WEBVTT - Rerun: The Tragedy of 3DO

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<v Speaker 1>Welcome to tex Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tex Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio,

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<v Speaker 1>and how the tech are you. I'm still on vacation myself,

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<v Speaker 1>so it's time for a rerun. This episode originally published

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<v Speaker 1>on October. It is titled The Tragedy of Three d Oh. Yeah.

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<v Speaker 1>This was a fun one to cover because I do

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<v Speaker 1>enjoy video games quite a bit, and three d Oh

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<v Speaker 1>was one of those systems I was always curious about

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<v Speaker 1>and never well, frankly, I never had the cash on

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<v Speaker 1>me at the time to be able to buy something

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<v Speaker 1>like that. But yeah, let's sit back and listen. Back

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<v Speaker 1>in three a new video game console created by the

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<v Speaker 1>founder of Electronic Arts launched and US Three years later,

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<v Speaker 1>that console would be discontinued and essentially taken off the market.

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<v Speaker 1>It was a massive failure. The company that made the

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<v Speaker 1>console would stick around a little longer, ultimately closing up

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<v Speaker 1>shop in two thousand three. This is the story of

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<v Speaker 1>the three d O Company and the console that wasn't

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<v Speaker 1>meant to be. Now, for this episode, we're going to

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<v Speaker 1>focus a lot early on at some prehistoric, at least

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<v Speaker 1>in terms of three d OH information, because I think

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<v Speaker 1>it's helpful to get an understanding of the man who

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<v Speaker 1>championed the idea of the three D O, to kind

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<v Speaker 1>of see where he was coming from, what his thought

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<v Speaker 1>process was. If I just focused on the console or

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<v Speaker 1>even the company all by itself, it would be kind

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<v Speaker 1>of unusual, strange. You wouldn't understand why anyone would make

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<v Speaker 1>these decisions. So it's helpful to have the background. Also,

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<v Speaker 1>I just think it's kind of an interesting story with

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<v Speaker 1>lots of ups and downs. And that story begins with

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<v Speaker 1>William M. Hawkins the third a k a. Trip Hawkins.

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<v Speaker 1>He was born in nineteen fifty four. He grew up

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<v Speaker 1>in California, and his mother, Dr. Helen Hawkins, was a

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<v Speaker 1>producer and host at a California public broadcast station. She

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<v Speaker 1>was also a prominent feminist and a publications director, very

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<v Speaker 1>much a influential woman. And his father, William Hawkins Jr.

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<v Speaker 1>Had earned a degree in physics before becoming a sales

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<v Speaker 1>and marketing executive for various companies in California, primarily those

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<v Speaker 1>in the tech sector. In the late fifties and then

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<v Speaker 1>into the sixties. Trips father would take a job with

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<v Speaker 1>a company called Spectral Dynamics Corporation, which employed another person

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<v Speaker 1>who will be an important figure early on for the

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<v Speaker 1>young Trip, that being a man named Lane Hawk. But

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<v Speaker 1>we'll get back to him. So, as a kid, Trip

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<v Speaker 1>loved games, not just playing them, but kind of learning

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<v Speaker 1>how they worked, right, What were the mechanics behind the games,

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<v Speaker 1>What was the theory behind the games? What led to

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<v Speaker 1>making a game a fun playing experience? You know, it's

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<v Speaker 1>not easy to develop an actual game that is rewarding,

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<v Speaker 1>that balances everything out, and he was really interested in

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<v Speaker 1>that model. And when in high school, he would attempt

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<v Speaker 1>to make his own version of various types of games.

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<v Speaker 1>Like he would take inspiration from games that existed that

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<v Speaker 1>he enjoyed and try to make his own. He was

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<v Speaker 1>particularly interested in games that simulated sports. He himself loved sports,

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<v Speaker 1>and so these games kind of gave him an outlet

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<v Speaker 1>to kind of imagine himself being part of, like a

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<v Speaker 1>top class athletic team. According to later interviews, Hawkins enjoyed

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<v Speaker 1>board games but saw that many of his friends preferred

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<v Speaker 1>to spend their spare time watching stuff on television, and

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<v Speaker 1>during a visit to the home of his father's coworker

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<v Speaker 1>that the aforementioned Lane Hawk. He saw something that would

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<v Speaker 1>spark his imagination for a future industry. So Lane was

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<v Speaker 1>fascinated with games as well, just like young Trip Hawkins.

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<v Speaker 1>And he was also really into computer systems, which at

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<v Speaker 1>the time were not a consumer product. This is the

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<v Speaker 1>early seventies. This was even before there were hobbyist kits

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<v Speaker 1>to purchase. Lane had spent a lot of money, like

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<v Speaker 1>more than five grand, which in the nineteen seventies wasn't

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<v Speaker 1>even more princely some than we would think of today,

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<v Speaker 1>And five thousand dollars is a lot of money, but

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<v Speaker 1>he spent that to buy what today would be an

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<v Speaker 1>incredibly primitive mini computer. But at the time it was well,

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<v Speaker 1>it was kind of showing its age at the time,

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<v Speaker 1>but it was at one point state of the art.

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<v Speaker 1>It was called the PDP eight. Now, when this computer

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<v Speaker 1>first debuted in the nineteen sixties, when it really was

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<v Speaker 1>you know, cutting edge type of technology, it costs a

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<v Speaker 1>whopping eighteen thousand, five hundred dollars, but this was well

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<v Speaker 1>beyond the heyday of the PDP eight. And it was

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<v Speaker 1>also a really big computer. It was like the size

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<v Speaker 1>of like a cabinet like a wardrobe or a small refrigerator.

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<v Speaker 1>It was a twelve bit machine, meaning it could handle

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<v Speaker 1>a range of integers from zero to four thousand ninety five,

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<v Speaker 1>or you could do from negative two thousand forty eight

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<v Speaker 1>to two thousand forty seven. Zero would be taking up

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<v Speaker 1>that pesky spot in the middle. And programming for the

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<v Speaker 1>machine was, from what I understand anyway, not intuitive. It

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<v Speaker 1>was not an easy thing to program for. But Lane

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<v Speaker 1>wanted something that he could kind of work on in

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<v Speaker 1>his spare time to putter around with. It was almost

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<v Speaker 1>like a project car for someone who's a gear head.

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<v Speaker 1>For Lane, it was a PDP eight and he hooked

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<v Speaker 1>up this computer to a teletype printer. There was no display.

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<v Speaker 1>There was no monitor for the PDP eight, so you couldn't,

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<v Speaker 1>you know, look at a screen and see what you

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<v Speaker 1>were working on. And instead you used a teletype printer

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<v Speaker 1>and the printer would print out the information that you

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<v Speaker 1>were working on with the computer. You would read it,

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<v Speaker 1>you would make changes, it would print on a new page.

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<v Speaker 1>It's a pretty painstaking process. Well, Lane created a game

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<v Speaker 1>he called MoU m oo, as in what cows say.

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<v Speaker 1>At least in the United States, and the game was

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<v Speaker 1>pretty simple. The game would generate a four digit number

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<v Speaker 1>and it would keep that number secret. So the game

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<v Speaker 1>has a four digit number, and it was your job

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<v Speaker 1>as the player to figure out what that four digit

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<v Speaker 1>number was, and you would submit your own guests. You

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<v Speaker 1>would put in a four digit number, and the computer

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<v Speaker 1>would tell you how many digits, if any, you got right,

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<v Speaker 1>and whether or not any of those digits were in

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<v Speaker 1>the right place. So let's say that the secret number

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<v Speaker 1>the computer comes up with is eight to nine five,

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<v Speaker 1>and my guess is one five nine three. The system

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<v Speaker 1>would tell me I got one correct digit in the

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<v Speaker 1>right location because I got the nine correct and it's

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<v Speaker 1>in the right spot. And I got a second digit correct,

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<v Speaker 1>but it's not in the right spot. My five is

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<v Speaker 1>in the wrong position of that four digit number. So

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<v Speaker 1>it's similar to a board game that would come out

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<v Speaker 1>a little later called Mastermind. That one uses colors, not numbers,

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<v Speaker 1>but it's a similar idea. Now, move did this using

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<v Speaker 1>moves and cows. A cow would indicate that you had

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<v Speaker 1>the right digit, but it was in the wrong place.

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<v Speaker 1>A move would indicate that you had a right digit,

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<v Speaker 1>but and it was in the right place, but you

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<v Speaker 1>wouldn't be told which one was which right. You wouldn't

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<v Speaker 1>be told which of the digits was the correct one.

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<v Speaker 1>You would just know, Oh, I've got, you know, two

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<v Speaker 1>moves and a cow, and then my fourth digit is wrong.

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<v Speaker 1>So I've got to start changing this out and narrowing

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<v Speaker 1>down what that four digit number could possibly be. And

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<v Speaker 1>I assume you had to do it in a certain

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<v Speaker 1>number of turns, But none of my research found anything

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<v Speaker 1>about that. But for our story, the important part is

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<v Speaker 1>when Trip Hawkins saw Lanes set up, something must have

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<v Speaker 1>switched on in Trip's brain. He saw the potential for

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<v Speaker 1>computers to bring together the world's of television and board games.

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<v Speaker 1>He imagined a world where one day people could play

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<v Speaker 1>games on computers with displays, and that's what he wanted

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<v Speaker 1>to do. He wanted to make games for computers. There

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<v Speaker 1>was no real way to do that at that time.

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<v Speaker 1>There was no way for the average consumer to even

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<v Speaker 1>get hold of a computer at that stage, but Hawkins

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<v Speaker 1>was certain this is where things were going to go,

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<v Speaker 1>and Lane Hawk would go on to develop some early

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<v Speaker 1>arcade games, but that's a story for another time. According

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<v Speaker 1>to Trip Hawkins himself, around nineteen seventy five, he laid

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<v Speaker 1>out a long term plan that would lead towards the

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<v Speaker 1>founding of a computer game company by the year nineteen

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<v Speaker 1>eighty two, but he had a lot of challenges to

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<v Speaker 1>overcome to actually make that happen. Now, he applied and

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<v Speaker 1>was accepted at Harvard, and he was a student there

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<v Speaker 1>in the early nineteen seventies, and he wanted to work

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<v Speaker 1>in an industry that just didn't exist yet, and that

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<v Speaker 1>also meant he faced a lot of challenges when it

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<v Speaker 1>came to his studies. It's not like there were degrees

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<v Speaker 1>and what he wanted to do, because the thing he

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<v Speaker 1>wanted to do wasn't a thing yet. So he started

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<v Speaker 1>to kind of put together his studies in a piecemeal fashion,

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<v Speaker 1>you know, taking classes and computer science and programming and

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<v Speaker 1>related topics. And at the end of his stay at Harvard,

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<v Speaker 1>he hadn't just earned a degree, he had essentially invented

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<v Speaker 1>a degree in applied game theory and design. Hawkins then

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<v Speaker 1>went on to pursue postgraduate work at Stanford, where he

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<v Speaker 1>earned an NBA in nineteen seventy eight. By this time,

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<v Speaker 1>technology was slowly starting to build the foundation that Hawkins

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<v Speaker 1>would need to pursue his dream of creating a video

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<v Speaker 1>game company. UH. The twenty hundred he debuted the year

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<v Speaker 1>before he got his m b A, and that took

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<v Speaker 1>a leading position in the new field of home video

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<v Speaker 1>game consoles. That same year, nineteen seventy seven, Apple would

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<v Speaker 1>unveil the Apple to computer, which was the first personal

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<v Speaker 1>computer from Apple that took aim beyond the relatively small

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<v Speaker 1>harp hobbyist market. The original Apple computer was a kit uh.

