History ScrewedByTheNetwork / VideoGames

21st Sep '17 4:54:18 AM mack
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* Creator/ElectronicArts is particularly bad about this, so much so that it's generally accepted that once they get their hands on a popular franchise, they will proceed to screw it into oblivion.

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* Creator/ElectronicArts is particularly bad about this, so much so that it's generally accepted that once they get their hands on a popular franchise, they will proceed to screw it into oblivion.oblivion then murder the development studio with zero sympathy.
9th Sep '17 6:30:13 PM nombretomado
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* PlatinumGames had this happen when {{Microsoft}} cancelled ''{{VideoGame/Scalebound}}''. According to accounts from industry insiders, both PG and Microsoft had wildly different ideas for the game. Microsoft wanted the game to be a simple co-op action game and marketed it as such in the publicly released trailers, which were mostly met with lukewarm reception as a SoOkayItsAverage game. However, some insiders who were able to play the full game behind close doors claimed that the game had much more depth to it that Microsoft failed or refused to show, such as a massive open world, epic quests, the ability to swap between your human character and dragon, as well as the ability to fully customize your dragon. One theory is that the creative differences between PG and Microsoft were too great for the to agree on the direction of the game, while a second theory is that PG's ideas were too ambitious for the Xbox One to handle and Microsoft decided to cut their losses.

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* PlatinumGames Creator/PlatinumGames had this happen when {{Microsoft}} cancelled ''{{VideoGame/Scalebound}}''. According to accounts from industry insiders, both PG and Microsoft had wildly different ideas for the game. Microsoft wanted the game to be a simple co-op action game and marketed it as such in the publicly released trailers, which were mostly met with lukewarm reception as a SoOkayItsAverage game. However, some insiders who were able to play the full game behind close doors claimed that the game had much more depth to it that Microsoft failed or refused to show, such as a massive open world, epic quests, the ability to swap between your human character and dragon, as well as the ability to fully customize your dragon. One theory is that the creative differences between PG and Microsoft were too great for the to agree on the direction of the game, while a second theory is that PG's ideas were too ambitious for the Xbox One to handle and Microsoft decided to cut their losses.
6th Sep '17 1:39:20 PM The_Pyro_Jawsome
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** And in 2010, it happened to ''Franchise/CrashBandicoot'' as well. Due to being a platformer, it wasn't quite as big as ''Call of Duty'' or other cash cows, but was a fairly popular and well thought of series. In 2010, however, Activision fired half the staff working on the next game and cancelled said new game. The guy in charge has said he loved the series, but the only games that have came out are cellphone/mobile spinoffs.

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** And in 2010, it happened to ''Franchise/CrashBandicoot'' as well. Due to being a platformer, it wasn't quite as big as ''Call of Duty'' or other cash cows, but was a fairly popular and well thought of series. In 2010, however, Activision fired half the staff working on the next game and cancelled said new game. The guy in charge has said he loved the series, but the only games that have came out are cellphone/mobile spinoffs. (Until [[VideoGame/CrashBandicootNSaneTrilogy the N Sane Trilogy remake]] in 2017, to much rejoicing and praise... on Vicarious Vision's part.)
6th Sep '17 1:31:00 PM The_Pyro_Jawsome
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* As a meta example, the most important marketing tool for video games is their name; a franchise may be remembered for years or even decades thanks to a quirky name or memorable franchise. So producers may buyout a hyped title that has been in DevelopmentHell, hire new staff, throw out the original code and development assets, build an entirely different game from scratch with abnormal constraints to make it look like the original demo but play very differently, and slap on the title as a means of luring in every diehard fan who has waited and googled the game title every week. Some people theorize that for game titles which were almost completed but scrapped in the end, only to be replaced with a lackluster and sloppy yet complete and detailed game that clearly took years to develop, this tactic is a means of [[WhatCouldHaveBeen burying any recognition the original games could have garnered for the original designers by giving the fans a completely different game for the title they anticipated for years, alienating the fanbase]].

to:

