History ExecutiveMeddling / VideoGames

24th Mar '17 8:33:06 AM Mineboot45
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During their tour of the show floor and its exhibits with Atari execs, the group came across Coleco demonstrating a prototype of ''Donkey Kong'' for the Coleco Adam. The Atari reps were ''furious'', claiming there was an arrangement in place where the only version of ''Donkey Kong'' that was to be shown at CES was their's. Shouting and cursing ensued, and the Nintendo group, shocked at what was happening, quietly left the show. The deal was off and Nintendo decided to release the Nintendo Entertainment System themselves. The rest is history.

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During their tour of the show floor and its exhibits with Atari execs, the group came across Coleco demonstrating a prototype of ''Donkey Kong'' for the Coleco Adam. The Atari Nintendo reps were ''furious'', claiming there was an arrangement in place where the only version of ''Donkey Kong'' that was to be shown at CES was their's. Shouting and cursing ensued, and the Nintendo group, shocked at what was happening, quietly left the show. The deal was off and Nintendo decided to release the Nintendo Entertainment System themselves. The rest is history.
22nd Mar '17 2:10:26 PM rjd1922
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* ''VideoGame/{{BioShock|1}}'' was not originally planned to have MultipleEndings. The bad ending was initially the only one planned, however higher-ups didn't like this and pushed for the developers to add a second (happier) ending. This is actually an example of ExecutiveMeddling being a good thing, as many players prefer the CrowningMomentOfHeartwarming good ending where [[spoiler: Jack takes the Little Sisters back to the surface and raises them as his own family]] over the [[DownerEnding downer]] bad ending where [[spoiler: Jack is driven insane by splicing and tries to TakeOverTheWorld]].

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* ''VideoGame/{{BioShock|1}}'' was not originally planned to have MultipleEndings. The bad ending was initially a single, ambiguous ending, and expected the only one planned, however player to infer what happened based on their actions. However, higher-ups didn't like this and pushed for the developers to add include a second (happier) good and a bad ending. This is actually an example of ExecutiveMeddling being a good thing, as many players prefer like the CrowningMomentOfHeartwarming good ending where [[spoiler: Jack takes the Little Sisters back to the surface and raises them as his own family]] over the [[DownerEnding downer]] bad ending where [[spoiler: Jack is driven insane by splicing and tries to TakeOverTheWorld]].ending.
19th Mar '17 4:23:04 PM Mineboot45
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* The NES version of ''VideoGame/ManiacMansion'' went through a number of changes at the request of Nintendo of America. To mention a few: A statue of a classical reclining nude was removed, because hey, no nudity allowed in Nintendo games. A scrawling on a wall says "For a good time" followed by a name and a phone number. [=NoA=] felt that was offensive... somehow. Their objection was specifically that it was offensive, not that it had sexual connotations. The end credits of the game originally mentioned "NES SCUMM system", which stands for the NES version of ''Script Creation Utility for Maniac Mansion'', the game engine that Creator/LucasArts used for their adventures. Apparently the people at [=NoA=] felt this could be understood as calling the NES "scum", so that was also removed. As for what got into the finished product... Either they did not care or somehow completely missed the fact that in the game you can kill a pet hamster with a microwave oven. If you want more details, the person who headed the porting on [=LucasArts=] side has written an article about it titled [[http://www.crockford.com/wrrrld/maniac.html The Expurgation of Maniac Mansion]]. Some versions go the extra mile and remove nuking the hamster as well, complete with custom responses from Razor and Syd ("No way, man. Too much cholesterol."). All versions leave behind the useless and game-ending keypad on the second floor for no good reason [[note]]it served as copy protection in the computer versions[[/note]] , as it ends your game since there's no valid combination.