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<v Speaker 1>You might even see pictures of old Apple one computers

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<v Speaker 1>in wooden cabinets. That's the original Apple. But the Apple

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<v Speaker 1>two was the first real consumer personal computer, and it

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<v Speaker 1>was still too soon for Hawkins to really pursue his

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<v Speaker 1>plans to make a video game company. In addition, while

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<v Speaker 1>in college, Hawkins had made, marketed, and sold his own

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<v Speaker 1>board game after taking a loan from his father. His

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<v Speaker 1>father loaned him the princely some of five thousand dollars,

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<v Speaker 1>which again that's a lot of money. And people liked

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<v Speaker 1>the game that Hawkins made, but there weren't enough people

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<v Speaker 1>who actually bought it to make it a success. It

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<v Speaker 1>was a failure, and that failure, I think convinced Hawkins

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<v Speaker 1>that he really needed to be methodical and patient before

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<v Speaker 1>launching his business. It would be a bad idea to

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<v Speaker 1>rush into things. He had already seen what you know,

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<v Speaker 1>a misstep could do. It could be a very expensive mistake.

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<v Speaker 1>So Hawkins would conduct the first complete study of the

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<v Speaker 1>personal computer market in nine that's back when it was

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<v Speaker 1>a very young field. There were a lot of different

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<v Speaker 1>computers out there. The Apples, the trs a D or

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<v Speaker 1>trash a D computer, the you know, the Tan Indie,

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<v Speaker 1>the Commodore sixty four. Those were coming out around this time,

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<v Speaker 1>some of them a little later, and he started to

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<v Speaker 1>get a feel for where things were headed and how

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<v Speaker 1>he might best be able to take part in a

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<v Speaker 1>technological revolution. While in school, he attended a computer fair

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<v Speaker 1>and he actually saw the Apple two debut in person.

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<v Speaker 1>He was at that computer fair and he decided that

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<v Speaker 1>he would apply to work for a computer company upon graduating,

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<v Speaker 1>and he did. He applied to a lot of different

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<v Speaker 1>places and the one that gave him an offer that

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<v Speaker 1>he accepted was Apple. The company was happy to bring

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<v Speaker 1>him on board. He was the first MBA in the company,

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<v Speaker 1>which he joking Lee said, is always a scary thing.

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<v Speaker 1>You never want to be the first m B a

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<v Speaker 1>in a company, but he joined when there were somewhere

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<v Speaker 1>between twenty five and fifty people working. Their sources don't

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<v Speaker 1>fully agree on this, which is often the case when

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<v Speaker 1>I researched stuff in computer history. The Hawk himself has

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<v Speaker 1>said there were about fifty employees. However, twenty five of

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<v Speaker 1>them were primarily responsible for physically assembling the computers. So

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<v Speaker 1>maybe really the sources kind of agree. It's just that

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<v Speaker 1>some of the sources ignore the assembly line workers and

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<v Speaker 1>only focus on the you know, the Apple management and officers.

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<v Speaker 1>That seems a bit elitist to me, but maybe that's

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<v Speaker 1>what's going on anyway. This was right as the Apple

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<v Speaker 1>two started to get some traction. As one of the

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<v Speaker 1>earliest successful personal computers that was available on the market.

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<v Speaker 1>At Apple, Hawkins would gain a lot of real world

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<v Speaker 1>experience while taking on an increasing amount of responsibility. He

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<v Speaker 1>helped guide Apple's efforts to getting computers into workplaces, and

0:13:44.600 --> 0:13:49.080
<v Speaker 1>he encouraged the development of various productivity applications like spreadsheet programs.

0:13:49.080 --> 0:13:52.400
<v Speaker 1>Hawkins has said, quote, I didn't invent the spreadsheet, but

0:13:52.480 --> 0:13:55.840
<v Speaker 1>I did bring the first spreadsheet apps into Apple end quote.

0:13:56.320 --> 0:13:59.200
<v Speaker 1>This would allow Apple to compete in markets where previously

0:13:59.240 --> 0:14:02.559
<v Speaker 1>IBM was real the king of the castle. Four years

0:14:02.760 --> 0:14:06.840
<v Speaker 1>after joining Apple, Trip Hawkins was the director of Strategy

0:14:06.880 --> 0:14:09.280
<v Speaker 1>and Marketing, which, you know, that's a heck of an

0:14:09.280 --> 0:14:12.720
<v Speaker 1>achievement to go to a director level position within four years,

0:14:12.800 --> 0:14:15.719
<v Speaker 1>even if you and you know take into account the

0:14:15.720 --> 0:14:18.400
<v Speaker 1>fact that the office staff had really only numbered twenty

0:14:18.400 --> 0:14:21.440
<v Speaker 1>five employees when he joined the company, and Apple had

0:14:21.480 --> 0:14:25.120
<v Speaker 1>just held its initial public offering and that ended up

0:14:25.160 --> 0:14:30.600
<v Speaker 1>making Hawkins a pretty healthy amount of cash. But this

0:14:30.720 --> 0:14:34.000
<v Speaker 1>means that we were just getting up to two And

0:14:34.040 --> 0:14:36.440
<v Speaker 1>if you remember what I said a little earlier in

0:14:36.440 --> 0:14:40.720
<v Speaker 1>this episode, that was the year that Hawkins had predicted

0:14:40.760 --> 0:14:45.120
<v Speaker 1>way back in that he would launch a computer game company,

0:14:45.200 --> 0:14:48.240
<v Speaker 1>or at least that's what his plan had called for,

0:14:48.680 --> 0:14:52.560
<v Speaker 1>and other computer game companies were already getting off the

0:14:52.680 --> 0:14:56.120
<v Speaker 1>ground around this time. At home video game consoles like

0:14:56.160 --> 0:15:02.080
<v Speaker 1>the Atred had spawned numerous game develop companies. Hawkins made

0:15:02.120 --> 0:15:05.320
<v Speaker 1>his move to follow through on his plan that his

0:15:05.440 --> 0:15:09.200
<v Speaker 1>younger self had created, and he left Apple to found

0:15:09.520 --> 0:15:13.080
<v Speaker 1>his computer game company, now Trip. Hawkins says that at

0:15:13.120 --> 0:15:16.840
<v Speaker 1>the time he thought video game developers were on the

0:15:16.840 --> 0:15:22.680
<v Speaker 1>whole not treated so well. They were frequently treated like

0:15:22.920 --> 0:15:27.280
<v Speaker 1>cheap contract labor on a game by game basis, and

0:15:27.360 --> 0:15:30.160
<v Speaker 1>Hawkins aim to create a company that would turn that

0:15:30.480 --> 0:15:34.240
<v Speaker 1>on its head, and that was the birth of Electronic Arts,

0:15:34.640 --> 0:15:37.400
<v Speaker 1>better known today as e A. And it was back

0:15:37.440 --> 0:15:42.120
<v Speaker 1>in two When we come back, we'll give a super

0:15:42.200 --> 0:15:46.440
<v Speaker 1>high level overview of hawkins vision of e A and

0:15:46.600 --> 0:15:50.600
<v Speaker 1>how that would lead him to found another company, the

0:15:50.640 --> 0:16:01.760
<v Speaker 1>three D O Company. But first let's take a quick break. Today,

0:16:02.040 --> 0:16:04.960
<v Speaker 1>the name e A has I guess it's fair to

0:16:04.960 --> 0:16:07.760
<v Speaker 1>say a little bit of baggage along with it. The

0:16:07.800 --> 0:16:11.520
<v Speaker 1>company has a reputation for doing some stuff that rubs

0:16:11.560 --> 0:16:14.800
<v Speaker 1>gamers the wrong way, the big one being that it

0:16:14.880 --> 0:16:18.080
<v Speaker 1>has a history of scooping up smaller video game developers

0:16:18.520 --> 0:16:23.680
<v Speaker 1>and then kind of sapping the intellectual property those video

0:16:23.680 --> 0:16:28.240
<v Speaker 1>game developers had created and just draining it dry and

0:16:28.320 --> 0:16:31.840
<v Speaker 1>having the developers languish a bit before shutting them down.

0:16:32.520 --> 0:16:35.360
<v Speaker 1>E A has done this to companies like Origin, which

0:16:35.400 --> 0:16:40.680
<v Speaker 1>made The Wing Commander and Ultimate Series, Maxis, Pandemic bul

0:16:40.800 --> 0:16:44.760
<v Speaker 1>Rug Studios. The list is long. In two thousand twelve,

0:16:45.200 --> 0:16:48.680
<v Speaker 1>e A even made headlines for a really not super

0:16:48.720 --> 0:16:52.440
<v Speaker 1>awesome reason. It was voted the worst company in the

0:16:52.680 --> 0:16:58.200
<v Speaker 1>entire United States, but back in two it was a

0:16:58.360 --> 0:17:02.520
<v Speaker 1>very different company. Hawkins said that he funded e A

0:17:02.720 --> 0:17:05.520
<v Speaker 1>out of his own pocket for the first six months,

0:17:06.040 --> 0:17:09.280
<v Speaker 1>and at the very beginning he was the only employee

0:17:09.760 --> 0:17:12.280
<v Speaker 1>and he was working out of his home until he

0:17:12.320 --> 0:17:15.320
<v Speaker 1>was able to secure some office space in California, and

0:17:15.359 --> 0:17:18.359
<v Speaker 1>then he started to hire on employees, and it was

0:17:18.440 --> 0:17:21.320
<v Speaker 1>only in October, months after he had started. He got

0:17:21.320 --> 0:17:23.679
<v Speaker 1>started in the spring of nineteen eight two. So the

0:17:23.680 --> 0:17:28.120
<v Speaker 1>following night two he got together with his twelve employees.

0:17:29.000 --> 0:17:31.520
<v Speaker 1>This is starting to sound a little biblical, and together

0:17:31.560 --> 0:17:35.800
<v Speaker 1>they brainstormed up the name of the company, Electronic Arts.

0:17:35.800 --> 0:17:39.240
<v Speaker 1>And Hawkins had really wanted to stress that games can

0:17:39.280 --> 0:17:42.960
<v Speaker 1>be a form of art and that video game developers

0:17:43.000 --> 0:17:46.200
<v Speaker 1>are artists and they should be recognized as such, and

0:17:46.359 --> 0:17:51.520
<v Speaker 1>Electronic Arts was born. E A's early identity centered around

0:17:51.680 --> 0:17:55.480
<v Speaker 1>compensating and crediting game developers above and beyond what the

0:17:55.520 --> 0:17:59.160
<v Speaker 1>competition offered. You know, like most video games at the time,

0:17:59.680 --> 0:18:02.200
<v Speaker 1>you had no idea who worked on that game. If

0:18:02.240 --> 0:18:06.600
<v Speaker 1>you found out, it was only because some industry magazine

0:18:06.720 --> 0:18:09.560
<v Speaker 1>wrote up an article about the person. Chances are you

0:18:09.640 --> 0:18:12.639
<v Speaker 1>just knew which titles went with which companies if you

0:18:12.680 --> 0:18:16.159
<v Speaker 1>were even paying that close attention. Hawkins wanted to change that.