* As a meta example, the most important marketing tool for video games is their name; a franchise may be remembered for years or even decades thanks to a quirky name or memorable franchise. So producers may buyout a hyped title that has been in DevelopmentHell, hire new staff, throw out the original code and development assets, build an entirely different game from scratch with abnormal constraints to make it look like the original demo but play very differently, and slap on the title as a means of luring in every diehard fan who has waited and googled the game title every week. Some people theorize that for game titles which were almost completed but scrapped in the end, only to be replaced with a lackluster and sloppy yet complete and detailed game that clearly took years to develop, this tactic is a means of [[WhatCouldHaveBeen burying any recognition the original games could have garnered for the original designers by giving the fans a completely different game for the title they anticipated for years, alienating the fanbase]]. (In other words, VideoGame/DukeNukemForever)
6th Aug '17 3:59:53 PM Nicoaln
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Added DiffLines:

* Sony, [[AmericansHateTingle at least outside of Japan]], seemed to really dislike the UsefulNotes/PlaystationVita - as did a lot of major retailers sans Best Buy and Toys'R'Us, doing pretty much the bare minimum to market the system beyond its connectivity to the Playstation 3 and 4. The fact that [[ScrewedByTheLawyers there was a lawsuit against Sony in the UK at the time of its launch]] didn't help either.
1st Aug '17 9:14:18 AM CosmicFerret
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* Creator/SquareEnix's American branch seems content with giving the ''Franchise/DragonQuest'' series the shaft, with Creator/{{Nintendo}} ultimately stepping in to localize ''IX'', the remake of ''VI'', and ''DQ Monsters: Joker 2''; the franchise was then relegated to mobile ports until ''DQ Heroes'' was released and Nintendo brought over the ''VII'' and ''VIII'' remakes. Much of this comes from the fact that ''Dragon Quest'' games have historically been {{Sleeper Hit}}s, rather than immediately successful in the [=US=]. Demand for the series has increased, but it isn't the CashCowFranchise in the [=US=] that it is in Japan.

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* Creator/SquareEnix's American branch seems content with giving the ''Franchise/DragonQuest'' ''VideoGame/DragonQuest'' series the shaft, with Creator/{{Nintendo}} ultimately stepping in to localize ''IX'', the remake of ''VI'', and ''DQ Monsters: Joker 2''; the franchise was then relegated to mobile ports until ''DQ Heroes'' was released and Nintendo brought over the ''VII'' and ''VIII'' remakes. Much of this comes from the fact that ''Dragon Quest'' games have historically been {{Sleeper Hit}}s, rather than immediately successful in the [=US=]. Demand for the series has increased, but it isn't the CashCowFranchise in the [=US=] that it is in Japan.
15th Jul '17 6:45:44 PM rjd1922
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* ''VideoGame/{{Shantae}}'', while developed by ''Creator/WayForwardTechnologies'', was held back by Capcom for a year to let the UsefulNotes/GameBoyAdvance get off the ground. Problem was, ''Shantae'' was a UsefulNotes/GameBoyColor game, which killed a lot of sales due to the console's fleeting user base.

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* ''VideoGame/{{Shantae}}'', while developed by ''Creator/WayForwardTechnologies'', Creator/WayForwardTechnologies, was held back by Capcom for a year to let the UsefulNotes/GameBoyAdvance get off the ground. Problem was, ''Shantae'' was a UsefulNotes/GameBoyColor game, which killed a lot of sales due to the console's fleeting user base.
15th Jul '17 6:43:42 PM rjd1922
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* ''VideoGame/{{Shantae}}'' , While developed by ''Creator/WayForwardTechnologies'', was held back by Capcom for a year to let the ''UsefulNotes/GameBoyAdvance'' get off the ground. Problem was, Shantae was a ''UsefulNotes/GameBoyColor'' Game, which killed a lot of sales due to the console's fleeting user base.
** Also inadvertently forcing the cancellation of the Sequel ''Risky Revolution'' due to Wayforward not being able to find a publisher due to low sales numbers of the first game.