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* The NES version of ''VideoGame/ManiacMansion'' went through a number of changes at the request of Nintendo of America. To mention a few: A statue of a classical reclining nude was removed, because hey, no nudity allowed in Nintendo games. A scrawling on a wall says "For a good time" followed by a name and a phone number. [=NoA=] felt that was offensive... somehow. Their objection was specifically that it was offensive, not that it had sexual connotations. The end credits of the game originally mentioned "NES SCUMM system", which stands for the NES version of ''Script Creation Utility for Maniac Mansion'', the game engine that Creator/LucasArts used for their adventures. Apparently the people at [=NoA=] felt this could be understood as calling the NES "scum", so that was also removed. As for what got into the finished product... Either they did not care or somehow completely missed the fact that in the game you can kill a pet hamster with a microwave oven. If you want more details, the person who headed the porting on [=LucasArts=] side has written an article about it titled [[http://www.crockford.com/wrrrld/maniac.html The Expurgation of Maniac Mansion]]. Some versions go the extra mile and remove nuking the hamster as well, complete with custom responses from Razor and Syd ("No way, man. Too much cholesterol."). All versions leave behind the useless and game-ending keypad on the second floor for no good reason [[note]]it reason[[note]]it served as copy protection in the computer versions[[/note]] , versions[[/note]], as it ends your game since there's no valid combination.
19th Mar '17 4:20:46 PM Mineboot45
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* ''VideoGame/SuperMarioBros2'' came into being because Nintendo of America didn't think [[VideoGame/SuperMarioBrosTheLostLevels the original Japanese game of that title]] was different enough from the first one as well as considering it [[PlatformHell too hard for American audiences.]] [[TropesAreNotBad But the result paid off]], with the game selling very well and many foreign elements, such as Shy-Guys, Bob-Ombs and Birdo, all originally ''[=SMB2=]''-specific characters, have since become staples of the Marioverse ensemble. Also, ''The Lost Levels'' got a Western release some years later anyway.

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* ''VideoGame/SuperMarioBros2'' came into being because Nintendo of America didn't think [[VideoGame/SuperMarioBrosTheLostLevels the original Japanese game of that title]] was different enough from the first one as well as considering it [[PlatformHell too hard for American audiences.]] But [[TropesAreNotBad But the result paid off]], with the game selling very well and many foreign elements, such as Shy-Guys, Bob-Ombs and Birdo, all originally ''[=SMB2=]''-specific characters, have since become staples of the Marioverse ensemble. Also, ''The Lost Levels'' got a Western release some years later anyway.
19th Mar '17 4:19:35 PM Mineboot45
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* ''VideoGame/SuperMarioBros2'' came into being because Nintendo of America didn't think [[VideoGame/SuperMarioBrosTheLostLevels the original Japanese game of that title]] was different enough from the first one as well as considering it [[PlatformHell too hard for American audiences.]] But the result paid off, with the game selling very well and many foreign elements, such as Shy-Guys, Bob-Ombs and Birdo, all originally ''[=SMB2=]''-specific characters, have since become staples of the Marioverse ensemble. Also, ''The Lost Levels'' got a Western release some years later anyway.

to:

* ''VideoGame/SuperMarioBros2'' came into being because Nintendo of America didn't think [[VideoGame/SuperMarioBrosTheLostLevels the original Japanese game of that title]] was different enough from the first one as well as considering it [[PlatformHell too hard for American audiences.]] [[TropesAreNotBad But the result paid off, off]], with the game selling very well and many foreign elements, such as Shy-Guys, Bob-Ombs and Birdo, all originally ''[=SMB2=]''-specific characters, have since become staples of the Marioverse ensemble. Also, ''The Lost Levels'' got a Western release some years later anyway.
12th Mar '17 2:20:23 PM DarkChirano
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** [[http://iwataasks.nintendo.com/interviews/#/3ds/papermario/0/0 He did it again]] with ''VideoGame/PaperMarioStickerStar'', saying a story wasn't needed (even though the RPG games have always been more story-based than the platformers) and requesting that they only use existing Mario characters rather than coming up with new ones. He also felt the game played too much like ''[[VideoGame/PaperMarioTheThousandYearDoor Thousand Year Door]]'', which led to the battle system being completely revamped. Unfortunately, after the divisive ''VideoGame/SuperPaperMario'', many fans were hoping for a game that returned to the style of the first two games, so ''Sticker Star'' was met with cries of TheyChangedItNowItSucks.

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** [[http://iwataasks.nintendo.com/interviews/#/3ds/papermario/0/0 He did it again]] with ''VideoGame/PaperMarioStickerStar'', saying a story wasn't needed (even though the RPG games have always been more story-based than the platformers) and requesting that they only use existing Mario characters rather than coming up with new ones. He also felt the game played too much like ''[[VideoGame/PaperMarioTheThousandYearDoor Thousand Year Door]]'', which led to the battle system being completely revamped. Unfortunately, after the divisive ''VideoGame/SuperPaperMario'', many fans were hoping for a game that returned to the style of the first two games, so ''Sticker Star'' was met with cries of TheyChangedItNowItSucks. Even after common criticism among both players and critics, Miyamoto still did not budge on the subject of original characters when ''[[VideoGame/PaperMarioColorSplash Color Splash]]'' began development.
22nd Feb '17 2:29:18 PM ILoveCartoons9120
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* ''VideoGame/StarFoxAdventures'' is the result of this. Originally, the game was to be titled ''Dinosaur Planet'' and had no ties whatsoever with the ''Star Fox'' franchise. Krystal and a male fox were the main characters. However, after Creator/ShigeruMiyamoto saw a likeness between the male main character and Fox [=McCloud=], Nintendo forced Creator/{{Rare}} into changing the plot and characters around and turn it into a ''Star Fox'' title, despite the game and its gameplay having no relation or similarities with the series beyond that. The male fox was axed, with his role being given to Fox, and Krystal was aged up and became the DistressedDamsel. Also, a rushed release date caused what could have been a climactic boss fight with General Scales to be completely cut.

