History ScrewedByTheNetwork / VideoGames

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]].

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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]].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.
20th Jun '17 7:26:52 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]].
16th Jun '17 1:52:06 AM Dawnwing
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* ''VideoGame/RageOfBahamut'''s English version had millions of players, but a series of (what many believed to be intentionally bad) changes while completely ignoring any player feedback brought game to a crashing halt. Aside from some smaller unpopular changes (changing some rewards to make them only half-sized, for instance), there were two major things that resulted in the game shutting down: One was when they changed the main method of getting the item that players were using as currency so that you'd only get untradeable versions of it (including ''retroactively'' changing the tickets for it that you ''already had in your inventory''), meaning that the only way to acquire it (unless you were already in a high-ranking guild and could earn good enough reward cards to sell) was to buy the items with actual money. This effectively killed the economy of the game and drove away players who no longer were able to grind to buy better cards. The other major change was to get rid of all events aside from "Onslaught", which was an item-burner (and after questing events were removed, no way to build up inventory for it) and highly unpopular when introduced, especially as it replaced the universally-liked "Castle Crushers" event. When they shut down the game, they claimed it was because "card games were a niche genre outside Japan" and "the mobile games market has shifted" - despite their "''efforts to keep the app afloat''". Fans took comfort, at least, that they'd be able to see many of the cards in the game's SpiritualSuccessor, ''Videogame/{{Shadowverse}}'', though there were also theories out there that they made the game-destroying changes ''because'' they wanted to focus on Shadowverse instead.
12th Jun '17 7:11:12 AM Piterpicher
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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 [[PlayStationVita PlayStation Vita]], 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, 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 [[PlayStationVita PlayStation Vita]], 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.
11th Jun '17 4:03:02 PM nombretomado
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* ''StreetFighterV'' got hit with this when Capcom made the oh so brilliant decision to release the game in an unfinished state (they wanted the game out before their annual EVO tournament in order to give players a chance to master the characters) with promises to patch in the rest of the game later. But this resulted in much lower sales compared to the previous games, as many fans were turned off at the prospect of buying what was essentially an EarlyAccess AAA title, and now even with the features implemented, the game's popularity is relatively low compared to "IV" and sales have pretty much ground to a halt. The game also suffered from disconnects and lag for online matches. Capcom also made the boneheaded decision not to release the game on the XboxOne in exchange for taking Sony's money despite them clearly being more then capable of funding SFV themselves.

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* ''StreetFighterV'' got hit with this when Capcom made the oh so brilliant decision to release the game in an unfinished state (they wanted the game out before their annual EVO tournament in order to give players a chance to master the characters) with promises to patch in the rest of the game later. But this resulted in much lower sales compared to the previous games, as many fans were turned off at the prospect of buying what was essentially an EarlyAccess AAA title, and now even with the features implemented, the game's popularity is relatively low compared to "IV" and sales have pretty much ground to a halt. The game also suffered from disconnects and lag for online matches. Capcom also made the boneheaded decision not to release the game on the XboxOne UsefulNotes/XboxOne in exchange for taking Sony's money despite them clearly being more then capable of funding SFV themselves.



** ''VideoGame/{{Shenmue}}'' also went through this. The first game [[WordOfGod reportedly]] had the biggest budget that any game in ''existence'' had at the time, was very ahead of its time, was one of the most impressive games on the console, and got rave reviews from critics and [[UsefulNotes/SegaDreamcast Dreamcast]] fanatics. However, it failed to be a best-seller since most people knew about the console's lack of copy protection, so most ended up pirating it. Then came its sequel, which was released for Dreamcast in Europe and Japan ([[RegionalBonus The PAL version even had the original Japanese voice tracks rather than the hammy English dubbing]]), but due to Sega having already pulled the plug on the system in America, they released it as an {{Xbox}}-exclusive. The Xbox, the console in which mainly FPS and sports games sold well. Because of this, a third ''Shenmue'' was never developed back then and it wasn't until [[UsefulNotes/ElectronicEntertainmentExpo E3]] 2015 when Yu Suzuki, free from Sega's grasp; finally announced that a third game would come to UsefulNotes/PlayStation4 and PC, tying up some very loose ends.

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** ''VideoGame/{{Shenmue}}'' also went through this. The first game [[WordOfGod reportedly]] had the biggest budget that any game in ''existence'' had at the time, was very ahead of its time, was one of the most impressive games on the console, and got rave reviews from critics and [[UsefulNotes/SegaDreamcast Dreamcast]] fanatics. However, it failed to be a best-seller since most people knew about the console's lack of copy protection, so most ended up pirating it. Then came its sequel, which was released for Dreamcast in Europe and Japan ([[RegionalBonus The PAL version even had the original Japanese voice tracks rather than the hammy English dubbing]]), but due to Sega having already pulled the plug on the system in America, they released it as an {{Xbox}}-exclusive.UsefulNotes/{{Xbox}}-exclusive. The Xbox, the console in which mainly FPS and sports games sold well. Because of this, a third ''Shenmue'' was never developed back then and it wasn't until [[UsefulNotes/ElectronicEntertainmentExpo E3]] 2015 when Yu Suzuki, free from Sega's grasp; finally announced that a third game would come to UsefulNotes/PlayStation4 and PC, tying up some very loose ends.