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* ''VideoGame/{{Shantae}}'' , While ''VideoGame/{{Shantae}}'', while developed by ''Creator/WayForwardTechnologies'', was held back by Capcom for a year to let the ''UsefulNotes/GameBoyAdvance'' UsefulNotes/GameBoyAdvance get off the ground. Problem was, Shantae ''Shantae'' was a ''UsefulNotes/GameBoyColor'' Game, UsefulNotes/GameBoyColor game, which killed a lot of sales due to the console's fleeting user base.
** Also inadvertently forcing the cancellation of the Sequel sequel ''Risky Revolution'' due to Wayforward [=WayForward=] not being able to find a publisher due to low sales numbers of the first game.
30th Jun '17 2:51:27 AM jormis29
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*** Continuing series tradition, the fourth game and spinoff, Valkyria Revolution, had a public demo pushed out hastily while development was still in a pre-Alpha stage in order to push copies of Valkyria Chronicles Remastered using the Azure Revolution demo as a pack-in similar to Crackdown's Halo 3 beta, despite the game clearly not being ready for primetime. [[TaintedByThePreview Fan reactions to the demo in the state it released in were... Adverse at best.]] Rather than salvage the situation, the game's budget was slashed and the target platform of the game was shifted to the UsefulNotes/PlaystationVita, with the final retail product on PS4 being visually downgraded compared to what was initially playable, and gameplay that was little better, if not worse than the initial demo, topped off with the majority of the game's cutscene direction being generally lifeless scenes of characters standing in place motionless reading off lines of dialog for minutes on end with nothing in the way of expression or animations beyond their idle breathing.

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*** Continuing series tradition, the fourth game and spinoff, Valkyria Revolution, ''VideoGame/ValkyriaRevolution'', had a public demo pushed out hastily while development was still in a pre-Alpha stage in order to push copies of Valkyria Chronicles Remastered using the Azure Revolution demo as a pack-in similar to Crackdown's Halo 3 beta, despite the game clearly not being ready for primetime. [[TaintedByThePreview Fan reactions to the demo in the state it released in were... Adverse at best.]] Rather than salvage the situation, the game's budget was slashed and the target platform of the game was shifted to the UsefulNotes/PlaystationVita, with the final retail product on PS4 being visually downgraded compared to what was initially playable, and gameplay that was little better, if not worse than the initial demo, topped off with the majority of the game's cutscene direction being generally lifeless scenes of characters standing in place motionless reading off lines of dialog for minutes on end with nothing in the way of expression or animations beyond their idle breathing.
20th Jun '17 7:37:11 PM kome360
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* As a meta example, the most important marketing tool for video games is their name; a franchise may be remembered for years or even decades thanks to a quirky name or memorable franchise. So producers may buyout a hyped title that has been in DevelopmentHell, hire new staff, throw out the original code and development assets, build an entirely different game from scratch with abnormal constraints to make it look like the original demo but play very differently, and slap on the title as a means of luring in every diehard fan who has waited and googled the game title every week. Some people theorize that for game titles which were almost completed but scrapped in the end, this tactic is a means of [[WhatCouldHaveBeen burying any recognition the original games could have garnered for the original designers by giving the fans a completely different game for the title they anticipated for years, alienating the fanbase]].

to:

* As a meta example, the most important marketing tool for video games is their name; a franchise may be remembered for years or even decades thanks to a quirky name or memorable franchise. So producers may buyout a hyped title that has been in DevelopmentHell, hire new staff, throw out the original code and development assets, build an entirely different game from scratch with abnormal constraints to make it look like the original demo but play very differently, and slap on the title as a means of luring in every diehard fan who has waited and googled the game title every week. Some people theorize that for game titles which were almost completed but scrapped in the end, only to be replaced with a lackluster and sloppy yet complete and detailed game that clearly took years to develop, this tactic is a means of [[WhatCouldHaveBeen burying any recognition the original games could have garnered for the original designers by giving the fans a completely different game for the title they anticipated for years, alienating the fanbase]].fanbase]].
** Prey 2 was originally dreamed up as a space bounty hunter simulator, but was never released. The producers claim the game was simply too rough and bland to sell well, but the developers and some coders claim the game was practically finished and worth a try, but that the cancellation was a 'political' matter. Years later, the same company released Prey as a reboot, still featuring aliens hunting the protagonist but in more of a System Shock setting involving horror elements and paranoia. No references or easter eggs to the original Prey or its intended sequel were ever integrated into the final game.
** HuntHorrorsOfTheGildedAge was also a hunting game about a co-op team of 1900's American bounty hunters trying to kill supernatural monsters and fiends using near-WWI-era tech and rudimentary magics. By the E3 demo three years later, the game has undergone a radical change: instead of working together, pairs of hunters are hunting each other to claim the bounty for themselves. It's also first person, the enemies move rigidly, the graphics are horrible and dark, and the map is open-spaces instead of linear. The game has been mutated to the point that it's a rehash of TheCulling.
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http://tvtropes.org/pmwiki/article_history.php?article=ScrewedByTheNetwork.VideoGames