SEGA discusses maintaining their brand, importance of legacy IP
Posted by GoNintendo Sep 09 2011 19:36 GMT in Nintendo Stuff
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A portion of a Gamasutra interview with Mike Hayes, the president of Sega West...

GS: Let's talk about Sega maintaining its brand over the years. There have been a whole lot of changes in the company's direction. How would you describe Sega's approach to managing its brand?

MH: Well, we always considered ourselves as a company that can quite comfortably have a whole variety of games. So I think what we've done as a company is try to be as agnostic as we possibly can, so that everything's focused on the brand, rather than the company itself.

Definitely our focus is in the product. If people like the product and they recognize it as Sega, that's an absolute bonus. But what we don't want to do is just trade on the name Sega, because it's about products and the fun you get from that product rather than the name, and whatever people may think about that name.

GS: How important is that legacy IP in terms of keeping it around and reviving it versus moving it in new directions?

MH: It's like everything, it's a balance. We really rely on a lot of our classic IP, obviously Sonic being the biggest one. And we take pains to make sure that we suit both our core fans -- old people like me that have grown up with Sonic -- but also the whole new load of our consumers that we've got for Sonic in the younger groups. So something like Sonic Generations is a perfect balance of providing something for two different audiences, so we're very cognizant of trying to provide that where it's relevant.

But we have had experiences where we've tried to reinvent old Sega IP … Actually, we haven't done it hugely successfully, and therefore we only embark upon something that uses the existing Sega IP if we can make it highly relevant for a modern audience. And interestingly on XBLA and PSN in particular, we've had a lot of success with old Sega IP, where we can provide more of a bite-size or a memory-driven experience. To try and reinvent something, we have to create a whole new game, and therefore we're very selective of what we do.

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