> Soon, however, the game market became saturated. Too many players for too small (at a time) a market meant it became impossible for most developers to scale and recoup their costs.
I had to re-read this sentence a couple of times. Players is an overloaded term here when we're already thinking about video games, and the other interpretation would mean the opposite (too many customers) of what the author intended (too many sellers).
> Three years later, competitor Sega introduced the Genesis (also known as the Mega Drive). Both companies had learned from the crash and took steps to prevent third-party developers from releasing unapproved games.
This implies that the MD/Genesis shipped with a lockout mechanism, which is not true. TMSS didn't exist until the seventh revision (VA6 board) of the console: https://segaretro.org/Sega_Mega_Drive/Hardware_revisions
It also focuses on the Sega vs. Accolade case and fails to mention EA's clean-room reverse-engineering: https://web.archive.org/web/20211116035017/http://bluetoad.c...