Difference between revisions of "Steven Spielberg"

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{{PersonBob
 
{{PersonBob
| image=Steven Spielberg.jpg
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| image=StevenSpielberg.png
 
| birthplace=[[wikipedia:Cincinnati|Cincinnati, Ohio, United States]]
 
| birthplace=[[wikipedia:Cincinnati|Cincinnati, Ohio, United States]]
 
| dob=1946-12-18
 
| dob=1946-12-18
| company=[[Sega of Japan]], [[GameWorks]]
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| company=[[DreamWorks (animation studio)|DreamWorks]], [[Sega GameWorks]], [[GameWorks]]
| role=Manager, Director, Producer, Endorser
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| role=Executive, Producer, Endorser
 
| education=
 
| education=
}}'''{{PAGENAME}}''' is an American film director, producer, and screenwriter. One of the most commercially successful filmmakers of all time, Spielberg has managed and co-founded numerous companies, including [[wikipedia:DreamWorks SKG|DreamWorks]]'s joint partnership with [[Sega]], [[GameWorks|Sega GameWorks L.L.C.]].{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}
+
}}'''{{PAGENAME}}''' is an American film director, producer, and screenwriter. One of the most commercially successful filmmakers of all time, Spielberg has managed and co-founded numerous companies, including [[DreamWorks (animation studio)|DreamWorks]]' joint partnership with [[Sega]], [[GameWorks|Sega GameWorks L.L.C.]].{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}
  
 
The GameWorks partnership notably led to him visiting Sega's research and development departments during 1996, where he oversaw early versions of ''[[Nights Into Dreams]]''{{intref|Interview: Yuji Naka (2010-07-05) by NightsIntoDreams.Com}} and ''[[Shenmue]]'',{{ref|https://web.archive.org/web/20190316093010/https://www.4gamer.net/games/999/G999905/20190302005/}} as well as [[GameWorks|the titular entertainment chain itself]], in which attractions directed by Spielberg were initially installed.{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}
 
The GameWorks partnership notably led to him visiting Sega's research and development departments during 1996, where he oversaw early versions of ''[[Nights Into Dreams]]''{{intref|Interview: Yuji Naka (2010-07-05) by NightsIntoDreams.Com}} and ''[[Shenmue]]'',{{ref|https://web.archive.org/web/20190316093010/https://www.4gamer.net/games/999/G999905/20190302005/}} as well as [[GameWorks|the titular entertainment chain itself]], in which attractions directed by Spielberg were initially installed.{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}
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==History==
 
==History==
===Jaws===
+
===Background===
 +
===''Jaws'' (1975)===
 
Spielberg is widely acknowledged to have became a household name thanks to his initial direction work on 1975's ''[[wikipedia:Jaws (film)|Jaws]]'', based on the [[wikipedia:Jaws (novel)|1974 novel of the same name]]. Alongside 1977's ''[[wikipedia:Star Wars (film)|Star Wars]]'', it is credited with establishing usage of the long-running [[wikipedia:Blockbuster (entertainment)|"blockbuster"]] concept, initially utilised by film production companies and now widely used to refer to any large-budget work of entertainment aimed at mass markets. ''Jaws'' is also notable in [[Sega]]'s history for being one of the earliest significant popular culture works to feature and reference its produce, specifically the 1972 electro-mechanical arcade game ''[[Killer Shark]]''.{{ref|1=https://www.youtube.com/watch?v=51YkpI1EKyw}} The arcade cabinet is briefly used as an ironic prop in a scene that pans from an amusement arcade to a beach, mocking the film's premise and the events that surround it.
 
Spielberg is widely acknowledged to have became a household name thanks to his initial direction work on 1975's ''[[wikipedia:Jaws (film)|Jaws]]'', based on the [[wikipedia:Jaws (novel)|1974 novel of the same name]]. Alongside 1977's ''[[wikipedia:Star Wars (film)|Star Wars]]'', it is credited with establishing usage of the long-running [[wikipedia:Blockbuster (entertainment)|"blockbuster"]] concept, initially utilised by film production companies and now widely used to refer to any large-budget work of entertainment aimed at mass markets. ''Jaws'' is also notable in [[Sega]]'s history for being one of the earliest significant popular culture works to feature and reference its produce, specifically the 1972 electro-mechanical arcade game ''[[Killer Shark]]''.{{ref|1=https://www.youtube.com/watch?v=51YkpI1EKyw}} The arcade cabinet is briefly used as an ironic prop in a scene that pans from an amusement arcade to a beach, mocking the film's premise and the events that surround it.
  