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* ''VideoGame/StarFoxAdventures'' is the result of this. Originally, the game was to be titled ''Dinosaur Planet'' and had no ties whatsoever with the ''Star Fox'' franchise. Krystal and a male fox named Sabre were the main characters. However, after Star Fox creator and Nintendo's creative head Creator/ShigeruMiyamoto saw a likeness between the male main character Sabre and Fox [=McCloud=], Nintendo forced he drove Creator/{{Rare}} into changing the plot and characters around and turn it into a ''Star Fox'' title, despite the game and its gameplay having no relation or similarities with the series beyond that. The male fox Sabre was axed, with his role being given to Fox, and Krystal was aged up and became the DistressedDamsel. Also, a rushed release date caused what could have been a climactic climatic boss fight with General Scales to be completely cut.
14th Jan '17 6:35:37 PM nombretomado
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[[folder:LucasArts]]
* The story goes that one of the designers of ''VideoGame/FullThrottle''--a game about a biker who kicked the crap out of people and was investigating the brutal bludgeoning murder of an old man by a ruthless corrupt corporate executive who had also ordered the old man's daughter killed, and had further framed him and his gang for the foul deed--had an idea where the lead goes on a peyote-fueled quasi-dream sequence that took place inside his own head. The executives at LucasArts said no, as that would be "inappropriate" material. [[Creator/TimSchafer That designer]] nonetheless held onto the seed of the idea, and eventually created ''VideoGame/{{Psychonauts}}''.
* ''[[VideoGame/KnightsOfTheOldRepublic Knights of the Old Republic II: The Sith Lords]]'' was meddled rather thoroughly by LucasArts. First they rushed the development to make a Christmas release date, meaning quite a lot of stuff (including ''the actual ending'') got DummiedOut due to time constraints. Then it turned into straight-up ScrewedByTheNetwork when Obsidian offered to put together a patch to restore the missing content and LucasArts refused. Fortunately the modding community has managed to fix most of it, and the content-restoration mod has since been integrated into the UsefulNotes/{{Steam}} release of the game.
* The third game of the ''VideoGame/StarWarsBattlefront'' series, developed by Free Radical Designs was pretty far into its development cycle. A leaked trailer showcased impressive features at the time such as being able to jump into a fighter and fly from a ground battle into space, all in real time. At some point during development, the management at LucasArts changed hands. The new CEO, Darrel Rodriguez, made it a point to cut costs as much as possible, and ''Battlefront 3'' was costing money. This ended up being another kick in the [[http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters long series of such events]] that eventually led to Free Radical closing its doors.

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[[folder:LucasArts]]
[[folder:[=LucasArts=]]]
* The story goes that one of the designers of ''VideoGame/FullThrottle''--a game about a biker who kicked the crap out of people and was investigating the brutal bludgeoning murder of an old man by a ruthless corrupt corporate executive who had also ordered the old man's daughter killed, and had further framed him and his gang for the foul deed--had an idea where the lead goes on a peyote-fueled quasi-dream sequence that took place inside his own head. The executives at LucasArts Creator/LucasArts said no, as that would be "inappropriate" material. [[Creator/TimSchafer That designer]] nonetheless held onto the seed of the idea, and eventually created ''VideoGame/{{Psychonauts}}''.
* ''[[VideoGame/KnightsOfTheOldRepublic Knights of the Old Republic II: The Sith Lords]]'' was meddled rather thoroughly by LucasArts.[=LucasArts=]. First they rushed the development to make a Christmas release date, meaning quite a lot of stuff (including ''the actual ending'') got DummiedOut due to time constraints. Then it turned into straight-up ScrewedByTheNetwork when Obsidian offered to put together a patch to restore the missing content and LucasArts [=LucasArts=] refused. Fortunately the modding community has managed to fix most of it, and the content-restoration mod has since been integrated into the UsefulNotes/{{Steam}} release of the game.
* The third game of the ''VideoGame/StarWarsBattlefront'' series, developed by Free Radical Designs was pretty far into its development cycle. A leaked trailer showcased impressive features at the time such as being able to jump into a fighter and fly from a ground battle into space, all in real time. At some point during development, the management at LucasArts [=LucasArts=] changed hands. The new CEO, Darrel Rodriguez, made it a point to cut costs as much as possible, and ''Battlefront 3'' was costing money. This ended up being another kick in the [[http://www.eurogamer.net/articles/2012-05-04-free-radical-vs-the-monsters long series of such events]] that eventually led to Free Radical closing its doors.
8th Jan '17 5:39:48 PM Midna
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** The original ''Legend of Zelda'' was supposed to feature a dual sci-fi/fantasy setting, where you would time travel between a technological future and a magical medieval past, and the Triforce were electronic chips that would form a supercomputer. Nintendo thought this was too complex for an 8-bit Famicom title, so they axed the concept in favor of a simple fantasy setting. ''A Link to the Past'' also was originally going to feature this setting, but Nintendo again axed it in favor of the Light World/Dark World mechanic the game has instead. Miyamoto in fact lamented in an interview in the Japanese ''ALTTP'' strategy guide that Zelda was forced to have a purely fantasy setting, thinking it was hindering the franchise. Nintendo also axed his plans to have multiple playable characters in ''ALTTP''.