0:18:16.280 --> 0:18:20.320
<v Speaker 1>He wanted to say, no, you will start to recognize

0:18:20.320 --> 0:18:24.240
<v Speaker 1>the work of specific video game developers, and the ones

0:18:24.320 --> 0:18:26.840
<v Speaker 1>that make the stuff you like, you'll know to keep

0:18:26.960 --> 0:18:30.200
<v Speaker 1>getting their stuff. That was the idea, and the company

0:18:30.280 --> 0:18:33.520
<v Speaker 1>launched early titles like Mule m u l E. It

0:18:33.680 --> 0:18:36.919
<v Speaker 1>was a combat simulation game, and our Con, which was

0:18:37.000 --> 0:18:41.040
<v Speaker 1>one of my favorite early computer games. It was a

0:18:41.119 --> 0:18:45.159
<v Speaker 1>chess like game in which players would control pieces that

0:18:45.200 --> 0:18:49.160
<v Speaker 1>represented different sort of magical and mythological creatures and characters,

0:18:49.720 --> 0:18:51.919
<v Speaker 1>and you were trying to take control of a board

0:18:52.080 --> 0:18:57.480
<v Speaker 1>by controlling the space occupied by your opponent. So you

0:18:57.520 --> 0:19:01.280
<v Speaker 1>can move a piece into an opponent's square, and that

0:19:01.320 --> 0:19:06.480
<v Speaker 1>would initiate an arcade style duel where you would try

0:19:06.560 --> 0:19:10.960
<v Speaker 1>to beat the other player or your computer opponent in

0:19:11.000 --> 0:19:14.439
<v Speaker 1>a little arcade style game, a little shootout, and different

0:19:14.440 --> 0:19:16.919
<v Speaker 1>pieces had different abilities. Some of them were super fast

0:19:17.000 --> 0:19:20.320
<v Speaker 1>but not very powerful, some shot very powerful beams but

0:19:20.440 --> 0:19:23.280
<v Speaker 1>moved slowly, and so on. Anyway, I'm getting off track,

0:19:23.359 --> 0:19:25.560
<v Speaker 1>but it was a great game. It's again one of

0:19:25.560 --> 0:19:28.679
<v Speaker 1>my favorites. Any ar Con fans out there, give it

0:19:28.720 --> 0:19:31.439
<v Speaker 1>a shout out, because, man, that was one of my

0:19:31.560 --> 0:19:36.680
<v Speaker 1>favorite early computer games. Hawkins, however, his favorite games were

0:19:36.720 --> 0:19:40.479
<v Speaker 1>still sports titles. One early e A sports game was

0:19:40.640 --> 0:19:44.240
<v Speaker 1>Dr J and Larry Bird Go One on One, which,

0:19:44.280 --> 0:19:46.520
<v Speaker 1>if you're not you know, up on the sports ball,

0:19:46.840 --> 0:19:50.040
<v Speaker 1>it's a basketball game. Uh you know. Dr J and

0:19:50.160 --> 0:19:55.119
<v Speaker 1>Larry Bird both famous basketball players, amazing basketball players, and

0:19:55.200 --> 0:19:58.440
<v Speaker 1>Hawkins himself designed the game, or at least was very

0:19:58.440 --> 0:20:01.399
<v Speaker 1>heavily involved in the design of the game, and he

0:20:01.560 --> 0:20:05.640
<v Speaker 1>also brought both of the basketball stars into the design

0:20:05.760 --> 0:20:08.760
<v Speaker 1>phase and the marketing of the title, and that gave

0:20:08.800 --> 0:20:11.520
<v Speaker 1>it some prestige in the market to actually, you know,

0:20:11.600 --> 0:20:16.119
<v Speaker 1>attach real world athletes to this video game title. And

0:20:16.119 --> 0:20:18.520
<v Speaker 1>if you know your video game history, you also know

0:20:19.040 --> 0:20:22.080
<v Speaker 1>that this early period of e A coincided with a

0:20:22.240 --> 0:20:28.600
<v Speaker 1>catastrophic market event around the home video game market began

0:20:28.680 --> 0:20:32.800
<v Speaker 1>to wobble and by it was in the shambles. And

0:20:32.840 --> 0:20:35.960
<v Speaker 1>I've done full episodes about the video game crash of

0:20:36.040 --> 0:20:39.760
<v Speaker 1>eight three, but the short version is that there were

0:20:39.760 --> 0:20:43.600
<v Speaker 1>a confluence of problems from a flood of bad games

0:20:43.600 --> 0:20:46.959
<v Speaker 1>by fly by Night developers. There were a series of

0:20:47.040 --> 0:20:51.359
<v Speaker 1>terrible business decisions at multiple companies. There was the overproduction

0:20:51.480 --> 0:20:56.280
<v Speaker 1>of titles that meant that the once lucrative industry imploded.

0:20:56.520 --> 0:21:01.760
<v Speaker 1>Then there are other elements to like licensing popular games

0:21:01.920 --> 0:21:07.359
<v Speaker 1>or or entertainment franchises that ended up being a cost

0:21:07.400 --> 0:21:10.080
<v Speaker 1>that you could never recoup that kind of thing. There

0:21:10.080 --> 0:21:13.000
<v Speaker 1>are a lot of really bad decisions, and entire companies

0:21:13.040 --> 0:21:16.480
<v Speaker 1>disappeared within a year, and video games in general we're

0:21:16.520 --> 0:21:19.720
<v Speaker 1>seen as a failure, so much so that retailers didn't

0:21:19.720 --> 0:21:22.960
<v Speaker 1>want to carry video games or video game consoles. And

0:21:23.000 --> 0:21:27.200
<v Speaker 1>it was only by kind of pivoting toward computers that

0:21:27.520 --> 0:21:31.360
<v Speaker 1>companies related to the video game space could stay afloat.

0:21:31.840 --> 0:21:34.880
<v Speaker 1>And you know, e A had primarily been developing titles

0:21:34.920 --> 0:21:38.119
<v Speaker 1>for computers, but it wasn't immune to this problem either.

0:21:38.480 --> 0:21:41.639
<v Speaker 1>The company shifted a little bit in its initial strategy.

0:21:42.000 --> 0:21:44.720
<v Speaker 1>You know again that was originally to promote games by

0:21:44.800 --> 0:21:48.639
<v Speaker 1>associating those games with the designers who made them. But

0:21:48.760 --> 0:21:52.000
<v Speaker 1>now e A was focusing more on promoting specific game

0:21:52.040 --> 0:21:56.560
<v Speaker 1>titles and making franchises out of them, rather than saying, oh,

0:21:56.600 --> 0:21:59.280
<v Speaker 1>this is a game by so and so. The company

0:21:59.320 --> 0:22:03.439
<v Speaker 1>focused exclusively on developing games for various computer platforms like

0:22:03.520 --> 0:22:07.480
<v Speaker 1>the Apple computers you know, IBM PCs, the Commodore sixty four,

0:22:07.600 --> 0:22:11.679
<v Speaker 1>and others at that time. Then Nintendo came along and

0:22:11.760 --> 0:22:16.160
<v Speaker 1>managed to do what most analysts thought was impossible. Nintendo

0:22:16.240 --> 0:22:19.679
<v Speaker 1>was able to bring consoles back from the dead. The

0:22:19.800 --> 0:22:23.119
<v Speaker 1>Nintendo Entertainment System here in the United States, also known

0:22:23.160 --> 0:22:28.000
<v Speaker 1>as the Famicom, became a grand slam home run of

0:22:28.040 --> 0:22:30.480
<v Speaker 1>a hit. I thought I would use an analogy that

0:22:30.480 --> 0:22:34.040
<v Speaker 1>Trip Hawkins himself would probably appreciate, But it would take

0:22:34.080 --> 0:22:37.080
<v Speaker 1>many years for e A to start to develop games

0:22:37.080 --> 0:22:41.480
<v Speaker 1>for console systems in earnest because Hawkins was one he

0:22:41.560 --> 0:22:45.160
<v Speaker 1>was wary of consoles after the crash of three and two,

0:22:45.200 --> 0:22:46.919
<v Speaker 1>he was pretty sure the PC was going to be

0:22:46.960 --> 0:22:51.119
<v Speaker 1>the future of gaming. When Sega launched the Sega Genesis

0:22:51.440 --> 0:22:54.680
<v Speaker 1>a k a. The Mega Drive in nineteen eighty nine,

0:22:54.880 --> 0:22:57.440
<v Speaker 1>at least in North America, launched in different parts of

0:22:57.480 --> 0:23:00.680
<v Speaker 1>the world at different times. It launched in Japan and earlier,

0:23:00.760 --> 0:23:04.000
<v Speaker 1>for example. But Trip Hawkins would relent a bit and

0:23:04.040 --> 0:23:08.560
<v Speaker 1>negotiated a favorable but not perfect deal with Sega for

0:23:09.200 --> 0:23:12.439
<v Speaker 1>the E E free a tow to publish games on

0:23:12.800 --> 0:23:15.520
<v Speaker 1>Sega's console and at that point, e A would also

0:23:15.560 --> 0:23:19.040
<v Speaker 1>develop a few games for the Nintendo Entertainment System and

0:23:19.119 --> 0:23:21.960
<v Speaker 1>got a little bit out of that niche market of

0:23:22.000 --> 0:23:24.880
<v Speaker 1>just developing computer games. Now we get to a point

0:23:24.880 --> 0:23:26.879
<v Speaker 1>where we start to see where the three D O

0:23:27.040 --> 0:23:31.320
<v Speaker 1>Company idea starts to creep into hawkins mind. Now, to

0:23:31.400 --> 0:23:34.119
<v Speaker 1>understand why Hawkins would try to get into the console

0:23:34.240 --> 0:23:37.879
<v Speaker 1>market after he had kind of grown wary of it

0:23:37.880 --> 0:23:40.800
<v Speaker 1>after the Crash of three, you have to know a

0:23:40.840 --> 0:23:45.600
<v Speaker 1>bit about the relationship between video game developers and the

0:23:45.640 --> 0:23:49.959
<v Speaker 1>companies that actually manufacture the hardware that those games run on.

0:23:50.080 --> 0:23:53.639
<v Speaker 1>The main the console manufacturers. In other words, Sega in

0:23:53.640 --> 0:23:57.600
<v Speaker 1>particular was kind of a thorn in the industry side,

0:23:57.600 --> 0:24:02.600
<v Speaker 1>particularly for Trip Hawkins. Sega would insist on steep royalties.

0:24:02.840 --> 0:24:05.960
<v Speaker 1>Now that meant that game publishers would have to pay

0:24:06.040 --> 0:24:10.159
<v Speaker 1>a certain amount of money per games sold back to

0:24:10.520 --> 0:24:13.960
<v Speaker 1>Sega in order to have the games run on Sega machines.

0:24:14.320 --> 0:24:16.720
<v Speaker 1>So let's say that you, as a consumer, are going

0:24:16.720 --> 0:24:19.639
<v Speaker 1>out to buy an e A game for the Sega Genesis.

0:24:19.960 --> 0:24:22.560
<v Speaker 1>Who is getting paid, Well, it turns out a lot

0:24:22.640 --> 0:24:25.719
<v Speaker 1>of people are getting paid. First, there's the brick and

0:24:25.760 --> 0:24:28.520
<v Speaker 1>mortar store where you bought your game, because again this

0:24:28.680 --> 0:24:31.160
<v Speaker 1>is back in the late eighties, there's not really any

0:24:31.200 --> 0:24:35.520
<v Speaker 1>other opportunity. But those merchants in turn had to spend

0:24:35.600 --> 0:24:39.280
<v Speaker 1>money to get the stock to sell in the first place.