===Jurassic Park===
+
===''Jurassic Park'' (1993)===
After a period more focused on drama films and a brief hiatus in the late 1980s, Spielberg returned to the blockbuster genre which he originally established with 1993's ''[[wikipedia:Jurassic Park (1993 film)|Jurassic Park]]'', an adaptation of the [[wikipedia:Jurassic Park (novel)|titular 1990 novel]]. Numerous spin-off works were made under licence to promote the film, including video games. Among other companies, Sega gained the rights to both publish and develop [[Jurassic Park|several distinct titles]] for the [[Mega Drive]], [[Mega CD]], [[Game Gear]], and [[System 32]]; [[Sega of America]] tested and co-produced the Mega Drive release with [[BlueSky Software]], whereas [[Sega Multimedia Studio]], [[Sega CS]], and [[Sega AM1]] handled their respective takes on the licence fully in-house. Although the games have collectively received a mixed reception and did not see any direct input from Spielberg, they are looked back on in a less negative light than the infamous fallout surrounding the [[Atari 2600]]'s ''[[wikipedia:E.T.: the Extra-Terrestrial (video game)|E.T.: the Extra-Terrestrial]]''.
+
After a period more focused on drama films and a brief hiatus in the late 1980s, Spielberg returned to the blockbuster genre which he originally established with 1993's ''[[wikipedia:Jurassic Park (1993 film)|Jurassic Park]]'', an adaptation of the [[wikipedia:Jurassic Park (novel)|titular 1990 novel]]. Numerous spin-off works were made under licence to promote the film, including video games. Among other companies, Sega gained the rights to both publish and develop [[Jurassic Park|several distinct titles]] for the [[Mega Drive]], [[Mega CD]], [[Game Gear]], and [[System 32]]; [[Sega of America]] tested and co-produced the Mega Drive release with [[BlueSky Software]], whereas [[Sega Multimedia Studio]], [[Sega CS]], and [[Sega AM3]] handled their respective takes on the licence fully in-house. Although the games have collectively received a mixed reception and did not see any direct input from Spielberg, they are looked back on in a less negative light than the infamous fallout surrounding the [[Atari 2600]]'s ''[[wikipedia:E.T.: the Extra-Terrestrial (video game)|E.T.: the Extra-Terrestrial]]''.
  
For the release of Spielberg's follow-up film ''[[wikipedia:The Lost World: Jurassic Park|The Lost World: Jurassic Park]]'', several different video games were again released under the same name. Though developed by [[Appaloosa Interactive]], [[The Lost World: Jurassic Park (Mega Drive)|the Mega Drive version]] became one of the final titles published by Sega for the console in the west; meanwhile, through [[Sega CS1]], [[Sega Pinball]], and [[AM3]], Sega were directly involved with its [[The Lost World: Jurassic Park|Game Gear release]], [[The Lost World: Jurassic Park (pinball)|pinball table]], and [[The Lost World: Jurassic Park|arcade game]]. The latter title's popularity but lack of similarity to its source material also led to a revised attraction update, ''[[The Lost World: Jurassic Park Special]]''. Besides officially approving for release, Sega had no further involvement with the [[The Lost World: Jurassic Park (Saturn)|Saturn edition]] developed and published by [[DreamWorks Interactive]] and [[Electronic Arts]]. Subsequent ''Jurassic Park'' films have had tie-in video games made by other developers, such as [[Konami]]'s ''[[wikipedia:Jurassic Park III (arcade game)|Jurassic Park II]]'' arcade release.
+
For the release of Spielberg's follow-up film ''[[wikipedia:The Lost World: Jurassic Park|The Lost World: Jurassic Park]]'', several different video games were again released under the same name. Though developed by [[Appaloosa Interactive]], [[The Lost World: Jurassic Park (Mega Drive)|the Mega Drive version]] became one of the final titles published by Sega for the console in the west; meanwhile, through [[Sega CS1]], [[Sega Pinball]], and AM3 once more, Sega were directly involved with its [[The Lost World: Jurassic Park|Game Gear release]], [[The Lost World: Jurassic Park (pinball)|pinball table]], and [[The Lost World: Jurassic Park|arcade game]]. The latter title's popularity but lack of similarity to its source material also led to a revised attraction update, ''[[The Lost World: Jurassic Park Special]]''. Besides officially approving for release and publishing, Sega had no further involvement with the [[The Lost World: Jurassic Park|Saturn edition]], also developed by Appaloosa. Subsequent ''Jurassic Park'' films have had tie-in video games made by other developers, such as [[Konami]]'s ''[[wikipedia:Jurassic Park III (arcade game)|Jurassic Park III]]'' arcade release.
  
