History ExecutiveMeddling / VideoGames

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''.

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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''. 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.

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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'' ''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.
16th Dec '16 4:56:08 AM Pysiewicz
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** The series had some meddling in its early life. After the huge success of the first ''VideoGame/TombRaider'' game, producers wanted to make Lara Croft [[MostGamersAreMale more appealing to the male demographic]] and they also allowed many magazines to publish issues with the Lara Croft character in provocative poses while advertisements for products with Lara endorsing them followed a similar suit. Toby Gard, the game and character's creator, hated the idea of changing Lara just to [[PanderingToTheBase appeal to the fans]] and he felt like he had less control over his creative ideas. His only other option Eidos Interactive gave him was to port the original ''Tomb Raider'' to the Nintendo 64, which Gard did not agree with either. He wound up leaving Core Design in disgust. He would later return to aid in the development of ''Legend'' and ''Anniversary'', both of which saw drastic modification in Lara's character from the previous games. What made the whole thing ironic is Eidos decided to have more control over the use of the Lara character in various media and were very selective on what products she could be plastered onto in order to preserve the character. They outright objected to the idea of having Lara on underwear and they also issued a cease and desist on a magazine that published images of Lara in the nude.

to:

** The series had some meddling in its early life. After the huge success of the first ''VideoGame/TombRaider'' game, producers wanted to make Lara Croft [[MostGamersAreMale more appealing to the male demographic]] and they also allowed many magazines to publish issues with the Lara Croft character in provocative poses while advertisements for products with Lara endorsing them followed a similar suit. Toby Gard, the game and character's creator, hated the idea of changing Lara just to [[PanderingToTheBase appeal to the fans]] and he felt like he had less control over his creative ideas. His only other option Eidos Interactive gave him was to port the original ''Tomb Raider'' to the Nintendo 64, which Gard did not agree with either. He wound up leaving Core Design in disgust. He would later return to aid in the development of ''Legend'' ''[[VideoGame/TombRaiderLegend Legend]]'' and ''Anniversary'', ''[[VideoGame/TombRaiderAnniversary Anniversary]]'', both of which saw drastic modification in Lara's character from the previous games. What made the whole thing ironic is Eidos decided to have more control over the use of the Lara character in various media and were very selective on what products she could be plastered onto in order to preserve the character. They outright objected to the idea of having Lara on underwear and they also issued a cease and desist on a magazine that published images of Lara in the nude.



** ''Tomb Raider Anniversary'' had some meddling from the ESRB during development. Originally, Lara was supposed to be impaled if she fell in a pit of spikes, but due to the game having much more realistic graphics compared to the original 1996 game, the impalement would have been seen as too graphic and wouldn't be suited for a T (Teen) rating. In order to keep the game rated T, the developers had to make Lara rag doll upon death, which meant she would bounce off the spikes as if they were made out of rubber.
** ''Anniversary'' was originally made by Core Design as their bid to get at least part of the franchise back and was entirely thier own project to cash on the 10th anniversary of the franchise. Eidos seized all the assets, citing copyright infringement (never mind Core Design was the studio responsible for creation of the franchise) and... passed said assets to Crystal Dynamics, which joined the bid for the rights to make the anniversary game, even if most of the programmers were busy making ''Tomb Raider Underworld'' at that moment. This all lead to the game being postponed so much it missed the anniversary by ''almost a year'', extremely rushed production with sizable part of work done by out-sourced studio (but not Core, even if it was more than eager to participate in the project) and marketing misaimed so bad it managed to turn a highly-anticipated 10th anniversary project into a complete financial bomb barely making production costs back. To date, it's the lowest selling title in the franchise.

to:

** ''Tomb Raider Anniversary'' ''VideoGame/TombRaiderAnniversary'' had some meddling from the ESRB during development. Originally, Lara was supposed to be impaled if she fell in a pit of spikes, but due to the game having much more realistic graphics compared to the original 1996 game, the impalement would have been seen as too graphic and wouldn't be suited for a T (Teen) rating. In order to keep the game rated T, the developers had to make Lara rag doll upon death, which meant she would bounce off the spikes as if they were made out of rubber.
** ''Anniversary'' ''[[VideoGame/TombRaiderAnniversary Anniversary]]'' was originally made by Core Design as their bid to get at least part of the franchise back and was entirely thier own project to cash on the 10th anniversary of the franchise. Eidos seized all the assets, citing copyright infringement (never mind Core Design was the studio responsible for creation of the franchise) and... passed said assets to Crystal Dynamics, which joined the bid for the rights to make the anniversary game, even if most of the programmers were busy making ''Tomb Raider Underworld'' ''VideoGame/TombRaiderUnderworld'' at that moment. This all lead to the game being postponed so much [[EpicFail it missed the anniversary by ''almost by]] ''[[EpicFail almost a year'', year]]'', extremely rushed production with sizable part of work done by out-sourced studio (but not Core, even if it was more than eager to participate in the project) and marketing misaimed so bad it managed to turn a highly-anticipated 10th anniversary project into a complete financial bomb barely making production costs back. To date, it's the lowest selling title in the franchise.
15th Dec '16 7:44:11 PM Pysiewicz
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** ''Anniversary'' was originally made by Core Design as their bid to get at least part of the franchise back and was entirely thier own project to cash on the 10th anniversary of the franchise. Eidos seized all the assets, citing copyright infringement (never mind Core Design was the studio responsible for creation of the franchise) and... passed said assets to Crystal Dynamics, which joined the bid for the rights to make the anniversary game, even if most of the programmers were busy making ''Tomb Raider Underworld'' at that moment. This all lead to the game being postponed so much it missed the anniversary by ''almost a year'', extremely rush production with sizable part of work done by out-sourced studio (but not Core, which was eager to even just participate in the project) and misaimed marketing so bad, it managed to turn a highly-anticipated 10th anniversary project into a complete financial bomb that barely made production costs back and is the lowest selling title in the franchise to date.