0:24:39.800 --> 0:24:43.240
<v Speaker 1>So they would buy their copies of the games that

0:24:43.280 --> 0:24:46.560
<v Speaker 1>they sell to consumers like you from e A or

0:24:46.720 --> 0:24:50.000
<v Speaker 1>from a video game distributor. But let's not get too complicated.

0:24:50.440 --> 0:24:53.600
<v Speaker 1>E A in turn would have to share a portion

0:24:54.000 --> 0:24:57.880
<v Speaker 1>of each of those sales two retailers. Back with Sega,

0:24:58.440 --> 0:25:03.720
<v Speaker 1>Sega demanded high royalties, so that meant a smaller percentage

0:25:03.720 --> 0:25:05.480
<v Speaker 1>of the money would go to e A. E A

0:25:05.560 --> 0:25:09.280
<v Speaker 1>would develop the games, but some of that money was

0:25:09.280 --> 0:25:12.040
<v Speaker 1>gonna go to Sega, not to e A. And Hawkins

0:25:12.040 --> 0:25:15.199
<v Speaker 1>felt that there was a big power imbalance there and

0:25:15.200 --> 0:25:17.720
<v Speaker 1>he wanted a way to address it. And he thought

0:25:18.240 --> 0:25:21.600
<v Speaker 1>if he could make a company that designed video game

0:25:21.640 --> 0:25:27.120
<v Speaker 1>systems and he didn't impose such high royalties on publishers,

0:25:27.720 --> 0:25:31.159
<v Speaker 1>then creators would have a greater degree of freedom and

0:25:31.720 --> 0:25:35.000
<v Speaker 1>a large incentive to develop games for that system, and

0:25:35.040 --> 0:25:37.960
<v Speaker 1>it would usher in a new era of amazing games.

0:25:38.400 --> 0:25:42.440
<v Speaker 1>This was keyed back into that artist's first mentality, and

0:25:43.000 --> 0:25:45.600
<v Speaker 1>let's face it a desire to keep more of the

0:25:45.640 --> 0:25:50.000
<v Speaker 1>revenue for the publisher, not send it off to, you know,

0:25:50.080 --> 0:25:52.720
<v Speaker 1>the console maker. The three D O model was to

0:25:52.760 --> 0:25:56.840
<v Speaker 1>impose a flat three dollar royalty rate per games sold,

0:25:57.119 --> 0:25:59.760
<v Speaker 1>which was much lower than the royalties that were being

0:25:59.760 --> 0:26:04.000
<v Speaker 1>in posed by Sega or Nintendo at the time. Hawkins

0:26:04.359 --> 0:26:08.359
<v Speaker 1>had a fairly radical idea. Now, the standard practice for

0:26:08.440 --> 0:26:12.800
<v Speaker 1>console hardware is for a single company like Nintendo or

0:26:12.880 --> 0:26:17.880
<v Speaker 1>Sega or Sony to design and manufacture the systems themselves.

0:26:17.920 --> 0:26:21.120
<v Speaker 1>These companies could have their own in house development studios,

0:26:21.760 --> 0:26:24.880
<v Speaker 1>but they would also negotiate deals with external video game

0:26:24.960 --> 0:26:29.080
<v Speaker 1>studios to publish titles on those consoles. And Hawkins wanted

0:26:29.119 --> 0:26:31.520
<v Speaker 1>to kind of turn that model on its head, and

0:26:31.600 --> 0:26:34.439
<v Speaker 1>his idea was to create a company that would design

0:26:34.560 --> 0:26:38.720
<v Speaker 1>the specs and architecture for a video game console, but

0:26:39.520 --> 0:26:43.200
<v Speaker 1>then that company would license out the design for other

0:26:43.280 --> 0:26:47.880
<v Speaker 1>manufacturers to actually make to fabricate those consoles. So if

0:26:47.880 --> 0:26:52.240
<v Speaker 1>you listen to my episode about ARM processors, you'll recognize

0:26:52.240 --> 0:26:55.960
<v Speaker 1>this model as ARM followed the same pathway. It's something

0:26:56.000 --> 0:26:58.960
<v Speaker 1>that in Vidio does with graphics cards, although in video

0:26:59.040 --> 0:27:02.320
<v Speaker 1>also will manufact acture cards in house. In addition to

0:27:02.480 --> 0:27:06.320
<v Speaker 1>licensing out the designs to other fabricators to focus on

0:27:06.359 --> 0:27:10.560
<v Speaker 1>three d O, Hawkins stepped down as the CEO of

0:27:10.600 --> 0:27:13.400
<v Speaker 1>e A, which would come back to haunt him later.

0:27:13.760 --> 0:27:15.920
<v Speaker 1>He would remain the chairman of the Board of Directors

0:27:15.960 --> 0:27:19.040
<v Speaker 1>for a while, but he would become the CEO of

0:27:19.200 --> 0:27:22.360
<v Speaker 1>three d O now and all these initialisms are really

0:27:22.400 --> 0:27:26.080
<v Speaker 1>wearing me out. Beyond the goal of creating a design

0:27:26.160 --> 0:27:29.119
<v Speaker 1>for a new console, there were a few other considerations

0:27:29.160 --> 0:27:31.920
<v Speaker 1>going into the three D O. But it helps if

0:27:31.960 --> 0:27:35.000
<v Speaker 1>we take a snapshot look of where the video game

0:27:35.040 --> 0:27:39.439
<v Speaker 1>console industry was in nine that was the year of

0:27:39.600 --> 0:27:42.080
<v Speaker 1>three d o's founding. So what was going on with

0:27:42.200 --> 0:27:46.440
<v Speaker 1>video game consoles in ninety one, Well, generally speaking, the

0:27:46.480 --> 0:27:50.720
<v Speaker 1>consoles of we're in what we would refer to as

0:27:50.800 --> 0:27:55.399
<v Speaker 1>the fourth generation of video game consoles. The first generation,

0:27:55.680 --> 0:27:59.040
<v Speaker 1>which started in the nineteen seventies, had largely been consoles

0:27:59.119 --> 0:28:03.240
<v Speaker 1>with games that were hardwired onto the systems, meaning you

0:28:03.280 --> 0:28:06.639
<v Speaker 1>couldn't switch out games or anything. The console would have

0:28:06.760 --> 0:28:11.040
<v Speaker 1>one or more games programmed on it and that was that.

0:28:11.040 --> 0:28:13.880
<v Speaker 1>That was what you were limited to. The second generation

0:28:13.920 --> 0:28:16.880
<v Speaker 1>of consoles is the one that had the atar twenty

0:28:16.920 --> 0:28:19.400
<v Speaker 1>shundred in it. That was part of the second generation.

0:28:20.080 --> 0:28:22.679
<v Speaker 1>This was the generation that was around during the crash

0:28:22.680 --> 0:28:25.520
<v Speaker 1>of nineteen eight three. A lot of these consoles had,

0:28:25.720 --> 0:28:28.200
<v Speaker 1>you know, cartridge based system so you could switch out

0:28:28.240 --> 0:28:31.720
<v Speaker 1>games and that kind of stuff. The third generation included

0:28:31.760 --> 0:28:35.679
<v Speaker 1>the Nintendo Entertainment System, the Sega Master System, and a

0:28:35.720 --> 0:28:39.560
<v Speaker 1>few other consoles. Now keep in mind, these generations aren't

0:28:39.720 --> 0:28:42.800
<v Speaker 1>like hard and fast with solid boundaries. It's not like,

0:28:43.280 --> 0:28:46.320
<v Speaker 1>you know, after seven you go from one generation to

0:28:46.360 --> 0:28:49.280
<v Speaker 1>the next. They're a little more fuzzy. But while Hawkins

0:28:49.320 --> 0:28:51.160
<v Speaker 1>was working on the design of the three d OH,

0:28:51.680 --> 0:28:54.760
<v Speaker 1>the leading consoles on the market included the Super Nintendo

0:28:54.880 --> 0:28:59.520
<v Speaker 1>Entertainment System, which came out in, the Sega Genesis, which

0:28:59.520 --> 0:29:04.000
<v Speaker 1>it act come out in, and the Turbo Graphics sixteen.

0:29:05.120 --> 0:29:09.320
<v Speaker 1>These were all fourth generation video game consoles. Uh. There

0:29:09.320 --> 0:29:11.160
<v Speaker 1>were others that were on the market as well, they

0:29:11.200 --> 0:29:13.960
<v Speaker 1>just weren't as popular. There was the Phillips c D

0:29:13.960 --> 0:29:17.800
<v Speaker 1>i UH, Sega would include the Sega c D as

0:29:17.840 --> 0:29:19.640
<v Speaker 1>a type of system, and there were a couple of

0:29:19.720 --> 0:29:22.760
<v Speaker 1>other systems that were on the horizon in nine one

0:29:22.800 --> 0:29:25.520
<v Speaker 1>when three d A was coming together. But while the

0:29:25.560 --> 0:29:28.080
<v Speaker 1>systems like the S and E S, the Genesis, and

0:29:28.200 --> 0:29:32.440
<v Speaker 1>the Base Turbo Graphics sixteen were all cartridge based games,

0:29:32.960 --> 0:29:35.920
<v Speaker 1>where the game is you know, hard coded onto the

0:29:36.000 --> 0:29:40.600
<v Speaker 1>circuit board of a video game cartridge. The future was

0:29:41.360 --> 0:29:46.280
<v Speaker 1>moving toward optical discs compact discs in the game space.

0:29:46.360 --> 0:29:48.920
<v Speaker 1>That was clearly where things were going, although some companies

0:29:49.200 --> 0:29:53.880
<v Speaker 1>cough Nintendo cough would resist that longer than others. Now

0:29:53.920 --> 0:29:57.000
<v Speaker 1>the standard of the time the fourth generation consoles was

0:29:57.040 --> 0:30:01.000
<v Speaker 1>for sixteen bit graphics with processors that ranged on the

0:30:01.040 --> 0:30:04.760
<v Speaker 1>low end with eight bit CPUs. The Turbographics sixteen had

0:30:04.760 --> 0:30:09.000
<v Speaker 1>an eight bit CPU, and eventually the fourth generation would

0:30:09.000 --> 0:30:11.800
<v Speaker 1>include a couple of systems that had thirty two bit

0:30:11.920 --> 0:30:15.360
<v Speaker 1>CPUs with like the sake of thirty two X. Although

0:30:15.400 --> 0:30:18.040
<v Speaker 1>thirty two bit systems saw limited release in the fourth

0:30:18.040 --> 0:30:21.480
<v Speaker 1>generation and limited success, they really came in on the

0:30:21.520 --> 0:30:23.320
<v Speaker 1>tail end of the fourth generation that would play a

0:30:23.320 --> 0:30:26.280
<v Speaker 1>bigger part in the fifth generation of games. It would

0:30:26.320 --> 0:30:28.840
<v Speaker 1>take a couple of years to design the three d

0:30:28.960 --> 0:30:32.880
<v Speaker 1>O and land licensing deals with manufacturers interested in making

0:30:32.880 --> 0:30:35.760
<v Speaker 1>the new console. The launch of the three d O

0:30:35.840 --> 0:30:39.160
<v Speaker 1>would put it in direct competition with consoles that belonged

0:30:39.200 --> 0:30:42.240
<v Speaker 1>to the fifth generation of game systems. More in those

0:30:42.280 --> 0:30:46.800
<v Speaker 1>in a minute, So the pressure was on. The three

0:30:46.880 --> 0:30:49.600
<v Speaker 1>d O would need to be better than the existing

0:30:49.600 --> 0:30:52.680
<v Speaker 1>consoles in the fourth generation or it would quickly be

0:30:52.800 --> 0:30:57.280
<v Speaker 1>left behind by the next generation of systems from other manufacturers.

