History ExecutiveMeddling / VideoGames

24th Sep '16 8:44:27 PM LinTaylor
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** The same happened with ''VideoGame/LeisureSuitLarryMagnaCumLaude''; according to the game's lead designer, they were ordered to "make Larry relevant to the 19-22-year-old set" by executives who called adventure games "old-fashioned" and "dead". The team did the best that they could within these constraints, but ''MCL'' is still considered an InNameOnly ''Larry'' game at best...though that's '''still''' better than the reception its sequel, ''Box Office Bust'' received.
24th Sep '16 11:13:20 AM billybobfred
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* One of the artists working on ''VideoGame/BattleChess'' found a way around this -- he knew that the executive would feel obligated to do ''some'' meddling no matter what, so when he was animating the Queen, he added [[CensorDecoy a completely superfluous pet duck]]. The executive looked at the final product and declared that the duck had to go.
19th Sep '16 1:46:17 PM MyFinalEdits
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* Yoshio Sakamoto, co-creator of ''Franchise/{{Metroid}}'', was responsible for a good deal of meddling when developing ''VideoGame/MetroidOtherM''. He demanded complete creative control over the project, hiring Team Ninja to put the game together only because his own team at Nintendo did not have the capacity to develop it. The Wii Remote-only scheme was not only his idea, but he actively ''insisted'' that this scheme was to be used exclusively, which was frequently questioned by Team Ninja employees who wanted to employ the Nunchuk as well. He even noticed problems with the control scheme, but kept it anyway. There was also one part where he forced the composer to make a piano piece in a matter of a day. He was also responsible for the American localization, directing the voice actors despite not being a native English speaker. It's been said that Creator/JenniferHale, who provided the voice of Samus Aran in the ''VideoGame/MetroidPrime'' series, auditioned to reprise her role for this game, but Sakamoto, for reasons known only to himself, rejected her in favour of Jessica Martin, who had ''never done any voice acting for a video game before''. And even then, Martin's famously unemotive performance was not the result of her lack of talent, but his insistence that she deliver her lines in a repressed and monotone way as a poor attempt to make her sound like a ShellShockedVeteran.
** Ironically, ''Other M'' was originally planned by Sakamoto to have 2D gameplay, but Team Ninja itself were against the idea, agreeing to only work in the game if it was a full-fledged 3D adventure, reversing the ExecutiveMeddling in this case. This despite many fans clamoring for a new 2D entry since ''VideoGame/MetroidFusion'' and the 3D gameplay used in the game not being well-received.

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* Yoshio Sakamoto, co-creator of ''Franchise/{{Metroid}}'', was responsible for a good deal of meddling when developing ''VideoGame/MetroidOtherM''. He demanded complete creative control over the project, hiring Team Ninja to put the game together only because his own team at Nintendo did not have the capacity to develop it. The Wii Remote-only scheme was not only his idea, but he actively ''insisted'' that this scheme was to be used exclusively, which was frequently questioned by Team Ninja employees who wanted to employ the Nunchuk as well. He even noticed problems with the control scheme, but kept it anyway. There was also one part where he forced the composer to make a piano piece in a matter of a day. He was also responsible for the American localization, directing the voice actors despite not being a native English speaker. It's been said that Creator/JenniferHale, who provided the voice of Samus Aran in the ''VideoGame/MetroidPrime'' series, auditioned to reprise her role for this game, but Sakamoto, for reasons known only to himself, rejected her in favour of Jessica Martin, who had ''never done any voice acting for a video game before''. And even then, Martin's famously unemotive performance was not the result of her lack of talent, but his insistence that she deliver her lines in a repressed and monotone way as a poor attempt to make her sound like a ShellShockedVeteran.
** Ironically,
ShellShockedVeteran. Lastly, ''Other M'' was originally planned by Sakamoto to have 2D gameplay, but Team Ninja itself were against the idea, agreeing to only work in the game if it was a full-fledged 3D adventure, reversing the ExecutiveMeddling in this case. This despite many fans clamoring for a new 2D entry since ''VideoGame/MetroidFusion'' and the 3D gameplay used in the game not being well-received.case.
19th Sep '16 10:52:17 AM Drope
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** Ironically, ''Other M'' was originally planned by Sakamoto to have 2D gameplay, but Team Ninja itself were against the idea, agreeing to only work in the game if it was a full-fledged 3D adventure, reversing the ExecutiveMeddling in this case. This despite many fans clamoring for a new 2D entry since ''VideoGame/MetroidFusion'' and the 3D gameplay used in the game not being well-received.
19th Sep '16 10:36:59 AM Drope
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** Even ''The Legend of Zelda'' series has been a victim of Miyamoto's story-phobia. 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 story-phobia.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.
7th Sep '16 8:34:40 AM CoolTom1337
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* Yoshio Sakamoto, co-creator of ''Franchise/{{Metroid}}'', was responsible for a good deal of meddling when developing ''VideoGame/MetroidOtherM''. He demanded complete creative control over the project, hiring Team Ninja to put the game together only because his own team at Nintendo did not have the capacity to develop it. The Wii Remote-only scheme was not only his idea, but he actively ''insisted'' that this scheme was to be used exclusively, which was frequently questioned by Team Ninja employees who wanted to employ the Nunchuk as well. He even noticed problems with the control scheme, but kept it anyway. There was also one part where he forced the composer to make a piano piece in a matter of a day. He was also responsible for the American localization, directing the voice actors despite not being a native English speaker. It's been said that Creator/JenniferHale, who provided the voice of Samus Aran in the ''VideoGame/MetroidPrime'' series, auditioned to reprise her role for this game, but Sakamoto, for reasons known only to himself, chose Jessica Martin, who had never done any voice acting for a video game before, over her. And even then, Martin's famously unemotive performance was not the result of her lack of talent, but his insistence that she deliver her lines in a repressed and monotone way as a poor attempt to make her sound like a ShellShockedVeteran.