 
===GameWorks===
 
===GameWorks===
 +
{{quote|GameWorks is about fun, excitement, competition and bringing people together. It is also about escape, adventure, and connecting.
 +
<br>
 +
It gives each person a chance to prove he or she is a star.|''[[Steven Spielberg]]''|ref={{ref|https://web.archive.org/web/20211224195437/https://www.gameworks.com/about/}}{{fileref|GameWorks Spielbergquote sign.png}}}}
 
Under [[Hayao Nakayama]] and [[Tom Kalinske]], Sega was generating unprecedented revenue by 1992, largely as a result of considerable success in the west with the Mega Drive and additional fortunes with its amusement operation and sales business in Japan.{{ref| https://web.archive.org/web/20211010184928/https://blog.goo.ne.jp/lemon6868/e/f2cf26d65075b9d67628a104bd2ceaec}}{{ref|https://web.archive.org/web/20210414203235/https://mdshock.com/2021/04/14/segas-financial-troubles-an-analysis-of-export-revenue-1991-1998/}} Aggressive expansion of the former was spearheaded by the eventual creation of the [[Amusement Theme Park]] concept, under which Sega planned to open 100 indoor theme parks across the world{{fileref|Amusement Theme Park JP Booklet.pdf}} - the plans imitated similar moves by [[Namco]], and were a significant part of Nakayama's hopes to rival [[Disney]] by the end of the decade, despite previous collaboration with the company at [[Innoventions]] and rumours of a business alliance. Although initial venues in Japan were successful, expansion to the United States had not made as much progress as intended by early 1995; initial talks with [[wikipedia:Universal Studios|Universal/MCA]] and Disney had fell through.{{ref|https://web.archive.org/web/20201028002748/https://www.vrfocus.com/2017/07/the-virtual-arena-the-virtual-theme-park-part-1/}}
 