0:30:57.280 --> 0:30:59.480
<v Speaker 1>So the lead designers for the three d O were

0:30:59.480 --> 0:31:02.959
<v Speaker 1>a couple of is named Dave Needle and R. J. Michael,

0:31:03.440 --> 0:31:06.840
<v Speaker 1>both of whom had worked on systems or other companies together.

0:31:07.320 --> 0:31:10.120
<v Speaker 1>In fact, Needle and Michael had both worked with Commodore

0:31:10.480 --> 0:31:15.240
<v Speaker 1>to design the Amiga computer system. I've done episodes about Amiga,

0:31:15.560 --> 0:31:19.320
<v Speaker 1>and that story is pretty darn interesting. I really recommend

0:31:19.360 --> 0:31:22.960
<v Speaker 1>you look into it. It's a fascinating story. So I

0:31:23.000 --> 0:31:25.440
<v Speaker 1>recommend checking out those episodes. In particular, I think I

0:31:25.480 --> 0:31:28.440
<v Speaker 1>did a bang up job, if I don't mind saying so,

0:31:28.960 --> 0:31:31.200
<v Speaker 1>And you can see how that particular project came about

0:31:31.240 --> 0:31:33.600
<v Speaker 1>and how it gradually faded away. But the two had

0:31:33.640 --> 0:31:38.120
<v Speaker 1>also designed the Links handheld system for Atari. That's l

0:31:38.440 --> 0:31:42.080
<v Speaker 1>y n X because Atari was naming their systems after

0:31:42.200 --> 0:31:45.440
<v Speaker 1>Cats for a while, and now they would be designing

0:31:45.480 --> 0:31:49.680
<v Speaker 1>the three d O specs for trip Hawkins. Now, according

0:31:49.720 --> 0:31:54.120
<v Speaker 1>to at least some versions of the story. The design

0:31:54.200 --> 0:31:57.200
<v Speaker 1>for the three d O really got start in nineteen nine,

0:31:57.520 --> 0:32:01.400
<v Speaker 1>when Needle and Michael had sketched their ideas on a

0:32:01.520 --> 0:32:05.800
<v Speaker 1>napkin and trip. Hawkins had known these two for for years,

0:32:06.000 --> 0:32:08.760
<v Speaker 1>and after learning about what they had in mind, he

0:32:08.840 --> 0:32:11.920
<v Speaker 1>decided he wanted to join forces with them in an

0:32:11.920 --> 0:32:15.560
<v Speaker 1>effort to shape this into the three d O idea

0:32:15.680 --> 0:32:19.760
<v Speaker 1>he was kind of thinking on. So together they formed

0:32:19.800 --> 0:32:22.719
<v Speaker 1>the three d O Company. The full name for the

0:32:22.760 --> 0:32:26.520
<v Speaker 1>console would become the three d O Interactive Multiplayer, but

0:32:26.760 --> 0:32:28.800
<v Speaker 1>a lot of people just call it the three d O.

0:32:29.640 --> 0:32:32.120
<v Speaker 1>That does make things a little confusing because that was

0:32:32.160 --> 0:32:34.640
<v Speaker 1>also the name of the company as well, and we'll

0:32:34.720 --> 0:32:37.560
<v Speaker 1>learn the company managed to stick around a little longer

0:32:37.600 --> 0:32:40.800
<v Speaker 1>than the console did, so it gets a little, you know,

0:32:41.400 --> 0:32:43.440
<v Speaker 1>fuzzy when you used just to use three d O

0:32:43.520 --> 0:32:46.920
<v Speaker 1>as the name. Hawkins looked to partner with different electronics

0:32:46.920 --> 0:32:50.240
<v Speaker 1>manufacturers to license the design for the actual production of

0:32:50.280 --> 0:32:53.200
<v Speaker 1>the three d O. Building a hardware company would have

0:32:53.240 --> 0:32:58.040
<v Speaker 1>been monumentally expensive, so he decided that licensing it just

0:32:58.120 --> 0:33:02.680
<v Speaker 1>made more sense, and he approached in particular Panasonic, Sony

0:33:02.720 --> 0:33:07.600
<v Speaker 1>and Sego. Now Sony had recently had a really bad

0:33:07.640 --> 0:33:11.960
<v Speaker 1>experience with Nintendo. The two companies were supposed to introduce

0:33:12.080 --> 0:33:15.400
<v Speaker 1>a CD ROM peripheral that was intended for the Super

0:33:15.480 --> 0:33:19.440
<v Speaker 1>Nintendo system, and Sony was gonna make it, and they

0:33:19.480 --> 0:33:21.960
<v Speaker 1>had gone really far in the in the whole process,

0:33:22.000 --> 0:33:25.200
<v Speaker 1>but then Nintendo backed out of the deal. Worse than that,

0:33:25.240 --> 0:33:29.400
<v Speaker 1>they backed out uh in public at cs and switched

0:33:29.400 --> 0:33:34.640
<v Speaker 1>to a different company. They chose Phillips instead, and ultimately

0:33:34.720 --> 0:33:37.280
<v Speaker 1>that didn't really go anywhere. That product just kind of

0:33:37.280 --> 0:33:41.200
<v Speaker 1>faded away, so it was all for nothing. But Ken Kutaragi,

0:33:41.280 --> 0:33:44.600
<v Speaker 1>a Sony executive who was in charge of this super

0:33:44.640 --> 0:33:48.200
<v Speaker 1>disc project, pivoted with the intent to use the super

0:33:48.240 --> 0:33:52.920
<v Speaker 1>disc technology as the backbone of a new product from Sony,

0:33:53.000 --> 0:33:57.680
<v Speaker 1>the first PlayStation prototype, which actually was very different from

0:33:57.760 --> 0:34:00.760
<v Speaker 1>the PlayStation that would officially debut a cup of years later.

0:34:01.000 --> 0:34:06.000
<v Speaker 1>But not surprisingly, Sony declined Hawkins's offer to license the

0:34:06.040 --> 0:34:08.799
<v Speaker 1>three D O design for manufacture because they already had

0:34:08.840 --> 0:34:13.239
<v Speaker 1>their PlayStation in development. Sega, which if you recall, was

0:34:13.360 --> 0:34:16.440
<v Speaker 1>the company that had kind of inspired Hawkins to pursue

0:34:16.480 --> 0:34:19.160
<v Speaker 1>the three D O project in the first place, also

0:34:19.280 --> 0:34:23.680
<v Speaker 1>passed on the opportunity to make the three d O. Apparently,

0:34:23.719 --> 0:34:27.120
<v Speaker 1>Sega executives felt it would have been too expensive with

0:34:27.400 --> 0:34:30.280
<v Speaker 1>too small of a profit margin to really get into

0:34:30.320 --> 0:34:33.080
<v Speaker 1>the three d OH manufacturing game. And this is one

0:34:33.080 --> 0:34:36.960
<v Speaker 1>of those cases where Sega made the right call. Uh.

0:34:37.120 --> 0:34:40.000
<v Speaker 1>Those often can seem few and far between if you

0:34:40.040 --> 0:34:42.480
<v Speaker 1>know a lot about Sega's history, but this was the

0:34:42.560 --> 0:34:46.960
<v Speaker 1>right decision. Panasonic, however, was a different story. This electronics

0:34:47.000 --> 0:34:50.080
<v Speaker 1>company was one of the biggest in the world, but

0:34:50.160 --> 0:34:54.080
<v Speaker 1>they didn't have a video game console. They didn't develop those.

0:34:54.600 --> 0:34:57.799
<v Speaker 1>There was an entire sector of the electronics market out

0:34:57.800 --> 0:35:01.680
<v Speaker 1>there that Panasonic was not serving. So the company became

0:35:01.719 --> 0:35:04.719
<v Speaker 1>the first to license the three d O design and

0:35:04.880 --> 0:35:09.520
<v Speaker 1>start on fabrication. A little bit later, another Japanese electronics

0:35:09.520 --> 0:35:13.160
<v Speaker 1>company called Sanio would start making their own three d

0:35:13.280 --> 0:35:17.319
<v Speaker 1>O consoles. They also licensed it from three d O. Now.

0:35:17.400 --> 0:35:21.960
<v Speaker 1>Snio started off in n during what was effectively a

0:35:22.040 --> 0:35:25.640
<v Speaker 1>purge at Panasonic. It was a post World War Two

0:35:25.880 --> 0:35:28.800
<v Speaker 1>purge of the Japanese company. For that whole story, you

0:35:28.800 --> 0:35:31.319
<v Speaker 1>should listen to my episodes about the history of Panasonic

0:35:31.440 --> 0:35:34.120
<v Speaker 1>because I mentioned it there. I just find it interesting

0:35:34.320 --> 0:35:39.879
<v Speaker 1>that the first two companies that would sign on to

0:35:39.880 --> 0:35:43.680
<v Speaker 1>to fabricate three D O s also shared d n

0:35:43.719 --> 0:35:47.200
<v Speaker 1>A in their corporate history. Also, while this doesn't really

0:35:47.239 --> 0:35:49.440
<v Speaker 1>play into our three D O story, I thought I

0:35:49.440 --> 0:35:52.040
<v Speaker 1>would just go ahead and mention it. Those two companies

0:35:52.040 --> 0:35:54.839
<v Speaker 1>would join up in two thousand nine when Panasonic would

0:35:54.880 --> 0:35:58.360
<v Speaker 1>acquire Sanio, which is just evidence that we live in

0:35:58.360 --> 0:36:02.800
<v Speaker 1>a really weird world. And there was a third company

0:36:02.840 --> 0:36:06.640
<v Speaker 1>that would manufacture three D O consoles, and this one

0:36:06.840 --> 0:36:11.080
<v Speaker 1>was gold Star, a South Korean company. Gold Star is

0:36:11.120 --> 0:36:14.279
<v Speaker 1>still around today, except it's by a totally different name,

0:36:14.400 --> 0:36:17.080
<v Speaker 1>and it's a name that you would recognize. Uh. That

0:36:17.160 --> 0:36:23.120
<v Speaker 1>name is LG Electronics. It changed its name in so

0:36:23.280 --> 0:36:25.680
<v Speaker 1>the company is still around, but under a different name.

