History MisBlamed / VideoGames

19th Nov '17 4:44:20 PM MagiMecha
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* The Japanese version of ''VideoGame/DragonballZDokkanBattle'' was hit hard with the 3.8.0 release, where a bug caused the drop rates on the gasha to plummet to abysmal levels, leading to players to accuse Akatsuki of rigging it. It didn't help this happened at the same time the ''VideoGame/StarWarsBattlefrontII2017'' controversy was happening. Thankfully, Akatsuki pulled an AuthorsSavingThrow by revealing the code that caused the bug in the first place, gave everyone 300 Dragon Stones and refunded people for those who spent stones during that time.
17th Oct '17 5:11:05 AM MayIncon
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* A case of a fan mis-blaming other fans, EPM's [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of ''VideoGame/MegaManBattleNetwork 1'' criticized some players for not knowing what is a Program Advance (P.A.) on the reason that they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place]], aside from the most basic combinations like [=ZetaCannon=] and [=LifeSword=]. To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that you cannot find the specific chip combinations for most P.A.s within the games.

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* A case of a fan mis-blaming other fans, EPM's [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of ''VideoGame/MegaManBattleNetwork 1'' 1'' criticized some players for not knowing what is a Program Advance (P.A.) on the reason that they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place]], aside from the most basic combinations like [=ZetaCannon=] and [=LifeSword=]. To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that you cannot find the specific chip combinations for most P.A.s within the games.
17th Oct '17 5:11:04 AM MayIncon
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* A case of a fan mis-blaming other fans, EPM's [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of [[VideoGame/MegaManBattleNetwork [=MMBN1=] ]] criticized some players for not knowing what is a Program Advance (P.A.) on the reason that they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place, aside from the most basic combinations like [=ZetaCannon=] and [=LifeSword=]. To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that you cannot find the specific chip combinations for most P.A.s within the games.

to:

* A case of a fan mis-blaming other fans, EPM's [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of [[VideoGame/MegaManBattleNetwork [=MMBN1=] ]] ''VideoGame/MegaManBattleNetwork 1'' criticized some players for not knowing what is a Program Advance (P.A.) on the reason that they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place, place]], aside from the most basic combinations like [=ZetaCannon=] and [=LifeSword=]. To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that you cannot find the specific chip combinations for most P.A.s within the games.
17th Oct '17 5:09:39 AM MayIncon
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* A case of a fan mis-blaming other fans, a [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of [[VideoGame/MegaManBattleNetwork [=MMBN1=] ]] criticized some players for not knowing what is a Program Advance (P.A.) because they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place]][[note]] No excuse for Zeta-Cannon and [=LifeSword=] though since they're actually mentioned.[[/note]] To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that nobody is talking about specific chip combinations [[note]] other than Zeta-Cannon and [=LifeSword=][[/note]] in the games.

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* A case of a fan mis-blaming other fans, a EPM's [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of [[VideoGame/MegaManBattleNetwork [=MMBN1=] ]] criticized some players for not knowing what is a Program Advance (P.A.) because on the reason that they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place]][[note]] No excuse for Zeta-Cannon place, aside from the most basic combinations like [=ZetaCannon=] and [=LifeSword=] though since they're actually mentioned.[[/note]] [=LifeSword=]. To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that nobody is talking about you cannot find the specific chip combinations [[note]] other than Zeta-Cannon and [=LifeSword=][[/note]] in for most P.A.s within the games.
1st Oct '17 6:51:44 AM OlfinBedwere
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** Another company who caught their share of misblame was [=nVidia=], as within a matter of hours of the game's performance problems being known there were widespread accusations that the company's [=GameWorks=] technology (used in the game to provide physics and additional graphical effects) was deliberately crippling performance on all AMD hardware and even [=nVidia's=] older graphics cards, all in the name of making their then-new [=GeForce=] GTX 900 series cards look good. An accusation that might have carried a lot more weight if not for the fact that the GTX 900 cards ''also'' performed terribly, with or without the [=GameWorks=] effects enabled.

