History Misblamed / VideoGames

19th Jan '17 8:42:42 AM SeaRover
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** The second incident was the less famous "Nude Mod" for ''VideoGame/TheElderScrollsIVOblivion''. The game was developed by Bethesda Softworks and, as mentioned previously, it was the product of a fan, not the studio.
* On the topic of ''Grand Theft Auto'', many fans initially blame the character striping glitch in [[VideoGame/GrandTheftAutoV Grand Theft Auto Online]] on Rockstar themselves. ''It was actually caused by bugs in [=NVidia's=] drivers'', and a driver update fixed the issue (unfortunately, certain hardware configurations and cards older than the [=GTX400=] series ''cannot'' use the update...).

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** *** The second incident was the less famous "Nude Mod" for ''VideoGame/TheElderScrollsIVOblivion''. The game was developed by Bethesda Softworks and, as mentioned previously, it was the product of a fan, not the studio.
* ** On the topic of ''Grand Theft Auto'', many fans initially blame the character striping glitch in [[VideoGame/GrandTheftAutoV Grand Theft Auto Online]] on Rockstar themselves. ''It was actually caused by bugs in [=NVidia's=] drivers'', and a driver update fixed the issue (unfortunately, certain hardware configurations and cards older than the [=GTX400=] series ''cannot'' use the update...).


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** Many people think that Rockstar omitted planes from ''VideoGame/GrandTheftAutoIV'' out of respect for the events of 9/11, but the real reason for doing so was that the map was simply too small and densely packed for airplane travel to be viable.
15th Jan '17 8:14:50 PM Nicoaln
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* ''VideoGame/FinalFantasyXV'':
** Tabata, director of the ''VideoGame/FinalFantasy'' prequel with the DownerEnding (''Crisis Core'') and the bloodiest & most depressing Final Fantasy title (''Type-0'') was ''not'' responsible for the DarkerAndEdgier atmosphere of Final Fantasy XV - Nomura and Kitase stated as early as 2010 that it would be this way.
** Nomura was once again considered to have been the one who designed the characters. This is actually only half true - a good portion of characters (Namely Umbra, Ardyn, and most notably Cindy) were designed by Roberto Ferrari - and [[OlderThanTheyThink this isn't even his first time working on a Final Fantasy title]].
** Cindy's original appearance in a trailer depicted her [[{{Gainaxing}} with rather]] [[JigglePhysics unusual breast physics]], which were toned down for the final product. This was actually requested by Tabata - not the historically puritanical western localisation team.
12th Dec '16 4:39:17 PM Steven
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** To reiterate, The Seal of Quality has a bit of a MisaimedFandom. It was never meant to outright block poor-quality games from being on the system. (Ask anyone -- the NES had a ''load'' of poor games that, in fact, bear the seal, though admittedly, America did not get as severe a deluge of Shovelware as Japan did during the same period.) Yes, they did have quality control, but their definition of "Quality" meant "This game will actually work if you put it in the system", not "this is a good game". Quality control generally tends to be quite subjective in any case.

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** To reiterate, The Seal of Quality has a bit of a MisaimedFandom. It was never meant to outright block poor-quality games from being on the system. (Ask anyone -- the NES had a ''load'' of poor games that, in fact, bear the seal, though admittedly, America did not get as severe a deluge of Shovelware as Japan did during the same period.) Yes, they did have quality control, but their definition of "Quality" meant "This game will actually work if you put it in the system", not "this is a good game". Quality control generally tends to be quite subjective in any case. The confusion festered long enough for Nintendo to rebrand the seal simply as the "Nintendo Seal".
12th Dec '16 4:17:16 PM Steven
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* ''Franchise/TombRaider'' fans often blame Creator/CoreDesign for the fact that the sixth installment (and the last installment of the [[ContinuityReboot original continuity]]), ''[[VideoGame/TombRaiderAngelOfDarkness The Angel of Darkness]]'', was released in a clearly unfinished state. As it turned out, [[ExecutiveMeddling publisher Eidos]] [[http://kteb.net/wp/core-design/ pestered Core Design]] [[http://kteb.net/wp/core-design/behind-the-scenes/ to rush the game in spite of the fact that Core were unhappy with it]], and if they didn't get it out on time, they would be fired. They released the game, it failed, and Eidos fired Core anyway.

