Before Google's Console Debut: Remembering Sega's MegaNet and Sega Channel

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michaelmikado

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#1  Edited By michaelmikado
Member since 2019 • 406 Posts

Before Google's console debut I would like to take a moment to remember one of the lesser known but possibly more influential online gaming services. MegaNet and Sega Channel.

https://en.wikipedia.org/wiki/Sega_Meganet

Sega Meganet, also known as the Net Work System, was an online service for the Mega Drive in Japan and later Brazil. Utilizing dial-up Internet access, Meganet was Sega's first onlinemultiplayer gaming service, and functioned on a pay to play basis. The system functioned through the use of a peripheral called the Mega Modem and offered several unique titles that could be downloaded, and a few could be played competitively with friends. In addition, it shared technology and equipment with more serious services such as the Mega Anser, used for banking purposes. Though the system was announced for North America under the rebranded name "Tele-Genesis", it was never released for that region. Ultimately, the Meganet service would be short-lived, lasting approximately a year before it was discontinued, but would serve as a precursor to the Sega Channel and XBAND services, as well as a predecessor to online gaming services for video game consoles. Retrospective feedback praises the attempt by Sega to introduce online gaming, but criticizes the service for its logistical issues and lack of titles.

Reception and legacy

Retrospective feedback on the Sega Meganet service is mixed, praising the early initiative to develop online gaming for video consoles, but criticizing its implementation via use of telephone lines and issues with Sega's lack of developers for the service. Adam Redsell of IGN commented on the basic features of the service, and despite noting that Meganet received only a few games, stated "[T]hat's pretty damn impressive for 1990". He also notes the influence of Sega in the development of online gaming, with the Meganet service as their first attempt, and credits the Meganet's successor, Sega Channel, with helping to spread broadband Internet.[1]

https://en.wikipedia.org/wiki/Sega_Channel

Sega Channel was an online game service developed by Sega for the Genesisvideo game console, serving as a content delivery system. Launching in December 1994, Sega Channel was provided to the public by TCI and Time Warner Cable through cable television services by way of coaxial cable. It was a pay to play service, through which customers could access Genesis games online, play game demos, and get cheat codes. Lasting until July 31, 1998, Sega Channel operated three years after the release of Sega's next generation console, the Sega Saturn. Though criticized for its poorly timed launch and high subscription fee, Sega Channel has been praised for its innovations in downloadable content and impact on online services for video games.

Reception and legacy[edit]

During its lifetime, Sega Channel won one of Popular Science's "Best of What's New" award for the year 1994. Likewise, in August 1995, a survey conducted by Sports Illustrated found that children between 9 and 13 years old were five times more likely to subscribe to Sega Channel than to purchase a Sega Saturn or the upcoming Nintendo 64 or PlayStation.[6] The service would go on to garner as many as 250,000 subscribers;[11] however, Sega had anticipated having over one million subscribers by the end of its first year, and had made the service available to over 20 million households.[6]

Retrospective reception of Sega Channel praises its innovation and role in the development of online gaming, but criticizes its high subscription fees and timing into the market.IGN writer Adam Redsell notes how Sega Channel caused many cable companies to clean their broadcast signal and its role in the development of high-speed internet, stating "...the very fact that you’re enjoying broadband internet right now could well be thanks to SEGA."[11] Levi Buchanan, also writing for IGN, credits Sega Channel with its role in the development of modern gaming and content delivery services, such as Xbox Live Arcade and PlayStation Network, stating "SEGA and the entire industry learned important lessons from the SEGA Channel. SEGA was still committed to the idea of downloads and online, as evidenced by the Dreamcast's SegaNet... You can also see the DNA of early services like the SEGA Channel in modern portals like XBLA and PSN, where demos are now a staple."[7] The staff of UGO Networks also credits Sega Channel with being an important step in the development of both services.[17]

Ken Horowitz of Sega-16 criticizes Sega's poor timing of the launch of Sega Channel and the subscription's high price. According to Horowitz, "Who would spend $13 a month to play games for a dying system? This horrendous blunder (one of many by Sega Enterprises) caused retailers to dump their inventory of systems, thereby sealing the fate of the Sega Channel once and for all."[6] Buchanan echoes the same sentiments, stating, "Perhaps if the SEGA Channel had been released earlier in the console's lifecycle—the Genesis launched in 1989 in America—things might have turned out differently. After all, the service did gain notice for its advancement of gaming and technology."[7] UGO also notes the potential Sega Channel could have had with some more development time in the field of competitive multiplayer, stating, "If the Sega Channel had come a little earlier in the life of the Genesis it would have seen much more exposure, and maybe online play would have been feasible for games that could have been developed directly for the service."[17]

Favorite Quote:

Ken Horowitz of Sega-16 criticizes Sega's poor timing of the launch of Sega Channel and the subscription's high price. According to Horowitz, "Who would spend $13 a month to play games for a dying system? This horrendous blunder (one of many by Sega Enterprises) caused retailers to dump their inventory of systems, thereby sealing the fate of the Sega Channel once and for all."

-Gamers haven't changed at all in 25 years LOL

Honorable mentions go to:

GameTap

Phantom Console (Vaporware)

Xbox Live

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Jag85

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#2 Jag85
Member since 2005 • 19544 Posts

It's safe to say that Sega has done more than any other company to introduce online gaming to consoles. They've been at it since the Mega Drive, and again on the Saturn, until they finally made a breakthrough with SegaNet on the Dreamcast, laying the groundwork for online gaming services on consoles.

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michaelmikado

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#3 michaelmikado
Member since 2019 • 406 Posts

@Jag85 said:

It's safe to say that Sega has done more than any other company to introduce online gaming to consoles. They've been at it since the Mega Drive, and again on the Saturn, until they finally made a breakthrough with SegaNet on the Dreamcast, laying the groundwork for online gaming services on consoles.

OMG yes! They were also a huge supporter of GameTap and looks like they are set to go all in on the new Google console. Sega was truly ahead of its time in embracing internet services and many argue that their efforts help the US in particular enjoy the current broadband services it has now.

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Raining51

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#4 Raining51
Member since 2016 • 1162 Posts

I don't remember this at all unfortunately I guess.