to:

** The original ''Legend of Zelda'' was supposed to feature a dual sci-fi/fantasy setting, where you would time travel between a technological future and a magical medieval past, and the Triforce were electronic chips that would form a supercomputer. Nintendo thought this was too complex for an 8-bit Famicom title, so they axed the concept in favor of a simple fantasy setting. ''A Link to the Past'' also was originally going to feature this setting, but Nintendo again axed it in favor of the Light World/Dark World mechanic the game has instead. Miyamoto in fact lamented in an interview in the Japanese ''ALTTP'' strategy guide that Zelda was forced to have a purely fantasy setting, thinking it was hindering the franchise. Nintendo also axed his plans to have multiple playable characters in ''ALTTP''. The recurring theme of AdvancedAncientHumans in later games, particularly in the GenreThrowback ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', may be remnants of this idea.
5th Jan '17 3:58:24 AM jormis29
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* Even ''The Legend of Zelda'' series has been a victim of Miyamoto's policy of simplified stories. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' on, the developers have tried to include more complex and detailed stories in ''Zelda'' games, only to be forced to backpedal and simplify the plot, even excluding major plot points (the whole point of the story of ''[[VideoGame/TheLegendOfZeldaFourSwordsAdventures Four Swords Adventures]]'' was being the backstory of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', an idea that had to be scrapped, with the final product taking place sometime after ''Twilight Princess'' in the games' timeline (in the Child Link timeline branch) and having nothing to do with ''A Link to the Past'' (which is in a completely different timeline branch)), which caused the series to have an ''even'' more convoluted timeline. ''Link's Crossbow Training'' is probably the most tragic example: the developers wanted to produce a full-fledged, epic ''Zelda'' game that would be to ''Twilight Princess'' what ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' is to ''Ocarina of Time'', but Miyamoto forbid them from including an epic story, or a story of any sorts, bosses (sans a single one that the developers were allowed to put in after fighting for it), or large and immersive stages. This resulted in what's widely considered to be the weakest installment in the series (not counting the licensed CD-i games) by both fans and critics alike.

to:

* Even ''The Legend of Zelda'' series has been a victim of Miyamoto's policy of simplified stories. From ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' on, the developers have tried to include more complex and detailed stories in ''Zelda'' games, only to be forced to backpedal and simplify the plot, even excluding major plot points (the whole point of the story of ''[[VideoGame/TheLegendOfZeldaFourSwordsAdventures Four Swords Adventures]]'' was being the backstory of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'', an idea that had to be scrapped, with the final product taking place sometime after ''Twilight Princess'' in the games' timeline (in the Child Link timeline branch) and having nothing to do with ''A Link to the Past'' (which is in a completely different timeline branch)), which caused the series to have an ''even'' more convoluted timeline. ''Link's Crossbow Training'' ''VideoGame/LinksCrossbowTraining'' is probably the most tragic example: the developers wanted to produce a full-fledged, epic ''Zelda'' game that would be to ''Twilight Princess'' what ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' is to ''Ocarina of Time'', but Miyamoto forbid them from including an epic story, or a story of any sorts, bosses (sans a single one that the developers were allowed to put in after fighting for it), or large and immersive stages. This resulted in what's widely considered to be the weakest installment in the series (not counting the licensed CD-i games) by both fans and critics alike.
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http://tvtropes.org/pmwiki/article_history.php?article=ExecutiveMeddling.VideoGames