0:36:26.120 --> 0:36:30.560
<v Speaker 1>While Panasonic, Sanio, and gold Star would produce three D

0:36:30.680 --> 0:36:33.919
<v Speaker 1>O consoles, there were a few other companies that had

0:36:33.960 --> 0:36:37.080
<v Speaker 1>agreed to license the design and build their own three

0:36:37.160 --> 0:36:40.560
<v Speaker 1>d O s, but those consoles just never materialized in

0:36:40.600 --> 0:36:44.920
<v Speaker 1>the marketplace. Uh. Game Pro magazine was a great resource

0:36:45.080 --> 0:36:47.840
<v Speaker 1>for this episode when I was looking into this. According

0:36:47.920 --> 0:36:51.000
<v Speaker 1>to one issue, Samsung was one of the companies that

0:36:51.120 --> 0:36:53.520
<v Speaker 1>signed on to produce three D O s, although they

0:36:53.560 --> 0:36:56.600
<v Speaker 1>didn't announce any sort of timeline for production, and ultimately

0:36:56.600 --> 0:37:00.879
<v Speaker 1>it didn't go anywhere. Another Game Pro issue revealed that

0:37:01.000 --> 0:37:05.480
<v Speaker 1>the electronics company Toshiba had secured a licensing deal they

0:37:05.480 --> 0:37:08.960
<v Speaker 1>were going to actually manufacture a handheld or portable three

0:37:09.040 --> 0:37:13.440
<v Speaker 1>D O system that also never went anywhere. And and

0:37:13.600 --> 0:37:16.919
<v Speaker 1>yet another issue of Game Pro. But they were really

0:37:16.960 --> 0:37:19.520
<v Speaker 1>big into covering the development of three D O back

0:37:19.520 --> 0:37:21.880
<v Speaker 1>in the day. But I found that A T and

0:37:21.960 --> 0:37:25.480
<v Speaker 1>T apparently showed off a prototype three D O system

0:37:25.520 --> 0:37:30.359
<v Speaker 1>of their own at the Consumer Electronics Show. But as

0:37:30.440 --> 0:37:33.520
<v Speaker 1>far as I know, nothing beyond the prototypes that A

0:37:33.600 --> 0:37:37.520
<v Speaker 1>T and T made ever got produced. I do wonder

0:37:37.800 --> 0:37:39.520
<v Speaker 1>if there are any of those A T and T

0:37:39.760 --> 0:37:44.480
<v Speaker 1>three d O s floating around out there anyway. Gold Star, Panasonic,

0:37:44.600 --> 0:37:48.200
<v Speaker 1>and Sonio would each release a few different versions of

0:37:48.239 --> 0:37:51.200
<v Speaker 1>the three D O s they produced. Some were never

0:37:51.239 --> 0:37:54.120
<v Speaker 1>meant to be consumer products. They were rather designed to

0:37:54.160 --> 0:37:57.600
<v Speaker 1>help game developers who needed, you know, actual hardware to

0:37:57.680 --> 0:38:01.920
<v Speaker 1>test their games on, essentially d bug kits for their games.

0:38:02.360 --> 0:38:06.440
<v Speaker 1>Others would swap out basic parts on the systems. A

0:38:06.440 --> 0:38:08.719
<v Speaker 1>lot of the early three D O s had a

0:38:08.760 --> 0:38:13.319
<v Speaker 1>motorized c D tray, which is both expensive and it's

0:38:13.320 --> 0:38:15.440
<v Speaker 1>a point of failure. You know, eventually the motor is

0:38:15.440 --> 0:38:17.279
<v Speaker 1>going to give out and the tray is not going

0:38:17.320 --> 0:38:21.040
<v Speaker 1>to extend or go back in, and so some of

0:38:21.080 --> 0:38:23.920
<v Speaker 1>them in the subsequent models of the three d O

0:38:24.239 --> 0:38:27.360
<v Speaker 1>replace that with a top loading c D tray, so

0:38:27.400 --> 0:38:29.840
<v Speaker 1>you just flip open the top and put a c

0:38:30.000 --> 0:38:33.719
<v Speaker 1>D in that way, as opposed to ejecting a tray. Now,

0:38:33.760 --> 0:38:36.360
<v Speaker 1>when we come back, i'll run down what the basic

0:38:36.480 --> 0:38:40.000
<v Speaker 1>spects were for the three d O console, what set

0:38:40.040 --> 0:38:43.319
<v Speaker 1>it apart from other consoles of that era, and why

0:38:43.360 --> 0:38:46.400
<v Speaker 1>the console ultimately failed, as well as give a brief

0:38:46.440 --> 0:38:49.640
<v Speaker 1>rundown on what happened to the company three d O,

0:38:49.880 --> 0:38:52.200
<v Speaker 1>which again hung on for a few years after the

0:38:52.239 --> 0:38:54.880
<v Speaker 1>death of the console. We'll get to that after this

0:38:54.960 --> 0:39:07.200
<v Speaker 1>quick break. So what makes a three d O a

0:39:07.320 --> 0:39:11.319
<v Speaker 1>three d O. Let's learn about the specs of the console. Now,

0:39:11.360 --> 0:39:14.480
<v Speaker 1>for the purposes of this breakdown, I'm really just going

0:39:14.560 --> 0:39:17.879
<v Speaker 1>to focus on the first consumer model of the three

0:39:17.920 --> 0:39:20.080
<v Speaker 1>d O console to hit the market. That would be

0:39:20.120 --> 0:39:24.160
<v Speaker 1>the Panasonic three d O Interactive Multiplayer f Z one.

0:39:24.760 --> 0:39:29.960
<v Speaker 1>This is the system that first debuted in the brains

0:39:30.080 --> 0:39:33.480
<v Speaker 1>of the machine was a thirty two bit CPU. That

0:39:33.680 --> 0:39:37.480
<v Speaker 1>was a risk style processor r I s C that

0:39:37.600 --> 0:39:41.480
<v Speaker 1>is reduced instruction set computer. Now I talked about this

0:39:41.560 --> 0:39:44.400
<v Speaker 1>with the story of ARM, but basically, it means that

0:39:44.560 --> 0:39:49.440
<v Speaker 1>the instructions that this style of CPU handles are relatively simple,

0:39:49.640 --> 0:39:53.400
<v Speaker 1>and that means that each step each instruction is easy

0:39:53.480 --> 0:39:57.080
<v Speaker 1>to carry out, and therefore it goes pretty fast. More

0:39:57.120 --> 0:40:01.160
<v Speaker 1>complicated instructions might require lots more steps and that slows

0:40:01.200 --> 0:40:05.200
<v Speaker 1>things down. The clock speed, or the number of pulses

0:40:05.280 --> 0:40:09.880
<v Speaker 1>the CPU has per second to carry out instructions, was

0:40:09.960 --> 0:40:13.240
<v Speaker 1>twelve point five mega hurts. That's twelve million, five hundred

0:40:13.239 --> 0:40:17.320
<v Speaker 1>thousand pulses per second. That sounds like it's really fast,

0:40:17.400 --> 0:40:20.560
<v Speaker 1>but by comparison these days we talked about processors that

0:40:20.560 --> 0:40:23.000
<v Speaker 1>are in the giga hurts range with more than a

0:40:23.040 --> 0:40:26.400
<v Speaker 1>billion pulses per second, so we've come a long way.

0:40:26.800 --> 0:40:31.000
<v Speaker 1>Paired with the CPU were a couple of video coprocessors

0:40:31.040 --> 0:40:34.279
<v Speaker 1>meant to offload some of the heavy lifting when it

0:40:34.480 --> 0:40:37.440
<v Speaker 1>comes to graphics processing. In a way, it's similar to

0:40:37.480 --> 0:40:40.479
<v Speaker 1>what graphics cards would do for PCs in the late

0:40:40.600 --> 0:40:45.480
<v Speaker 1>ninety nineties by handing off tasks like texture mapping to coprocessors,

0:40:45.800 --> 0:40:49.640
<v Speaker 1>the CPU could focus on other tasks while running games

0:40:49.680 --> 0:40:52.120
<v Speaker 1>on the three d O. It also had a math

0:40:52.239 --> 0:40:56.080
<v Speaker 1>coprocessor in addition to those to also kind of spread

0:40:56.080 --> 0:40:59.680
<v Speaker 1>out the load. Now, this was in the dark times

0:41:00.040 --> 0:41:02.839
<v Speaker 1>for h D t V was even a thing, though

0:41:02.880 --> 0:41:05.319
<v Speaker 1>Hawkins has said on occasion that the three d O

0:41:05.400 --> 0:41:08.400
<v Speaker 1>could have been upgraded to h D t V. I

0:41:08.400 --> 0:41:11.240
<v Speaker 1>I don't know if that's true based on what I've seen. However,

0:41:11.800 --> 0:41:14.480
<v Speaker 1>as it was sold, the three d O would generate

0:41:14.520 --> 0:41:16.920
<v Speaker 1>images that would be shown at a resolution of six

0:41:17.640 --> 0:41:23.440
<v Speaker 1>pixels by pixels you know, essentially, you know, standard Definition.

0:41:23.520 --> 0:41:27.960
<v Speaker 1>It was capable of replicating sixteen point seven million colors.

0:41:28.640 --> 0:41:31.600
<v Speaker 1>The three d O supported Dolby surround sound. It had

0:41:31.640 --> 0:41:35.319
<v Speaker 1>two megabytes of d RAM, one megabyte of v RAM,

0:41:35.480 --> 0:41:39.600
<v Speaker 1>and thirty s RAM. But what the heck does that mean? Well,

0:41:39.719 --> 0:41:43.240
<v Speaker 1>d RAM stands for dynamic RAM, which at the time

0:41:43.920 --> 0:41:49.560
<v Speaker 1>was the standard RAM of machines. It must be continually refreshed,

0:41:49.600 --> 0:41:53.120
<v Speaker 1>or rather occasionally refreshed I should say, not continually occasionally

0:41:53.120 --> 0:41:56.600
<v Speaker 1>refreshed by the microprocessor or else the memory deterior rates.

0:41:57.080 --> 0:42:00.279
<v Speaker 1>V RAM is video RAM, a type of AM that

0:42:00.360 --> 0:42:04.640
<v Speaker 1>the computer can actually read and write to simultaneously, and

0:42:04.800 --> 0:42:09.239
<v Speaker 1>it was particularly useful for handling graphics. And s RAM

0:42:09.280 --> 0:42:12.600
<v Speaker 1>stands for static RAM, which was a much faster form

0:42:12.640 --> 0:42:15.480
<v Speaker 1>of RAM than d RAM. But if it's better, why

0:42:15.520 --> 0:42:17.719
<v Speaker 1>don't just why don't you just use s RAM man? Well,

0:42:17.719 --> 0:42:20.080
<v Speaker 1>it's because it was also way more expensive, so it

0:42:20.080 --> 0:42:23.200
<v Speaker 1>would drive up the cost of productions. That's why the

0:42:23.200 --> 0:42:26.359
<v Speaker 1>three D O also had some expansion ports and had

0:42:26.400 --> 0:42:29.359
<v Speaker 1>a single control port, but it allowed for daisy chain

0:42:29.400 --> 0:42:32.279
<v Speaker 1>connections of up to eight peripherals, so you could have

0:42:32.440 --> 0:42:35.160
<v Speaker 1>multiple controllers plugged into it, but it had the one

0:42:35.239 --> 0:42:39.400
<v Speaker 1>port that you used to do that with. Uh now

0:42:40.000 --> 0:42:42.040
<v Speaker 1>when the system went on sale. Oh and it also

0:42:42.120 --> 0:42:44.680
<v Speaker 1>had a CD ROM drive. I mentioned that earlier, but

0:42:44.800 --> 0:42:46.440
<v Speaker 1>you know I should throw that in there too. When

0:42:46.440 --> 0:42:51.160
<v Speaker 1>I went on sale, it did so for six hundred dollars.