to:

** ''Anniversary'' was originally made by Core Design as their bid to get at least part of the franchise back and was entirely thier own project to cash on the 10th anniversary of the franchise. Eidos seized all the assets, citing copyright infringement (never mind Core Design was the studio responsible for creation of the franchise) and... passed said assets to Crystal Dynamics, which joined the bid for the rights to make the anniversary game, even if most of the programmers were busy making ''Tomb Raider Underworld'' at that moment. This all lead to the game being postponed so much it missed the anniversary by ''almost a year'', extremely rush rushed production with sizable part of work done by out-sourced studio (but not Core, which even if it was more than eager to even just participate in the project) and misaimed marketing misaimed so bad, bad it managed to turn a highly-anticipated 10th anniversary project into a complete financial bomb that barely made making production costs back and is back. To date, it's the lowest selling title in the franchise to date.franchise.
15th Dec '16 7:37:35 PM Pysiewicz
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Added DiffLines:

** ''Anniversary'' was originally made by Core Design as their bid to get at least part of the franchise back and was entirely thier own project to cash on the 10th anniversary of the franchise. Eidos seized all the assets, citing copyright infringement (never mind Core Design was the studio responsible for creation of the franchise) and... passed said assets to Crystal Dynamics, which joined the bid for the rights to make the anniversary game, even if most of the programmers were busy making ''Tomb Raider Underworld'' at that moment. This all lead to the game being postponed so much it missed the anniversary by ''almost a year'', extremely rush production with sizable part of work done by out-sourced studio (but not Core, which was eager to even just participate in the project) and misaimed marketing so bad, it managed to turn a highly-anticipated 10th anniversary project into a complete financial bomb that barely made production costs back and is the lowest selling title in the franchise to date.
15th Dec '16 6:18:06 PM Steven
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** ''Tomb Raider: The Last Revelation'' was supposed to be the final game in the series, signified by Lara's supposed death in the collapsing tomb at the end of the game. Core Design was done with the series, but Eidos still saw the series as a moneymaker and pushed Core to pump out another ''Tomb Raider'' game afterwards called ''Tomb Raider Chronicles''. This may explain why the appearance of [[ThoseTwoBadGuys Larson and Pierre]] and the time period they appeared in with Lara confused many fans on the continuity.

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** ''Tomb Raider: The Last Revelation'' ''VideoGame/TombRaiderTheLastRevelation'' was supposed to be the final game in the series, signified by Lara's supposed death in the collapsing tomb at the end of the game. Core Design was done with the series, but Eidos still saw the series as a moneymaker and pushed Core to pump out another ''Tomb Raider'' game afterwards called ''Tomb Raider Chronicles''. ''VideoGame/TombRaiderChronicles''. This may explain why the appearance of [[ThoseTwoBadGuys Larson and Pierre]] and the time period they appeared in with Lara confused many fans on the continuity.continuity.
** The entire franchise under Eidos's control was completely rife with meddling from them. Ever since the first game became a huge hit, Eidos demanded that a new game had to be made every year, which gave the team ''very'' little time to rest since they had to spend the majority of the year to produce just one game. While most of the games in the classic timeline were considered good, the rush jobs became more apparent with each game released; common criticisms were dated game mechanics, nothing new being added to the gameplay, and the stories become more ridiculous. ''VideoGame/TombRaiderChronicles'' was considered to be the weakest game in the series due to a nonsensical story and the game feeling more like a cheap expansion pack instead of a sequel. ''VideoGame/TombRaiderAngelOfDarkness'' was delayed due to massive problems with the game and then Eidos had the game ChristmasRushed with the threat of firing Core Design if they missed the release window again. The game was released with bugs and glitches up the wazoo and [[ShootTheShaggyDog Core Design was fired anyway.]]
15th Dec '16 9:53:20 AM jsanchez2338
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* ''VideoGame/{{Superman 64}}'' is known for its reputation as a horrible game with glitches and bugs up the ass, but most of the problems didn't come from the developers themselves; [[http://www.rarewarecentral.com/superman-64-beta the beta version was notoriously better than the final product]]. The people that held the license, DC Comics and Warner Bros., kept interfering with the development on the game for "political reasons". They wouldn't allow Superman to have his powers naturally (making them have limited use instead of having it all the time and at will) nor did they allow Superman to attack people, so they limited his moves to just silly looking punches and granted invincibility to [=NPCs=]. The last part is also why the game takes place in a virtual world Lex Luthor created, instead of the "real" Metropolis. The developers of the game were extremely frustrated by the higher ups meddling in their project and stated that the final version does not even come close to what they had originally envisioned the game to be.