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* ''Franchise/TombRaider'' fans often blame Creator/CoreDesign for the fact that the sixth installment (and the last installment of the [[ContinuityReboot original continuity]]), ''[[VideoGame/TombRaiderAngelOfDarkness The Angel of Darkness]]'', was released in a clearly unfinished state. As it turned out, [[ExecutiveMeddling publisher Eidos]] [[http://kteb.net/wp/core-design/ pestered Core Design]] [[http://kteb.net/wp/core-design/behind-the-scenes/ to rush the game in spite of the fact that Core were unhappy with it]], and if they didn't get it out on time, they would be fired. They released the game, it failed, and Eidos fired Core anyway. When the franchise was given a reboot starting with ''VideoGame/TombRaiderLegend'' and under the guide of Crystal Dynamics, Lara Croft's personality changed to be more soft and emotional while still retaining her wit and bold attitude. This didn't sit well with the fans that saw the changes as making Lara look weak, especially in ''VideoGame/TombRaiderAnniversary'' which showed Lara visibly freaking out over her very first human kill. Fans thought that Crystal Dynamics was behind the changes, but it was actually Toby Gard, the creator behind the franchise and the character, who vouched for the changes since he wanted to take Lara on a more softer change ever since the very first game.
24th Nov '16 5:11:49 AM ShadowFighter88
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** A cross-media example for the franchise - in the two tie-in novels (''The Infernal City'' and ''Lord of Souls''), it's related that a few years after the events of ''Oblivion'', the province of Morrowind was effectively obliterated. A large meteor that Vivec had frozen mid-fall had resumed its flight - without having lost any of its velocity - and struck Vivec City with enough force to cause Red Mountain to erupt, rendering vast swaths of the province (which many fans still think of fondly from the game set there) to be destroyed and rendered uninhabitable. Many fans blamed the books' author Greg Keyes for this change to the setting. In reality; this string of events was heavily foreshadowed within ''Morrowind'' itself by Michael Kirkbride roughly a decade before the novels were released.

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** A cross-media example for the franchise - in the two tie-in novels (''The Infernal City'' and ''Lord of Souls''), it's related that a few years after the events of ''Oblivion'', the province of Morrowind was effectively obliterated. A large meteor that Vivec had frozen mid-fall had resumed its flight - without having lost any of its velocity - and struck Vivec City with enough force to cause Red Mountain to erupt, rendering vast swaths of the province (which many fans still think of fondly from the game set there) to be destroyed and rendered uninhabitable. Many fans blamed the books' author author, Greg Keyes Keyes, for this change to the setting. In reality; this string of events was heavily foreshadowed within ''Morrowind'' itself by Michael Kirkbride roughly a decade before the novels were released.
24th Nov '16 5:10:33 AM ShadowFighter88
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** A cross-media example for the franchise - in the two tie-in novels (''The Infernal City'' and ''Lord of Souls''), it's related that a few years after the events of ''Oblivion'', the province of Morrowind was effectively obliterated. A large meteor that Vivec had frozen mid-fall had resumed its flight - without having lost any of its velocity - and struck Vivec City with enough force to cause Red Mountain to erupt, rendering vast swaths of the province (which many fans still think of fondly from the game set there) to be destroyed and rendered uninhabitable. Many fans blamed the books' author Greg Keyes for this change to the setting. In reality; this string of events was heavily foreshadowed within ''Morrowind'' itself by Michael Kirkbride roughly a decade before the novels were released.
29th Oct '16 11:45:03 AM nombretomado
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* ''VideoGame/ETTheExtraTerrestrial'' often gets single-handed blame for TheGreatVideoGameCrashOf1983. Often pointing to the game's quality blaming it for poor sales evidenced by the massive returns and subsequent dumping of copies in a desert landfill. This was more due to an issue with quantity. The game actually was one of the best selling games on the 2600, selling a million copies which for the time was pretty good. However, Atari vastly overestimated the expected sales and produced more copies than the number of [=2600s=] that had been sold resulting in retailers sending back a massive amount of unsold copies. ''E.T.'' wasn't the only game as well. The ''Pac-Man'' port itself was one of the games dumped into the landfill again because Atari vastly overestimated the sales, despite selling an impressive 7 million copies, Atari still was stuck with millions more copies that were unsold. While Atari was a big factor in the crash, overall it had to do with other factors such as an over-saturation of poor titles flooding the market, competition with home computers, inflation and loss of publishing control. To sum up: While ''E.T.'' certainly was a contributing factor to the crash, it was quite far from being ''the'' reason.