to:

* Yoshio Sakamoto, co-creator of ''Franchise/{{Metroid}}'', was responsible for a good deal of meddling when developing ''VideoGame/MetroidOtherM''. He demanded complete creative control over the project, hiring Team Ninja to put the game together only because his own team at Nintendo did not have the capacity to develop it. The Wii Remote-only scheme was not only his idea, but he actively ''insisted'' that this scheme was to be used exclusively, which was frequently questioned by Team Ninja employees who wanted to employ the Nunchuk as well. He even noticed problems with the control scheme, but kept it anyway. There was also one part where he forced the composer to make a piano piece in a matter of a day. He was also responsible for the American localization, directing the voice actors despite not being a native English speaker. It's been said that Creator/JenniferHale, who provided the voice of Samus Aran in the ''VideoGame/MetroidPrime'' series, auditioned to reprise her role for this game, but Sakamoto, for reasons known only to himself, chose rejected her in favour of Jessica Martin, who had never ''never done any voice acting for a video game before, over her.before''. And even then, Martin's famously unemotive performance was not the result of her lack of talent, but his insistence that she deliver her lines in a repressed and monotone way as a poor attempt to make her sound like a ShellShockedVeteran.
31st Aug '16 4:50:09 PM Dere
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* Continuing the trend, ''VideoGame/KirbysEpicYarn'' was originally going to be an original title starring Prince Fluff, but Nintendo thought the player character looked similar to Kirby and made the developers turn it into a ''Kirby'' game. Similarly to Krystal in the Star Fox example, Prince Fluff was still kept, but demoted to a secondary character. This is why the title plays so differently from the rest of the games in the series, with Kirby even missing his signature abilities of sucking enemies and stealing their powers.

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* Continuing the trend, ''VideoGame/KirbysEpicYarn'' was originally going to be an original title starring Prince Fluff, but Nintendo thought the execs noticed that the player character looked similar to Kirby and made the developers turn it into a ''Kirby'' game. Similarly to Krystal in the Star Fox example, Prince Fluff was still kept, but demoted to a secondary character. This is why the title plays so differently from the rest of the games in the series, with Kirby even missing his signature abilities ability of sucking enemies and stealing their powers.
14th Aug '16 11:06:54 AM JEFFWONTLEAVE
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* The UsefulNotes/PlayStation game ''VideoGame/SpiderMan2EnterElectro'' had the final level originally take place [[http://www.game-rave.com/psx/playstation_perfect_guide/features/feature_spiderman3/index.html on the top of the World Trade Center]]. This is confirmed by the original level title, "Top of the World", and dialogue spoken by Peter Parker during the [[http://www.youtube.com/watch?v=tUrXPnIDkC8 original cinematic]] prior to the final level. After the events of 9/11, the game was pulled from shelves (it had been released in North America in late August) and delayed in territories where it hadn't been released, and the level designers placed a bridge between the two towers to make the comparison to its real life counterpart less obvious. Given the fact that Activision and Vicarious Visions feared the content might have been considered "insensitive", their meddling was obvious.

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* The UsefulNotes/PlayStation game ''VideoGame/SpiderMan2EnterElectro'' had the final level originally take place [[http://www.[[http://web.archive.org/web/20070902143554/http://www.game-rave.com/psx/playstation_perfect_guide/features/feature_spiderman3/index.html on the top of the World Trade Center]]. This is confirmed by the original level title, "Top of the World", and dialogue spoken by Peter Parker during the [[http://www.youtube.com/watch?v=tUrXPnIDkC8 original cinematic]] prior to the final level. After the events of 9/11, the game was pulled from shelves (it had been released in North America in late August) and delayed in territories where it hadn't been released, and the level designers placed a bridge between the two towers to make the comparison to its real life counterpart less obvious. Given the fact that Activision and Vicarious Visions feared the content might have been considered "insensitive", their meddling was obvious.
9th Aug '16 11:15:49 PM Anddrix
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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 [[BaseBreaker base breaking]] ''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 [[BaseBreaker base breaking]] 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.
9th Aug '16 2:09:08 PM Ripburger
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* Showing that TropesAreNotBad, the original ''VideoGame/XCom'' was planned to be a fairly generic strategy game set on an alien world. The publisher, Microprose, wanted a game on a grander scale, so they asked that the game be moved to earth, suggested the UFO invasion theme, and requested the addition of the game's overarching planetwide strategic gameplay, ultimately including the addition of the ability to steal technology from aliens.

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* Showing that TropesAreNotBad, the original ''VideoGame/XCom'' ''[[VideoGame/XCOMUFODefense X-COM]]'' was planned to be a fairly generic strategy game set on an alien world. The publisher, Microprose, wanted a game on a grander scale, so they asked that the game be moved to earth, suggested the UFO invasion theme, and requested the addition of the game's overarching planetwide strategic gameplay, ultimately including the addition of the ability to steal technology from aliens.
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