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octorian | 1 year ago
It would also cause a lot of confusion, where clueless older relatives would buy games for kids, not realize that an accessory was required (or have no idea if the kid actually had that accessory), and then the game wouldn't run.
We see this sort of problem happen a lot with computers of the 8-bit era as well, where add-on modules would fix a lot of the issues with the base system... then be supported by almost no software for these exact reasons.
giantrobot|1 year ago
The SegaCD-32x problem. The Genesis sold tens of millions of units, the SegaCD only ones of millions of units, and the 32x under a million units.
There were a couple 32x games that required the 32x and a SegaCD. Being that the SegaCD and 32x didn't have 100% overlap, those games had a smaller TAM than even solely 32x games.
I feel bad for the studios that decided (or were told) to make those games. There was just no way they were going to make a game that would sell well on an uncommon configuration of a dead-end console/accessory.
amlib|1 year ago
I can see how this would create some confusion when buying games (which may be a deal-breaker for nintendo), but I also see more potential in this approach since these carts would be "seeded" by Nintendo's own high volume and highly sought after games, thus getting much more traction than the big console accessories of the competition, which cost around (not 100% sure) 150$. Also, as another poster noted, the n64 had the expansion pak (not too far from the idea of an enhancement cart) introduced a few years into it's life which would end up being bundled with a few games and get fairly wide support on many newer releases, tough most of the games opted for optional support to unlock extra features.