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* ''VideoGame/{{Superman 64}}'' is known for its reputation as a horrible game with glitches and bugs up the ass, but most of the problems didn't come from the developers themselves; [[http://www.rarewarecentral.com/superman-64-beta [[https://www.youtube.com/watch?v=3JHCn3THgGU the beta version was notoriously better than the final product]]. The people that held the license, DC Comics and Warner Bros., kept interfering with the development on the game for "political reasons". They wouldn't allow Superman to have his powers naturally (making them have limited use instead of having it all the time and at will) nor did they allow Superman to attack people, so they limited his moves to just silly looking punches and granted invincibility to [=NPCs=]. The last part is also why the game takes place in a virtual world Lex Luthor created, instead of the "real" Metropolis. The developers of the game were extremely frustrated by the higher ups meddling in their project and stated that the final version does not even come close to what they had originally envisioned the game to be.
11th Dec '16 6:50:41 PM Steven
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** The series had some meddling in its early life. After the huge success of the first ''VideoGame/TombRaider'' game, producers wanted to make Lara Croft [[MostGamersAreMale more appealing to the male demographic.]] Toby Gard, the game and character's creator, hated the idea of changing Lara just to [[PanderingToTheBase appeal to the fans]] and he felt like he had less control over his creative ideas. His only other option Eidos Interactive gave him was to port the original ''Tomb Raider'' to the Nintendo 64, which Gard did not agree with either. He wound up leaving Core Design in disgust. He would later return to aid in the development of ''Legend'' and ''Anniversary'', both of which saw drastic modification in Lara's character from the previous games.

to:

** The series had some meddling in its early life. After the huge success of the first ''VideoGame/TombRaider'' game, producers wanted to make Lara Croft [[MostGamersAreMale more appealing to the male demographic.]] demographic]] and they also allowed many magazines to publish issues with the Lara Croft character in provocative poses while advertisements for products with Lara endorsing them followed a similar suit. Toby Gard, the game and character's creator, hated the idea of changing Lara just to [[PanderingToTheBase appeal to the fans]] and he felt like he had less control over his creative ideas. His only other option Eidos Interactive gave him was to port the original ''Tomb Raider'' to the Nintendo 64, which Gard did not agree with either. He wound up leaving Core Design in disgust. He would later return to aid in the development of ''Legend'' and ''Anniversary'', both of which saw drastic modification in Lara's character from the previous games. What made the whole thing ironic is Eidos decided to have more control over the use of the Lara character in various media and were very selective on what products she could be plastered onto in order to preserve the character. They outright objected to the idea of having Lara on underwear and they also issued a cease and desist on a magazine that published images of Lara in the nude.
29th Oct '16 11:45:18 AM nombretomado
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* There've been way too many [[TheProblemWithLicensedGames movie-based games reduced in quality]] due to a rush to release them in synch with the release of the actual movie, and video games in general being rushed to meet the holiday shopping crunch. The most memorable has to be ''Film/ETTheExtraTerrestrial'', whose final fate in a New Mexico landfill and subsequent contribution to TheGreatVideoGameCrashOf1983 resulted from such a push. To be fair, they also produced several times too many cartridges, even for a successful game.[[note]]They ordered 12 million copies of ''E.T.'' produced. At the time, there were only 10 million Atari 2600 consoles.[[/note]] They thought the game would help sell more consoles, but that's still stupid. Even if the game ended up being as amazing as ''VideoGame/SuperMarioBros3'', no way it would push that many consoles out of shelves.

to:

* There've been way too many [[TheProblemWithLicensedGames movie-based games reduced in quality]] due to a rush to release them in synch with the release of the actual movie, and video games in general being rushed to meet the holiday shopping crunch. The most memorable has to be ''Film/ETTheExtraTerrestrial'', whose final fate in a New Mexico landfill and subsequent contribution to TheGreatVideoGameCrashOf1983 UsefulNotes/TheGreatVideoGameCrashOf1983 resulted from such a push. To be fair, they also produced several times too many cartridges, even for a successful game.[[note]]They ordered 12 million copies of ''E.T.'' produced. At the time, there were only 10 million Atari 2600 consoles.[[/note]] They thought the game would help sell more consoles, but that's still stupid. Even if the game ended up being as amazing as ''VideoGame/SuperMarioBros3'', no way it would push that many consoles out of shelves.
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