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** Another company who caught their share of misblame was [=nVidia=], as within a matter of hours of the game's performance problems being known there were widespread accusations that the company's [=GameWorks=] technology (used in the game to provide physics and additional graphical effects) was deliberately crippling performance on all AMD hardware and even [=nVidia's=] older graphics cards, all in the name of making their then-new [=GeForce=] GTX 900 series cards look good. An accusation that might have carried a lot more weight if not for the fact that the GTX 900 cards ''also'' performed terribly, with or without the [=GameWorks=] effects enabled.enabled, and that there were other games around at the same time -- most notably ''VideoGame/TheWitcher3'' -- that managed to implement said effects without performance tanking.
8th Sep '17 10:58:58 PM Ferot_Dreadnaught
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* On the subject of ''Franchise/{{Pokemon}}'', Smogon's HateDumb near-universally hates on Sleep Clause as "another of Smogon's stupid rules". Sleep Clause is in fact an official rule created by Game Freak, you can find it in just about every console ''Pokemon'' battler. The only clauses specifically created by Smogon are those dealing with Evasion, Moody, and One Hit KO moves.

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* On the subject of ''Franchise/{{Pokemon}}'', Smogon's HateDumb critics near-universally hates on Sleep Clause as "another of Smogon's stupid rules". Sleep Clause is in fact an official rule created by Game Freak, you can find it in just about every console ''Pokemon'' battler. The only clauses specifically created by Smogon are those dealing with Evasion, Moody, and One Hit KO moves.



** The HateDumb hasn't stopped there, either. ''VideoGame/FinalFantasyXIII'''s Hatedom has been screaming at stuff that Nomura had absolutely no part in. Yes, he designed the characters for ''Final Fantasy XIII''...but did you know that he's not even the sole artist for that game? Take one look at the credits. You'd be surprised at how ''little'' Nomura actually ''does''.

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** The HateDumb hasn't stopped there, either. ''VideoGame/FinalFantasyXIII'''s Hatedom has been screaming at stuff that Nomura had absolutely no part in. Yes, he designed the characters for ''Final Fantasy XIII''...but did you know that he's not even the sole artist for that game? Take one look at the credits. You'd be surprised at how ''little'' Nomura actually ''does''.
8th Sep '17 12:07:07 PM Ngamer01
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* ''VideoGame/LANoire'''s UsefulNotes/NintendoSwitch port has people blaming Creator/{{Nintendo}} for a "Switch tax" for the UsefulNotes/NintendoSwitch version of the game when really Creator/RockstarGames are [[https://gonintendo.com/stories/289576-rockstar-games-announces-l-a-noire-for-nintendo-switch-coming-n implementing optional special Joy-Con and touchscreen controls]] that the other remastered versions won't have in order to make up for the weaker graphics the Switch version will have.
5th Sep '17 11:01:00 AM Peteman
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* In a spectacularly brutal inversion of this, Capcom's European branch [[http://www.themmnetwork.com/2011/07/20/capcom-europe-its-a-shame-the-fans-didnt-want-to-get-more-involved/ has blamed]] ''VideoGame/MegaManLegends 3'''s cancellation on the fans, for not giving enough support on the devroom. Despite the fact that Capcom didn't even release the prototype (which was ''supposed to get made for obtaining fan response'') in the first place. Needless to say, no one in the fanbase was fooled.

