours a week, but they found that most people who weren't gaming fanatics preferred to own a few games and rent games as needed rather than subscribe to Sega Channel.
The other big problem they ran into was parental resistance. A large amount of parents they talked to viewed Sega Channel as an "open tap" that would increase their child's time spent playing games. An ongoing subscription also was only a one-time "give" from the parent to the child, whereas buying/renting games was one "give" per occasion, which was more psychologically attractive to the parents.
zorked
4 hours ago
The document includes musings about a PC version of Sega Channel. So, kind of like Steam, but in 1996.
reactordev
4 hours ago
It was impossible to compete with blockbuster at the time. They had walls of games to rent and rent we did.