Intellivoice - Market Failure

Market Failure

The device was brought to the public in 1982 with an initital lineup of 3 games: Space Spartans, Bomb Squad, and B-17 Bomber. However, despite critical acclaim, the Intellivoice did not sell nearly as well as Mattel had hoped; while initial orders were as high as 300,000 units for the module and its associated games, most of them just sat on retailers' shelves. Even a promotional giveaway of a free Intellivoice by mail with the purchase of an Intellivision Master Component failed to kick-start sales of the Intellivoice game titles; the fourth Intellivoice game release, Tron: Solar Sailer, sold 90,000 units.

In hindsight, there were several issues that contributed to the system's failure in the marketplace:

  • The digitized voice data required a great deal of ROM space; as much as, or even more than, the game itself. At the time, these larger ROMs were much more expensive to produce, and so the Intellivoice-supporting titles ended up retailing for much more than a standard Intellivision game; while standard non-voice titles typically debuted at prices of $39.95, then quickly dropped to around $20 – $25 as new titles were released, Intellivoice titles retailed for as much as $45 apiece and were much slower to drop in price.
  • The Intellivoice itself was a costly add-on, debuting at around $100, and rarely selling for less than $80 (at least not until the unit was discontinued and retailers began dumping the inventory at cost to get rid of it). Since the Intellivoice package didn't even include a game cartridge with it, this required Intellivision owners to make an initial investment of as much as $150 just to get one game that talked.
  • Due to the limits on the amount of ROM space that could be put inside a cartridge, words had to be digitized at the lowest possible sampling rate at which they could still be understood, and it wasn't unusual for the sampling rate to be changed three or four times within the same word (lower rates for vowels, higher for consonants) to save space. This tended to give the voice a distinctly mechanical, unnatural sound.
  • No 3rd-party games ever supported the Intellivoice. This was partly due to the difficulty of producing voice data for the Orator chip (since the data consisted of strings of analog-filter coefficients to modify the behavior of the chip's synthetic vocal-tract model, rather than simple digitized samples, the process was somewhat complex and required considerable support from G.I.), and partly due to the lack of information on how the Intellivoice module worked since Mattel, like most other game-console manufacturers of the day, did not want 3rd parties to be able to compete with them by producing games for their systems.

Together, these factors kept the Intellivoice from becoming a successful product. In August 1983 all personnel related to Intellivoice game and hardware development were laid off, and development on all further Intellivoice games was halted except for two: Space Shuttle, and World Series Major League Baseball. Space Shuttle, a NASA space mission simulator, continued development for a time, but was eventually cancelled for being "too much simulation and not enough game". World Series Major League Baseball, however, was completed as part of the initial round of games produced for the Entertainment Computer System add-on module, making it the final game produced with Intellivoice support. (Although unlike the other four Intellivoice games, WSMLB didn't actually require the use of the Intellivoice in order to play; the game was merely "voice enhanced" for those Intellivision owners who happened to have both the ECS and Intellivoice modules.)

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