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* In a spectacularly brutal an inversion of this, Capcom's European branch [[http://www.themmnetwork.com/2011/07/20/capcom-europe-its-a-shame-the-fans-didnt-want-to-get-more-involved/ has blamed]] ''VideoGame/MegaManLegends 3'''s cancellation on the fans, for not giving enough support on the devroom. Despite the fact that Capcom didn't even release the prototype (which was ''supposed to get made for obtaining fan response'') in the first place. Needless to say, no one in the fanbase was fooled.
30th Aug '17 7:34:15 AM Steven
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*** The problem with patching for the console versions happened again when ''VideoGame/PAYDAY2'' was released. The Playstation 3 and Xbox 360 versions of the game did get patches right up to the Armored Transport DLC, but support for the console versions suddenly stopped and went nearly a year without any updates or patches while the PC version had updates every single month. Console players blamed Overkill for being lazy and slow with the updates while Overkill stated that Microsoft and Sony were to blame because their patches failed certification and had to be redone all over again (and patches in general for consoles get expensive quick) while try to stay within the size limits for patches that were enforced by Sony and Microsoft. News about console patches went quiet for months until mid 2014 when Overkill announced the console versions of PAYDAY 2 would get a major update with lots of new content and bug fixes, though it wouldn't be up to the current PC version. The long delay was also likely due to Overkill implementing a new way to roll out updates and reduce the total size of the game, which would benefit people having little free space on their hard drives and also meeting Sony and Microsoft's stingy patch size restrictions.

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*** The problem with patching for the console versions happened again when ''VideoGame/PAYDAY2'' was released. The Playstation 3 and Xbox 360 versions of the game did get patches right up to the Armored Transport DLC, but support for the console versions suddenly stopped and went nearly a year without any updates or patches while the PC version had updates every single month. Console players blamed Overkill for being lazy and slow with the updates while Overkill stated that Microsoft and Sony were to blame because their patches failed certification and had to be redone all over again (and patches in general for consoles get expensive quick) while try to stay within the size limits for patches that were enforced by Sony and Microsoft. News about console patches went quiet for months until mid 2014 when Overkill announced the console versions of PAYDAY 2 would get a major update with lots of new content and bug fixes, though it wouldn't be up to the current PC version. The long delay was also likely due to Overkill implementing a new way to roll out updates and reduce the total size of the game, which would benefit people having little free space on their hard drives and also meeting Sony and Microsoft's stingy patch size restrictions. Eventually, Overkill abandoned trying to update the Playstation 3 and Xbox 360 versions of the game and decided to bring the game to the Playstation 4 and Xbox One instead since it was easier to update the game there, which pissed off a lot of fans.


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* Controversial topics like DRM, DLC and microtransactions generally have the blame placed on the developers. Said developers are usually not in charge of such things since they're focused on making the game while the publishers or other corporate bigwigs are the ones that call the shots for microtransactions and the like. ''VideoGame/SonicMania'' came under fire for having DRM on the PC version and angry fans blamed the developers for it. The developers fired back by saying they were never told about it and were angry that Sega would do such a thing.
20th Jul '17 3:33:52 PM Miracle@StOlaf
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* It's widely and mistakenly thought that Nintendo of America refused to release ''VideoGame/SuperMarioBrosTheLostLevels'' stateside due to the belief that Western players couldn't "handle" its high difficulty. By that same token, many other NES games shouldn't have made the cut (after all, the trope is called ''[[TropeNamer Nintendo]]'' [[NintendoHard Hard]]). The real reason was to avoid the pitfalls that caused the videogame market to bottom out in 1983, one of which was creating sequels by [[MissionPackSequel simply tweaking an existing game and slapping a "2" on the end]]. The game's difficulty wasn't exactly appreciated by Japanese audiences, either, who generally prefer gaming for the sake of leisure rather than for an extreme challenge. A look at the DifficultyByRegion page shows that the number of Japanese games made harder for export positively dwarfs the inverse.

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* It's widely and mistakenly thought that Nintendo of America refused to release ''VideoGame/SuperMarioBrosTheLostLevels'' stateside due to the belief that Western players couldn't "handle" its high difficulty. By that same token, logic, many other NES games shouldn't have made the cut (after all, the trope is called ''[[TropeNamer Nintendo]]'' [[NintendoHard Hard]]). The real reason was to avoid the pitfalls that caused the videogame market to bottom out in 1983, one of which was creating sequels by [[MissionPackSequel simply tweaking an existing game and slapping a "2" on the end]]. The game's difficulty wasn't exactly appreciated by Japanese audiences, either, who generally prefer gaming for the sake of leisure rather than for an extreme challenge. A look at the DifficultyByRegion page shows that the number of Japanese games made harder for export positively dwarfs the inverse.
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