Under [[Hayao Nakayama]] and [[Tom Kalinske]], Sega was generating unprecedented revenue by 1992, largely as a result of considerable success in the west with the Mega Drive and additional fortunes with its amusement operation and sales business in Japan.{{ref| https://web.archive.org/web/20211010184928/https://blog.goo.ne.jp/lemon6868/e/f2cf26d65075b9d67628a104bd2ceaec}}{{ref|https://web.archive.org/web/20210414203235/https://mdshock.com/2021/04/14/segas-financial-troubles-an-analysis-of-export-revenue-1991-1998/}} Aggressive expansion of the former was spearheaded by the eventual creation of the [[Amusement Theme Park]] concept, under which Sega planned to open 100 indoor theme parks across the world{{fileref|Amusement Theme Park JP Booklet.pdf}} - the plans imitated similar moves by [[Namco]], and were a significant part of Nakayama's hopes to rival [[Disney]] by the end of the decade, despite previous collaboration with the company at [[Innoventions]] and rumours of a business alliance. Although initial venues in Japan were successful, expansion to the United States had not made as much progress as intended by early 1995; initial talks with [[wikipedia:Universal Studios|Universal/MCA]] and Disney had fell through.{{ref|https://web.archive.org/web/20201028002748/https://www.vrfocus.com/2017/07/the-virtual-arena-the-virtual-theme-park-part-1/}}
[[File:GameWorks_Sept_1995.jpg|thumb|right|Spielberg with (from left) DreamWorks' [[wikipedia:Jeffrey Katzenberg|Jeffrey Katzenberg]], MCA's [[wikipedia:Edgar Bronfman Jr.|Edgar Bronfman Jr.]], Sega's [[Hayao Nakayama]], DreamWorks' [[wikipedia:David Geffen|David Geffen]], and MCA's [[wikipedia:Ronald Meyer|Ronald Meyer]] in ''[[Game Machine]]'' publicity photo for [[GameWorks]] venture announcement during mid-September 1995{{magref|gamemachinejp|506|1}}]]
+
[[File:GameWorks_Sept_1995.jpg|thumb|right|Spielberg with (from left) [[DreamWorks (animation studio)|DreamWorks]]' [[wikipedia:Jeffrey Katzenberg|Jeffrey Katzenberg]], MCA's [[wikipedia:Edgar Bronfman Jr.|Edgar Bronfman Jr.]], Sega's [[Hayao Nakayama]], DreamWorks' [[wikipedia:David Geffen|David Geffen]], and MCA's [[wikipedia:Ronald Meyer|Ronald Meyer]] in ''[[Game Machine]]'' publicity photo for [[GameWorks]] venture announcement during mid-September 1995{{magref|gamemachinejp|506|1}}]]
To remedy the lack of progression on their theme park business in overseas territories, Nakayama sought further business partners during 1995. In addition to initial agreements on [[SegaWorld London]] and [[Sega World Sydney|Sydney]], a compromise was made with MCA and new collaborator [[wikipedia:DreamWorks|DreamWorks]] to create a chain of location-based entertainment centers based on some aspects of the original "ATP" model.{{magref|gamemachinejp|506|14}} DreamWorks, founded in 1994 by Steven Spielberg, [[wikipedia:David Geffen|David Geffen]], and former Disney chairman [[wikipedia:Jeffrey Katzenberg|Jeffrey Katzenberg]], would hold a 50% stake in the subsequent joint venture, eventually becoming known as [[GameWorks]] after its initial public announcement by the four executives and MCA personnel during September 1995.{{magref|gamemachinejp|506|1}} The compromise led to Sega's US amusement operations expansion following trends in the North American market more closely than originally intended, containing few of the attractions seen in [[Joypolis]] venues.{{magref|gamemachinejp|517|14}}
+
To remedy the lack of progression on their theme park business in overseas territories, Nakayama sought further business partners during 1995. In addition to initial agreements on [[SegaWorld London]] and [[Sega World Sydney|Sydney]], a compromise was made with MCA and new collaborator [[DreamWorks (animation studio)|DreamWorks]] to create a chain of location-based entertainment centers based on some aspects of the original "ATP" model.{{magref|gamemachinejp|506|14}} DreamWorks, founded in 1994 by Steven Spielberg, [[wikipedia:David Geffen|David Geffen]], and former Disney chairman [[wikipedia:Jeffrey Katzenberg|Jeffrey Katzenberg]], would hold a 50% stake in the subsequent joint venture, eventually becoming known as [[GameWorks]] after its initial public announcement by the four executives and MCA personnel during September 1995.{{magref|gamemachinejp|506|1}} The compromise led to Sega's US amusement operations expansion following trends in the North American market more closely than originally intended, containing few of the attractions seen in [[Joypolis]] venues.{{magref|gamemachinejp|517|14}}
  
 
Following the September 1995 public announcement of their venture, Spielberg visited Sega's research and development headquarters in January 1996 alongside fellow overseas personnel and family.{{ref|https://web.archive.org/web/20210429185136/https://twitter.com/MegaDriveShock/status/1387841885037793288}} While there, he was granted exclusive access to numerous in-progress projects, including ''[[Sonic the Fighters]]'',{{ref|https://web.archive.org/web/20210228222135/http://www.onemillionpower.com/daichi-katagiri-outrun-and-virtua-fighter/}} ''[[Nights Into Dreams]]'',{{intref|Interview: Yuji Naka (2010-07-05) by NightsIntoDreams.Com}} and a very early ''Virtua Fighter RPG'' iteration of ''[[Shenmue]]''.{{ref|https://web.archive.org/web/20190316093010/https://www.4gamer.net/games/999/G999905/20190302005/}} Spielberg is known to have notably left marks on the development of the latter two titles; [[Yuji Naka]] recalls that after he tested a prototype of the ''Nights'' [[3D Control Pad]], developers internally dubbed it the "Spielberg controller",{{intref|Interview: Yuji Naka (2010-07-05) by NightsIntoDreams.Com}} and [[Hisashi Suzuki]] has claimed that his positive reception of ''Virtua Fighter RPG'' led to its acceptance among high-level executives, giving further development the greenlight partly on this basis.{{ref|https://web.archive.org/web/20190316093010/https://www.4gamer.net/games/999/G999905/20190302005/}} Photos of Spielberg's visit were subsequently published in Sega's company newsletter, ''[[Harmony]]''.
 