0:42:51.880 --> 0:42:55.880
<v Speaker 1>That is a lot of money. If we adjust for

0:42:55.920 --> 0:42:59.640
<v Speaker 1>inflation in today's US dollars, it would be equivalent to

0:42:59.719 --> 0:43:03.239
<v Speaker 1>about one thousand, two hundred sixty bucks or so. So

0:43:03.360 --> 0:43:06.080
<v Speaker 1>imagine that you go into a store and you see

0:43:06.080 --> 0:43:09.440
<v Speaker 1>a video game console and its ticket prices one thousand,

0:43:09.520 --> 0:43:13.040
<v Speaker 1>two hundred sixty dollars This is not a fully fledged computer.

0:43:13.160 --> 0:43:15.319
<v Speaker 1>It's not like a gaming rig or anything. It is

0:43:15.360 --> 0:43:19.359
<v Speaker 1>a video game console, akin to something like the PlayStation.

0:43:19.920 --> 0:43:23.840
<v Speaker 1>By comparison, the Sega Genesis, which was again already on

0:43:23.880 --> 0:43:26.239
<v Speaker 1>the market it had been since the late eighties that

0:43:26.320 --> 0:43:29.600
<v Speaker 1>one cost a hundred eighty nine dollars when it launched,

0:43:30.000 --> 0:43:33.240
<v Speaker 1>and the Super Nintendo Entertainment System, which was the reigning

0:43:33.320 --> 0:43:37.960
<v Speaker 1>champ at the time, had cost one dollars when it launched,

0:43:38.320 --> 0:43:40.719
<v Speaker 1>So the three d O cost more than both of

0:43:40.760 --> 0:43:44.120
<v Speaker 1>those combined. It almost cost twice as much as both

0:43:44.120 --> 0:43:47.520
<v Speaker 1>of those put together. Now, granted, the three d O

0:43:47.840 --> 0:43:50.680
<v Speaker 1>was a thirty two bit system, whereas the S and

0:43:50.719 --> 0:43:54.880
<v Speaker 1>E s and the Sega Genesis the regular Saga Genesis

0:43:55.120 --> 0:43:58.480
<v Speaker 1>were sixteen bet systems, so the three d O could

0:43:58.560 --> 0:44:02.480
<v Speaker 1>run more sophisticated game games with better graphics. But at

0:44:02.520 --> 0:44:06.600
<v Speaker 1>that steep price point, would anyone actually buy one? And

0:44:06.680 --> 0:44:09.680
<v Speaker 1>why was that price so high? Well, it goes back

0:44:09.719 --> 0:44:13.120
<v Speaker 1>to the three d O business model. See Hawkins idea

0:44:13.560 --> 0:44:16.520
<v Speaker 1>was to leave the manufacturing to other people, and then

0:44:16.560 --> 0:44:20.560
<v Speaker 1>to make money through licensing the technology to those manufacturers

0:44:20.560 --> 0:44:24.399
<v Speaker 1>and later to develop games for the system itself and

0:44:24.480 --> 0:44:27.880
<v Speaker 1>to collect on royalties for all the consoles and games

0:44:27.880 --> 0:44:31.640
<v Speaker 1>that were sold for the manufacturers. That meant that the

0:44:31.680 --> 0:44:35.520
<v Speaker 1>three d O was inherently more expensive than if those

0:44:35.560 --> 0:44:40.520
<v Speaker 1>companies had actually developed their own hardware in house. Manufacturers,

0:44:40.520 --> 0:44:42.200
<v Speaker 1>we're going to have to pay three d OH for

0:44:42.360 --> 0:44:45.800
<v Speaker 1>every console they sold to consumers. So to make up

0:44:45.840 --> 0:44:50.399
<v Speaker 1>for that cost, that loss and revenue, they increased the

0:44:50.440 --> 0:44:53.279
<v Speaker 1>price of the consoles, but that ended up pricing the

0:44:53.320 --> 0:44:55.959
<v Speaker 1>systems well out of the budgets of most video game

0:44:56.000 --> 0:44:59.080
<v Speaker 1>fans who are out there now. Typically, the way video

0:44:59.080 --> 0:45:04.200
<v Speaker 1>game console manu factorers make money is through software, not hardware.

0:45:04.760 --> 0:45:08.160
<v Speaker 1>Most companies will actually sell the hardware the consoles and

0:45:08.280 --> 0:45:11.920
<v Speaker 1>a loss, so the retail price will actually be below

0:45:12.239 --> 0:45:15.920
<v Speaker 1>what it costs to make and ship those consoles to consumers.

0:45:16.320 --> 0:45:19.520
<v Speaker 1>Now why would you do this, Well, it's because consoles

0:45:19.680 --> 0:45:23.279
<v Speaker 1>are really no good without content to play on those consoles,

0:45:23.760 --> 0:45:27.759
<v Speaker 1>so the manufacturers would use the consoles to secure customers

0:45:27.760 --> 0:45:31.640
<v Speaker 1>for stuff like video games and other content. Microsoft and

0:45:31.719 --> 0:45:35.880
<v Speaker 1>Sony and Nintendo can stand to lose money on console

0:45:35.920 --> 0:45:38.520
<v Speaker 1>sales if they can make it back by selling enough

0:45:38.880 --> 0:45:42.799
<v Speaker 1>first party games or making royalties off of games that

0:45:42.840 --> 0:45:46.640
<v Speaker 1>are licensed to run on those systems. But since these

0:45:46.680 --> 0:45:51.600
<v Speaker 1>manufacturers like Panasonic didn't own the i P, they couldn't

0:45:51.600 --> 0:45:53.839
<v Speaker 1>rely on that same model. They weren't going to make

0:45:53.960 --> 0:45:56.960
<v Speaker 1>royalties off of game sales the way that three d

0:45:57.080 --> 0:46:00.359
<v Speaker 1>O would. Heck, if if Panasonic had made a game

0:46:00.480 --> 0:46:03.440
<v Speaker 1>for the console that they were manufacturing, they would have

0:46:03.440 --> 0:46:06.479
<v Speaker 1>to pay a royalty to three d OH. Now, sure

0:46:06.640 --> 0:46:09.359
<v Speaker 1>it was a lower royalty than what it would be

0:46:09.400 --> 0:46:12.800
<v Speaker 1>if you were to make a game for Sega or Nintendo,

0:46:13.040 --> 0:46:16.400
<v Speaker 1>but since Panasonic was actually fabricating the three d O,

0:46:17.200 --> 0:46:20.440
<v Speaker 1>that's a big difference, and so the company passed the

0:46:20.480 --> 0:46:25.200
<v Speaker 1>costs onto the consumer. Understandably, that meant that the sales

0:46:25.239 --> 0:46:29.239
<v Speaker 1>of the three d O were modest at best, while

0:46:29.239 --> 0:46:32.240
<v Speaker 1>the royalty fees meant that, you know, developers were interested

0:46:32.239 --> 0:46:35.120
<v Speaker 1>in making games for the console. The fact that the

0:46:35.160 --> 0:46:40.040
<v Speaker 1>consoles weren't really selling well was a huge problem. Developing

0:46:40.080 --> 0:46:44.759
<v Speaker 1>a game is a time consuming and expensive process, and

0:46:44.800 --> 0:46:46.680
<v Speaker 1>if you see that very few people have bought the

0:46:46.719 --> 0:46:49.160
<v Speaker 1>console in the first place, well, there's not a lot

0:46:49.160 --> 0:46:51.799
<v Speaker 1>of incentive for you to make games for it. I mean,

0:46:51.840 --> 0:46:54.279
<v Speaker 1>if you do spend that time and money, there's a

0:46:54.280 --> 0:46:56.680
<v Speaker 1>really good chance you won't see a return on that investment.

0:46:56.680 --> 0:46:59.759
<v Speaker 1>There's literally not enough people with the console out there

0:47:00.200 --> 0:47:02.400
<v Speaker 1>to buy enough copies of your game for you to

0:47:02.440 --> 0:47:05.279
<v Speaker 1>make a profit. So the three d O had sort

0:47:05.320 --> 0:47:09.399
<v Speaker 1>of defeated itself. Now this wasn't because of the hardware, though,

0:47:09.440 --> 0:47:11.960
<v Speaker 1>to be fair, other systems that could go toe to

0:47:12.000 --> 0:47:14.200
<v Speaker 1>toe with the three d O were soon on the

0:47:14.239 --> 0:47:17.759
<v Speaker 1>market afterwards, like the Sony PlayStation, but the failure was

0:47:17.840 --> 0:47:21.279
<v Speaker 1>more in the business model. Hawkins, for his part, has

0:47:21.280 --> 0:47:24.400
<v Speaker 1>said that most retailers actually marked the price down to

0:47:24.480 --> 0:47:30.640
<v Speaker 1>five dollars, not six dollars, because the retailer said, will

0:47:30.760 --> 0:47:33.480
<v Speaker 1>never be able to sell these things if it's that expensive.

0:47:34.320 --> 0:47:37.719
<v Speaker 1>So I guess that's something. But even so, at five

0:47:37.880 --> 0:47:41.440
<v Speaker 1>nine it was far more expensive than the consoles that

0:47:41.680 --> 0:47:45.719
<v Speaker 1>competitors on the market had. Heck, when the Sony PlayStation

0:47:45.719 --> 0:47:50.040
<v Speaker 1>would debut in two years after the three d O

0:47:50.160 --> 0:47:53.080
<v Speaker 1>had first hit the market, Sony priced it at two

0:47:53.600 --> 0:47:57.239
<v Speaker 1>nine dollars, and like the three d O, the PlayStation

0:47:57.320 --> 0:48:00.800
<v Speaker 1>had a thirty two bit processor and had narrative amounts

0:48:00.840 --> 0:48:03.840
<v Speaker 1>of RAM. The f Z one would be the most

0:48:03.880 --> 0:48:06.279
<v Speaker 1>expensive three d O console to hit the market. That

0:48:06.360 --> 0:48:09.479
<v Speaker 1>was the first one, but even the less expensive ones

0:48:10.000 --> 0:48:13.319
<v Speaker 1>were still more expensive than the competition. Gold Stars. Three

0:48:13.400 --> 0:48:17.759
<v Speaker 1>d O would debut at three dollars. Even the expensive

0:48:17.880 --> 0:48:22.279
<v Speaker 1>f Z one would drop to four dollars later, but

0:48:22.520 --> 0:48:26.799
<v Speaker 1>the damage had been done. Adding to the enormous problem

0:48:26.840 --> 0:48:29.960
<v Speaker 1>of a high price was the fact that developing games

0:48:29.960 --> 0:48:32.640
<v Speaker 1>for the system was a new process. It was a

0:48:32.680 --> 0:48:35.319
<v Speaker 1>brand new set of hardware, and that meant that game

0:48:35.320 --> 0:48:38.719
<v Speaker 1>development was gonna a little more slowly than what the

0:48:38.760 --> 0:48:41.440
<v Speaker 1>three d O team had hoped, And that meant that

0:48:41.560 --> 0:48:44.800
<v Speaker 1>some titles that had been intended to be launch titles,

0:48:44.840 --> 0:48:49.480
<v Speaker 1>like a Jurassic Park game, trailed behind by several months

0:48:49.800 --> 0:48:52.360
<v Speaker 1>as developers tried to work out bugs in their code.

