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3DO
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=== Competition === Hawkins' belief was that the 3DO system could become a dominant standard in a similar way to that achieved by the [[VHS]] video cassette format, with several companies being able to promote the standard effectively against individual competitors with their own technologies. It was also believed that companies would be able to more effectively compete by being able to leverage a common standard, as opposed to having to attract developers to individual formats, with Hawkins noting that this would be "tough for Atari and Sony". Indeed, Hawkins believed that the failure of NEC to establish its [[TurboGrafx]] system, and yet being "much bigger than Sony", illustrated the difficulties faced by new entrants to the console market and thought that Sony, in following the business model of Sega and Nintendo, "would have had a better chance if it had partnered with some of the others". Meanwhile, other products were not regarded as competitive threats: the [[Atari Jaguar]] was perceived as "primitive" and "slightly better than a 16-bit system", and the [[CD-i|Philips CD-i]] was regarded as "really obsolete by today's standards". Both 3DO and Philips, seeking to pioneer the broader concept of interactive entertainment, aimed to sell in the order of one million units during 1994 and into 1995.<ref name="pcw199407_hawkins">{{ cite magazine | title=Giant killer? | magazine=Personal Computer World | date=July 1994 | last1=Cole | first1=George | pages=410–414 }}</ref> Hawkins claimed that the console was [[HDTV]]-capable, and that the company could use its technology for a [[set-top box]].<ref>{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=112 | title=Atari Jaguar Unveiled—Stalks 3DO | magazine=Computer Gaming World | date=November 1993 | access-date=28 March 2016 | pages=10–11 | archive-date=March 16, 2016 | archive-url=https://web.archive.org/web/20160316202150/http://cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=112 | url-status=live }}</ref> It was believed the platform would appeal to cable companies seeking to provide digital interactive services, with broadcasts being accompanied by digital information, eventually leading to the development of video-on-demand services on what was described as a "client-server interactive network", with an interactive networking trial having been announced in collaboration with [[US West]] in Omaha, Nebraska for the autumn of 1994.<ref name="pcw199407_hawkins"/>
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