Following the September 1995 public announcement of their venture, Spielberg visited Sega's research and development headquarters in January 1996 alongside fellow overseas personnel and family.{{ref|https://web.archive.org/web/20210429185136/https://twitter.com/MegaDriveShock/status/1387841885037793288}} While there, he was granted exclusive access to numerous in-progress projects, including ''[[Sonic the Fighters]]'',{{ref|https://web.archive.org/web/20210228222135/http://www.onemillionpower.com/daichi-katagiri-outrun-and-virtua-fighter/}} ''[[Nights Into Dreams]]'',{{intref|Interview: Yuji Naka (2010-07-05) by NightsIntoDreams.Com}} and a very early ''Virtua Fighter RPG'' iteration of ''[[Shenmue]]''.{{ref|https://web.archive.org/web/20190316093010/https://www.4gamer.net/games/999/G999905/20190302005/}} Spielberg is known to have notably left marks on the development of the latter two titles; [[Yuji Naka]] recalls that after he tested a prototype of the ''Nights'' [[3D Control Pad]], developers internally dubbed it the "Spielberg controller",{{intref|Interview: Yuji Naka (2010-07-05) by NightsIntoDreams.Com}} and [[Hisashi Suzuki]] has claimed that his positive reception of ''Virtua Fighter RPG'' led to its acceptance among high-level executives, giving further development the greenlight partly on this basis.{{ref|https://web.archive.org/web/20190316093010/https://www.4gamer.net/games/999/G999905/20190302005/}} Photos of Spielberg's visit were subsequently published in Sega's company newsletter, ''[[Harmony]]''.
  
The full extent and intents of Sega GameWorks L.L.C., additionally a new distribution arm for North America alongside a chain of venues, were unveiled by Sega during March 1996,{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}{{magref|gamemachinejp|517|14}} with Spielberg assuming control of development on the design of the first centers and number of new attractions exclusive to them.{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}{{intref|Press release: 1996-12-04: FIRST GameWorks PLAYS IN DOWNTOWN SEATTLE, MARCH 1997}} The first full-scale venue in Seattle, Washington, opened the following year on March 15.{{intref|Press release: 1997-03-15: BECK AND COOLIO TO PERFORM AT MTV'S GameWorks PREMIERE PARTY SPECIAL LIVE FROM THE GRAND OPENING OF GameWorks SATURDAY, MARCH 15 IN SEATTLE, WA}} Spielberg had hoped to attend its opening day event broadcast live on [[wikipedia:MTV|MTV]], but was ultimately unable due to production commitments, instead appearing in pre-recorded interview segments for the aforementioned MTV special.{{fileref|MTVPremiereParty 1997 GameWorks.mp4}} Although a further 17 GameWorks locations opened in the following years and purportedly drew in an estimated 15 million footfall at their height, the chain was not as successful as planned; Spielberg officially pulled out of any remaining involvement when DreamWorks withdrew its 50% stake in 2001.{{ref|https://web.archive.org/web/20200928034756/https://www.latimes.com/archives/la-xpm-2001-feb-02-fi-20215-story.html}}{{ref|https://web.archive.org/web/20170313133007/https://www.awn.com/news/dreamworks-backs-out-gameworks}}
+
The full extent and intents of Sega GameWorks L.L.C., additionally a new distribution arm for North America alongside a chain of venues, were unveiled by Sega during March 1996,{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}{{magref|gamemachinejp|517|14}} with Spielberg assuming control of development on the design of the first centers and a number of new attractions exclusive to them.{{intref|Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS}}{{intref|Press release: 1996-12-04: FIRST GameWorks PLAYS IN DOWNTOWN SEATTLE, MARCH 1997}} The first full-scale venue in Seattle, Washington, opened the following year on March 15.{{intref|Press release: 1997-03-15: BECK AND COOLIO TO PERFORM AT MTV'S GameWorks PREMIERE PARTY SPECIAL LIVE FROM THE GRAND OPENING OF GameWorks SATURDAY, MARCH 15 IN SEATTLE, WA}} Spielberg had hoped to attend its opening day event broadcast live on [[wikipedia:MTV|MTV]], but was ultimately unable due to production commitments, instead appearing in pre-recorded interview segments for the aforementioned MTV special.{{fileref|MTVPremiereParty 1997 GameWorks.mp4}} Although a further 17 GameWorks locations opened in the following years and purportedly drew in an estimated 15 million footfall at their height, the chain was not as successful as planned; Spielberg officially pulled out of any remaining involvement when [[DreamWorks (animation studio)|DreamWorks]] withdrew its 50% stake in 2001.{{ref|https://web.archive.org/web/20200928034756/https://www.latimes.com/archives/la-xpm-2001-feb-02-fi-20215-story.html}}{{ref|https://web.archive.org/web/20170313133007/https://www.awn.com/news/dreamworks-backs-out-gameworks}}
  