0:48:52.640 --> 0:48:55.880
<v Speaker 1>In fact, the only title that was available at launch

0:48:56.120 --> 0:48:59.440
<v Speaker 1>was a game called Crash and Burn, a futuristic racing game.

0:49:00.120 --> 0:49:03.120
<v Speaker 1>The console would fare a little bit better in Japan,

0:49:03.719 --> 0:49:07.040
<v Speaker 1>where there were six whole launch titles to go along

0:49:07.080 --> 0:49:10.680
<v Speaker 1>with it when it went on sale in n but

0:49:10.800 --> 0:49:14.920
<v Speaker 1>after an initial interest in three d O, that interest

0:49:14.960 --> 0:49:18.000
<v Speaker 1>in Japan died down and sales died with it. And

0:49:18.120 --> 0:49:20.279
<v Speaker 1>one bitter part of the story is that e A,

0:49:20.600 --> 0:49:24.200
<v Speaker 1>the company that Trip Hawkins had founded back in two

0:49:24.960 --> 0:49:28.840
<v Speaker 1>ultimately bailed on three d O to develop more software

0:49:28.880 --> 0:49:32.319
<v Speaker 1>for Sony PlayStation. Hawkins found out his old company would

0:49:32.400 --> 0:49:35.920
<v Speaker 1>not be developing exclusive titles for the three d O console,

0:49:36.520 --> 0:49:39.040
<v Speaker 1>but they would be doing it for the Sony PlayStation,

0:49:39.360 --> 0:49:42.520
<v Speaker 1>and that had to be a knife in the back

0:49:42.680 --> 0:49:46.600
<v Speaker 1>to see the company he had founded undercut the next

0:49:46.640 --> 0:49:50.200
<v Speaker 1>company he had found it yikes. The three d O

0:49:50.320 --> 0:49:53.800
<v Speaker 1>Company was looking at a new console design to try

0:49:53.840 --> 0:49:57.040
<v Speaker 1>and salvage things. They code named it the M two.

0:49:57.120 --> 0:49:59.279
<v Speaker 1>This was gonna be the successor to the three d

0:49:59.440 --> 0:50:02.520
<v Speaker 1>O and it was intended to be backwards compatible with

0:50:02.600 --> 0:50:04.600
<v Speaker 1>the three d O systems, so that, you know, you

0:50:04.640 --> 0:50:08.359
<v Speaker 1>wouldn't totally irritate all the three d O fans out there.

0:50:08.719 --> 0:50:12.000
<v Speaker 1>And the M two was needed because other game consoles

0:50:12.000 --> 0:50:14.360
<v Speaker 1>were hitting the market that could compete on a technical

0:50:14.440 --> 0:50:17.359
<v Speaker 1>level pretty effectively with the three d O and they

0:50:17.360 --> 0:50:21.359
<v Speaker 1>were much cheaper, and that, unfortunately, was just never meant

0:50:21.400 --> 0:50:24.400
<v Speaker 1>to be. The company stopped development of the M two

0:50:24.719 --> 0:50:27.439
<v Speaker 1>and sold it off to Panasonic. It's probably a good

0:50:27.440 --> 0:50:32.759
<v Speaker 1>thing because they avoided the sunken cost fallacy. By the

0:50:32.800 --> 0:50:35.160
<v Speaker 1>writing was on the wall and the three d O

0:50:35.400 --> 0:50:39.720
<v Speaker 1>system was discontinued. The Three D O Company switched gears

0:50:39.719 --> 0:50:43.080
<v Speaker 1>and instead of designing hardware specs and then licensing those

0:50:43.080 --> 0:50:47.280
<v Speaker 1>out to fabricators, the company would focus solely on developing

0:50:47.320 --> 0:50:52.120
<v Speaker 1>software for other existing consoles like the Sega Saturn and

0:50:52.239 --> 0:50:55.960
<v Speaker 1>even the Sony PlayStation, as well as for other computer platforms.

0:50:56.440 --> 0:50:59.960
<v Speaker 1>The company restructured layoffs followed I mean there's no need

0:51:00.040 --> 0:51:03.280
<v Speaker 1>for the hardware design teams at that point, and by

0:51:03.600 --> 0:51:07.160
<v Speaker 1>the company had sold off its hardware business division to Samsung.

0:51:07.640 --> 0:51:10.760
<v Speaker 1>Hugh Martin, who had been president while Hawkins was serving

0:51:10.800 --> 0:51:13.560
<v Speaker 1>as CEO and chairman, left the company at that time,

0:51:13.640 --> 0:51:16.120
<v Speaker 1>leaving Hawkins with the full leadership of the three D

0:51:16.280 --> 0:51:18.759
<v Speaker 1>O Company. The Three D Company would go on to

0:51:18.840 --> 0:51:22.040
<v Speaker 1>develop games like the Army Men franchise, the Mind and

0:51:22.120 --> 0:51:25.880
<v Speaker 1>Magic Series, and High Heat Major League Baseball, which was

0:51:25.920 --> 0:51:29.319
<v Speaker 1>possibly another nod to hawkins love of sports. But while

0:51:29.360 --> 0:51:32.640
<v Speaker 1>some of those franchises would do well, ultimately the company

0:51:32.719 --> 0:51:35.799
<v Speaker 1>was unable to stay in business, and in two thousand three,

0:51:36.200 --> 0:51:39.560
<v Speaker 1>ten years after they had founded the company, Three D

0:51:39.640 --> 0:51:43.239
<v Speaker 1>O had to file for Chapter eleven bankruptcy protection. Its

0:51:43.239 --> 0:51:46.919
<v Speaker 1>assets were sold off, with different franchises going to other

0:51:47.000 --> 0:51:51.360
<v Speaker 1>game developers, and our story comes to an end. Well.

0:51:51.480 --> 0:51:54.719
<v Speaker 1>As for trip Hawkins, he ran to some other challenges.

0:51:54.800 --> 0:51:57.080
<v Speaker 1>In two thousand eleven, the i r S, that is,

0:51:57.120 --> 0:51:59.960
<v Speaker 1>the Internal Revenue Service in the United States, the agents

0:52:00.160 --> 0:52:03.520
<v Speaker 1>kind of in charge of overseeing federal taxes. They alleged

0:52:03.560 --> 0:52:08.440
<v Speaker 1>that Hawkins owed around twenty million dollars in back taxes

0:52:08.960 --> 0:52:12.359
<v Speaker 1>and that number would steadily go up. A judge said

0:52:12.360 --> 0:52:17.120
<v Speaker 1>that Hawkins quote continued to spend money extravagantly with knowledge

0:52:17.160 --> 0:52:20.680
<v Speaker 1>of his liabilities end quote. Essentially, he was saying that

0:52:20.760 --> 0:52:24.880
<v Speaker 1>Hawkins was using a personal bankruptcy to kind of shield

0:52:24.960 --> 0:52:28.480
<v Speaker 1>his wealth and was still spending money like crazy on

0:52:28.520 --> 0:52:32.400
<v Speaker 1>a lavish lifestyle, or, as an old tiny type person

0:52:32.480 --> 0:52:35.880
<v Speaker 1>might say, he was making hay while the sun was shining.

0:52:36.719 --> 0:52:38.600
<v Speaker 1>He was doing this with the help of a little

0:52:38.640 --> 0:52:43.160
<v Speaker 1>accounting company called KPMG. By the way, this sort of

0:52:43.160 --> 0:52:47.120
<v Speaker 1>financial gymnastics that Hawkins was accused of performing are not

0:52:47.280 --> 0:52:51.080
<v Speaker 1>that dissimilar from the allegations leveled against a certain United

0:52:51.120 --> 0:52:55.320
<v Speaker 1>States president. Right now, Hawkins would go on to pay

0:52:55.400 --> 0:52:58.239
<v Speaker 1>some of those back taxes back, but he would be

0:52:58.280 --> 0:53:01.719
<v Speaker 1>embroiled in various legal proces eatings regarding the bulk of

0:53:01.760 --> 0:53:05.480
<v Speaker 1>those taxes. As for Electronic Arts or e A, it

0:53:05.600 --> 0:53:08.680
<v Speaker 1>is now the second largest video game publisher in the world,

0:53:08.760 --> 0:53:13.600
<v Speaker 1>right behind Activision Blizzard, another behemoth in video game publishing,

0:53:13.960 --> 0:53:16.640
<v Speaker 1>and as I mentioned earlier, EA has built up a

0:53:16.719 --> 0:53:21.280
<v Speaker 1>pretty spotty reputation over the years. Oh and as for Apple,

0:53:21.640 --> 0:53:25.040
<v Speaker 1>you know, the first employer of Trip Hawkins after he

0:53:25.080 --> 0:53:28.360
<v Speaker 1>got out of college. Well, Apple is still doing pretty

0:53:28.360 --> 0:53:30.319
<v Speaker 1>good these days. I hear they actually have a new

0:53:30.320 --> 0:53:34.520
<v Speaker 1>phone out, so good on them. And that wraps up

0:53:34.800 --> 0:53:37.640
<v Speaker 1>the tragic tale of the three d O and the

0:53:37.680 --> 0:53:42.120
<v Speaker 1>three d O Company and the misadventures of Trip Hawkins,

0:53:42.719 --> 0:53:44.960
<v Speaker 1>which I think would make a great title of a

0:53:45.000 --> 0:53:48.799
<v Speaker 1>choose your own adventure novel. What's next for Hawkins? I

0:53:48.840 --> 0:53:52.120
<v Speaker 1>don't know. He founded another company called Digital Chocolate, which

0:53:52.200 --> 0:53:55.239
<v Speaker 1>well maybe I'll talk about in another episode. Uh, and

0:53:55.320 --> 0:53:57.839
<v Speaker 1>you know he's still active out there. But yeah, this

0:53:57.880 --> 0:54:00.279
<v Speaker 1>was one of those stories where like he had some

0:54:00.320 --> 0:54:04.160
<v Speaker 1>great ideas and he had a real passion for games,

0:54:04.200 --> 0:54:08.040
<v Speaker 1>something that I think is is really noteworthy. Um, and

0:54:08.120 --> 0:54:11.200
<v Speaker 1>he made some great moves, but not everybody you know

0:54:11.320 --> 0:54:14.640
<v Speaker 1>bats a thousand. In fact, very few people do. And

0:54:14.719 --> 0:54:18.160
<v Speaker 1>this is a reminder of that. I hope you enjoyed

0:54:18.200 --> 0:54:20.920
<v Speaker 1>that episode of the Tragedy of three d O. If

0:54:20.960 --> 0:54:23.280
<v Speaker 1>you have suggestions for topics I should cover in future

0:54:23.280 --> 0:54:26.560
<v Speaker 1>episodes of tech Stuff, remember to reach out to me.

0:54:26.960 --> 0:54:29.279
<v Speaker 1>The best way to do that is on Twitter. The

0:54:29.320 --> 0:54:31.840
<v Speaker 1>handle for the show is text Stuff hs W and

0:54:31.840 --> 0:54:39.520
<v Speaker 1>I'll talk to you again really soon. Text Stuff is

0:54:39.560 --> 0:54:42.680
<v Speaker 1>an I Heart Radio production. For more podcasts from my

0:54:42.800 --> 0:54:46.440
<v Speaker 1>heart Radio, visit the i heart Radio app, Apple Podcasts,

0:54:46.520 --> 0:54:48.520
<v Speaker 1>or wherever you listen to your favorite shows.