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* ''VideoGame/ETTheExtraTerrestrial'' often gets single-handed blame for TheGreatVideoGameCrashOf1983.UsefulNotes/TheGreatVideoGameCrashOf1983. Often pointing to the game's quality blaming it for poor sales evidenced by the massive returns and subsequent dumping of copies in a desert landfill. This was more due to an issue with quantity. The game actually was one of the best selling games on the 2600, selling a million copies which for the time was pretty good. However, Atari vastly overestimated the expected sales and produced more copies than the number of [=2600s=] that had been sold resulting in retailers sending back a massive amount of unsold copies. ''E.T.'' wasn't the only game as well. The ''Pac-Man'' port itself was one of the games dumped into the landfill again because Atari vastly overestimated the sales, despite selling an impressive 7 million copies, Atari still was stuck with millions more copies that were unsold. While Atari was a big factor in the crash, overall it had to do with other factors such as an over-saturation of poor titles flooding the market, competition with home computers, inflation and loss of publishing control. To sum up: While ''E.T.'' certainly was a contributing factor to the crash, it was quite far from being ''the'' reason.
12th Oct '16 4:57:59 PM Ferot_Dreadnaught
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* Some people thought that ''VideoGame/{{Loom}}'' was uncompleted for several reasons...either '''a)''', TheyJustDidntCare for it because ''Franchise/StarWars'' games made more money, or '''b)''' nobody bought it. The actual reason for not finishing Loom is way different. No, Creator/LucasArts didn't abandon it in favour of Star Wars...this was in the early 90s when point and click adventure games like ''Loom'' were all the rage and cash cows, especially when the NostalgiaFilter kicked in about 10 years later. And the sale figures ''certainly'' were not showing lack of public interest...Even one of the developers said it wasn't. Loom sold over 500,000 copies at the time of the interview - at a time when that was very impressive. But why was there no ''Loom 2: Forge'' despite that Lucas Arts would only benefit from another one, and fans would support it? The developers all got caught-up in different projects.

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* Some people thought that ''VideoGame/{{Loom}}'' was uncompleted for several reasons...either '''a)''', TheyJustDidntCare for it because ''Franchise/StarWars'' games made more money, or '''b)''' nobody bought it. The actual reason for not finishing Loom is way different. No, Creator/LucasArts didn't abandon it in favour of Star Wars...this was in the early 90s when point and click adventure games like ''Loom'' were all the rage and cash cows, especially when the NostalgiaFilter kicked in about 10 years later. And the sale figures ''certainly'' were not showing lack of public interest...Even one of the developers said it wasn't. Loom sold over 500,000 copies at the time of the interview - at a time when that was very impressive. But why was there no ''Loom 2: Forge'' despite that Lucas Arts would only benefit from another one, and fans would support it? The developers all got caught-up in different projects.
6th Oct '16 9:24:45 PM erforce
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* Many fans of ''VideoGame/ToontownOnline'', ''Pirates of the Caribbean Online'' and ''Pixie Hollow'' blame ''VideoGame/ClubPenguin'' for the closure of those three [=MMOs=]. Actually, Disney closed them due to financial problems.

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* Many fans of ''VideoGame/ToontownOnline'', ''Pirates of the Caribbean Online'' ''VideoGame/PiratesOfTheCaribbeanOnline'' and ''Pixie Hollow'' blame ''VideoGame/ClubPenguin'' for the closure of those three [=MMOs=]. Actually, Disney closed them due to financial problems.
19th Sep '16 6:57:01 PM Venatius
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* Ted Woolsey got a lot of crap for his ridiculous translations, but most people don't realize that he did the best he could while working within strict character limits, tight time constraints, and Nintendo's draconian censorship policies. Thankfully, he's starting to get some credit. On ThisVeryWiki, he's the TropeNamer for {{Woolseyism}}, defined in the laconic as "stuff gets changed during translation to work better in the new language."
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