==Gallery==
+
===Later career===
===January 1996 visit to Sega R&D===
+
 
<gallery>
+
==Photographs==
Steven_Spielberg_SOJ_1996_1.jpg|Spielberg with [[Yu Suzuki]], Max Spielberg, Jeffrey Katzenberg, and [[Mark Cerny]] (from left){{ref|https://web.archive.org/web/20210429185136/https://twitter.com/MegaDriveShock/status/1387841885037793288}}
+
:''Main article: [[:Category:Photos of {{PAGENAME}}|Photos of {{PAGENAME}}]]
Steven_Spielberg_SOJ_1996_2.jpg|Spielberg with Yu Suzuki and others
 
Steven_Spielberg_SOJ_1996_3.jpg|Spielberg wearing a [[Mega Visor Display]] with Sega personnel
 
Steven_Spielberg_SOJ_1996_4.jpg|Spielberg in group photo with assorted MCA, DreamWorks, and Sega personnel
 
Steven_Spielberg_SOJ_1996_5.jpg|Spielberg with Jeffrey Katzenberg, Max Spielberg, and [[Hayao Nakayama]] (from left)
 
Steven_Spielberg_SOJ_1996_6.jpg|Spielberg overseeing prototype [[Model 3]] hardware (?)
 
Steven_Spielberg_SOJ_1996_7.jpg|Spielberg overseeing artwork/photo boards with Jeffrey Katzenberg, Hayao Nakayama
 
Steven_Spielberg_SOJ_1996_8.jpg|Spielberg overseeing unknown model with Sega/MCA/DreamWorks personnel
 
Steven_Spielberg_SOJ_1996_9.jpg|Spielberg playing ''[[Sports Fishing 2]]''
 
Steven_Spielberg_SOJ_1996_10.jpg|Spielberg playing ''[[Sports Fishing 2]]''
 
Steven_Spielberg_SOJ_1996_11.jpg|Spielberg using prototype 3D audio attraction (?)
 
Steven_Spielberg_SOJ_1996_suzuki.jpg|Spielberg with Yu Suzuki and Max Spielberg
 
</gallery>
 
===GameWorks===
 
<gallery>
 
GameWorks_Sept_1995.jpg|Spielberg with (from left) Jeffrey Katzenberg, [[wikipedia:Edgar Bronfman Jr.|Edgar Bronfman Jr.]], Hayao Nakayama, David Geffen, and [[wikipedia:Ronald Meyer|Ronald Meyer]] in mid-September 1995){{magref|gamemachinejp|506|1}}
 
</gallery>
 
  
 
==External links==
 
==External links==

Latest revision as of 06:48, 16 March 2023

StevenSpielberg.png
Steven Spielberg
Place of birth: Cincinnati, Ohio, United States
Date of birth: 1946-12-18 (age 77)
Company(ies): DreamWorks, Sega GameWorks, GameWorks
Role(s): Executive, Producer, Endorser

Steven Spielberg is an American film director, producer, and screenwriter. One of the most commercially successful filmmakers of all time, Spielberg has managed and co-founded numerous companies, including DreamWorks' joint partnership with Sega, Sega GameWorks L.L.C..[1]

The GameWorks partnership notably led to him visiting Sega's research and development departments during 1996, where he oversaw early versions of Nights Into Dreams[2] and Shenmue,[3] as well as the titular entertainment chain itself, in which attractions directed by Spielberg were initially installed.[1]

References to Sega can be found in a number of his cinematic works, from Jaws[4] to the more recent Ready Player One. Popular franchises created by Spielberg have also been adapted into titles for Sega consoles and arcade hardware on numerous occasions, including Jurassic Park.

History

Background

Jaws (1975)

Spielberg is widely acknowledged to have became a household name thanks to his initial direction work on 1975's Jaws, based on the 1974 novel of the same name. Alongside 1977's Star Wars, it is credited with establishing usage of the long-running "blockbuster" concept, initially utilised by film production companies and now widely used to refer to any large-budget work of entertainment aimed at mass markets. Jaws is also notable in Sega's history for being one of the earliest significant popular culture works to feature and reference its produce, specifically the 1972 electro-mechanical arcade game Killer Shark.[4] The arcade cabinet is briefly used as an ironic prop in a scene that pans from an amusement arcade to a beach, mocking the film's premise and the events that surround it.

Jurassic Park (1993)

After a period more focused on drama films and a brief hiatus in the late 1980s, Spielberg returned to the blockbuster genre which he originally established with 1993's Jurassic Park, an adaptation of the titular 1990 novel. Numerous spin-off works were made under licence to promote the film, including video games. Among other companies, Sega gained the rights to both publish and develop several distinct titles for the Mega Drive, Mega CD, Game Gear, and System 32; Sega of America tested and co-produced the Mega Drive release with BlueSky Software, whereas Sega Multimedia Studio, Sega CS, and Sega AM3 handled their respective takes on the licence fully in-house. Although the games have collectively received a mixed reception and did not see any direct input from Spielberg, they are looked back on in a less negative light than the infamous fallout surrounding the Atari 2600's E.T.: the Extra-Terrestrial.

For the release of Spielberg's follow-up film The Lost World: Jurassic Park, several different video games were again released under the same name. Though developed by Appaloosa Interactive, the Mega Drive version became one of the final titles published by Sega for the console in the west; meanwhile, through Sega CS1, Sega Pinball, and AM3 once more, Sega were directly involved with its Game Gear release, pinball table, and arcade game. The latter title's popularity but lack of similarity to its source material also led to a revised attraction update, The Lost World: Jurassic Park Special. Besides officially approving for release and publishing, Sega had no further involvement with the Saturn edition, also developed by Appaloosa. Subsequent Jurassic Park films have had tie-in video games made by other developers, such as Konami's Jurassic Park III arcade release.

GameWorks

GameWorks is about fun, excitement, competition and bringing people together. It is also about escape, adventure, and connecting.


It gives each person a chance to prove he or she is a star.

Steven Spielberg[5][6]


Under Hayao Nakayama and Tom Kalinske, Sega was generating unprecedented revenue by 1992, largely as a result of considerable success in the west with the Mega Drive and additional fortunes with its amusement operation and sales business in Japan.[7][8] Aggressive expansion of the former was spearheaded by the eventual creation of the Amusement Theme Park concept, under which Sega planned to open 100 indoor theme parks across the world[9] - the plans imitated similar moves by Namco, and were a significant part of Nakayama's hopes to rival Disney by the end of the decade, despite previous collaboration with the company at Innoventions and rumours of a business alliance. Although initial venues in Japan were successful, expansion to the United States had not made as much progress as intended by early 1995; initial talks with Universal/MCA and Disney had fell through.[10]

Spielberg with (from left) DreamWorks' Jeffrey Katzenberg, MCA's Edgar Bronfman Jr., Sega's Hayao Nakayama, DreamWorks' David Geffen, and MCA's Ronald Meyer in Game Machine publicity photo for GameWorks venture announcement during mid-September 1995[11]

To remedy the lack of progression on their theme park business in overseas territories, Nakayama sought further business partners during 1995. In addition to initial agreements on SegaWorld London and Sydney, a compromise was made with MCA and new collaborator DreamWorks to create a chain of location-based entertainment centers based on some aspects of the original "ATP" model.[12] DreamWorks, founded in 1994 by Steven Spielberg, David Geffen, and former Disney chairman Jeffrey Katzenberg, would hold a 50% stake in the subsequent joint venture, eventually becoming known as GameWorks after its initial public announcement by the four executives and MCA personnel during September 1995.[11] The compromise led to Sega's US amusement operations expansion following trends in the North American market more closely than originally intended, containing few of the attractions seen in Joypolis venues.[13]

Following the September 1995 public announcement of their venture, Spielberg visited Sega's research and development headquarters in January 1996 alongside fellow overseas personnel and family.[14] While there, he was granted exclusive access to numerous in-progress projects, including Sonic the Fighters,[15] Nights Into Dreams,[2] and a very early Virtua Fighter RPG iteration of Shenmue.[3] Spielberg is known to have notably left marks on the development of the latter two titles; Yuji Naka recalls that after he tested a prototype of the Nights 3D Control Pad, developers internally dubbed it the "Spielberg controller",[2] and Hisashi Suzuki has claimed that his positive reception of Virtua Fighter RPG led to its acceptance among high-level executives, giving further development the greenlight partly on this basis.[3] Photos of Spielberg's visit were subsequently published in Sega's company newsletter, Harmony.

The full extent and intents of Sega GameWorks L.L.C., additionally a new distribution arm for North America alongside a chain of venues, were unveiled by Sega during March 1996,[1][13] with Spielberg assuming control of development on the design of the first centers and a number of new attractions exclusive to them.[1][16] The first full-scale venue in Seattle, Washington, opened the following year on March 15.[17] Spielberg had hoped to attend its opening day event broadcast live on MTV, but was ultimately unable due to production commitments, instead appearing in pre-recorded interview segments for the aforementioned MTV special.[18] Although a further 17 GameWorks locations opened in the following years and purportedly drew in an estimated 15 million footfall at their height, the chain was not as successful as planned; Spielberg officially pulled out of any remaining involvement when DreamWorks withdrew its 50% stake in 2001.[19][20]

Later career

Photographs

Main article: Photos of Steven Spielberg

External links

References

  1. 1.0 1.1 1.2 1.3 Press release: 1996-03-13: SEGA, DREAMWORKS SKG AND MCA INC. ANNOUNCE FORMATION OF SEGA GAMEWORKS
  2. 2.0 2.1 2.2 Interview: Yuji Naka (2010-07-05) by NightsIntoDreams.Com
  3. 3.0 3.1 3.2 https://www.4gamer.net/games/999/G999905/20190302005/ (Wayback Machine: 2019-03-16 09:30)
  4. 4.0 4.1 https://www.youtube.com/watch?v=51YkpI1EKyw
  5. https://www.gameworks.com/about/ (Wayback Machine: 2021-12-24 19:54)
  6. File:GameWorks Spielbergquote sign.png
  7. [ https://web.archive.org/web/20211010184928/https://blog.goo.ne.jp/lemon6868/e/f2cf26d65075b9d67628a104bd2ceaec https://blog.goo.ne.jp/lemon6868/e/f2cf26d65075b9d67628a104bd2ceaec] (Wayback Machine: 2021-10-10 18:49)
  8. https://mdshock.com/2021/04/14/segas-financial-troubles-an-analysis-of-export-revenue-1991-1998/ (Wayback Machine: 2021-04-14 20:32)
  9. File:Amusement Theme Park JP Booklet.pdf
  10. https://www.vrfocus.com/2017/07/the-virtual-arena-the-virtual-theme-park-part-1/ (Wayback Machine: 2020-10-28 00:27)
  11. 11.0 11.1 Game Machine, "1995-11-01" (JP; 1995-11-01), page 1
  12. Game Machine, "1995-11-01" (JP; 1995-11-01), page 14
  13. 13.0 13.1 Game Machine, "1996-05-01" (JP; 1996-05-01), page 14
  14. @MegaDriveShock on Twitter (Wayback Machine: 2021-04-29 18:51)
  15. http://www.onemillionpower.com/daichi-katagiri-outrun-and-virtua-fighter/ (Wayback Machine: 2021-02-28 22:21)
  16. Press release: 1996-12-04: FIRST GameWorks PLAYS IN DOWNTOWN SEATTLE, MARCH 1997
  17. Press release: 1997-03-15: BECK AND COOLIO TO PERFORM AT MTV'S GameWorks PREMIERE PARTY SPECIAL LIVE FROM THE GRAND OPENING OF GameWorks SATURDAY, MARCH 15 IN SEATTLE, WA
  18. File:MTVPremiereParty 1997 GameWorks.mp4
  19. https://www.latimes.com/archives/la-xpm-2001-feb-02-fi-20215-story.html (Wayback Machine: 2020-09-28 03:47)
  20. https://www.awn.com/news/dreamworks-backs-out-gameworks (Wayback Machine: 2017-03-13 13:30)