** ''[[VideoGame/AfterBurner After Burner Climax]]'' was announced for delisting on XboxLiveArcade and UsefulNotes/PlayStationNetwork on December 24th due to an contract between Sega and Boeing expiring. But for unknown reasons, the game was pulled from the marketplace eight days earlier on the 16th.

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** ''[[VideoGame/AfterBurner After Burner Climax]]'' was announced for delisting on XboxLiveArcade UsefulNotes/XboxLiveArcade and UsefulNotes/PlayStationNetwork on December 24th due to an contract between Sega and Boeing expiring. But for unknown reasons, the game was pulled from the marketplace eight days earlier on the 16th.
3rd Jun '17 2:45:05 PM nombretomado
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*** The in-development sequel to the critically-acclaimed ''{{VideoGame/Bayonetta}}'' was cancelled by Sega before it could get anywhere, mainly because they were experiencing a financial crisis at the time. When Nintendo partnered with Platinum for ''VideoGame/TheWonderful101'', they [[NetworkToTheRescue came to the rescue]] by buying the publishing rights from Sega, thus allowing Platinum to finish development so the game could see the light of day, though becoming an exclusive on the WiiU. (which might have been the reason of her appearance in ''[[VideoGame/SuperSmashBros Smash 4]]'') It is rumored that Sega were the ones responsible for the box art change, however; the ''VideoGame/Bayonetta2'' box art was initially supposed to have Bayonetta in front of a shrouded moon, but the final box art depicts a bright moon instead, a change which Creator/HidekiKamiya has expressed disgust toward.

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*** The in-development sequel to the critically-acclaimed ''{{VideoGame/Bayonetta}}'' was cancelled by Sega before it could get anywhere, mainly because they were experiencing a financial crisis at the time. When Nintendo partnered with Platinum for ''VideoGame/TheWonderful101'', they [[NetworkToTheRescue came to the rescue]] by buying the publishing rights from Sega, thus allowing Platinum to finish development so the game could see the light of day, though becoming an exclusive on the WiiU.UsefulNotes/WiiU. (which might have been the reason of her appearance in ''[[VideoGame/SuperSmashBros Smash 4]]'') It is rumored that Sega were the ones responsible for the box art change, however; the ''VideoGame/Bayonetta2'' box art was initially supposed to have Bayonetta in front of a shrouded moon, but the final box art depicts a bright moon instead, a change which Creator/HidekiKamiya has expressed disgust toward.



** The similarly-acclaimed sequel ''VideoGame/RaymanLegends'' suffered the same fate, as Ubisoft delayed the (originally WiiU exclusive) title from its postponed February date for ''half a year'' so they could make it {{multiplatform}}, despite being already finished. Add to that Legends' inability [[HypeBacklash to rebuild the hype it accumulated prior to its February release]] and the chosen release month--September--being a month that held [[WhatAnIdiot a handful of big-name releases]], including the highly-anticipated juggernaut that was ''VideoGame/GrandTheftAutoV'' effectively meant the game was dead in the water, compounded by ''Grand Theft Auto V'''s [[CurbStompBattle numerous videogame sales records it smashed upon release]]. The sales report of Legends's low sales revealing that [[{{Irony}} the game sold best on the Wii U]] was nothing more than a handful of salt rubbed in the wound. To rub the salt even deeper, the game was ported to [=PS4=] and Xbox One two months after those systems launched, making the multiplatform delay incredibly pointless.

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** The similarly-acclaimed sequel ''VideoGame/RaymanLegends'' suffered the same fate, as Ubisoft delayed the (originally WiiU UsefulNotes/WiiU exclusive) title from its postponed February date for ''half a year'' so they could make it {{multiplatform}}, despite being already finished. Add to that Legends' inability [[HypeBacklash to rebuild the hype it accumulated prior to its February release]] and the chosen release month--September--being a month that held [[WhatAnIdiot a handful of big-name releases]], including the highly-anticipated juggernaut that was ''VideoGame/GrandTheftAutoV'' effectively meant the game was dead in the water, compounded by ''Grand Theft Auto V'''s [[CurbStompBattle numerous videogame sales records it smashed upon release]]. The sales report of Legends's low sales revealing that [[{{Irony}} the game sold best on the Wii U]] was nothing more than a handful of salt rubbed in the wound. To rub the salt even deeper, the game was ported to [=PS4=] and Xbox One two months after those systems launched, making the multiplatform delay incredibly pointless.



* The [[UsefulNotes/WiiU Nintendo Wii U]]'s problems began with the name. Looking to build on the success of the insanely successful {{Wii}}, Nintendo resolved to keep that brand going into the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]]. The issue with this is that gamers had already taken the Wii name as being equal to [[CasualVideoGame casual gaming]] by this point, and so were skeptical when told that the system was aimed just as much at them as the vast majority of those who bought the Wii. Meanwhile, naming it the Wii U[[note]]"It's a system we will all enjoy together, but also one that's tailor-made for you" was the marketing angle.[[/note]] instead of Wii 2 meant that casuals thought that it was tablet peripheral for the previous console rather than a new gaming console in its own right. Foregoing regular marketing in favour of ViralMarketing ensured that this information wasn't properly conveyed to the audience that needed to hear it. Eventually, late-president Satoru Iwata took the blame and apologize for the console's financial failure, this eventually led to the upcoming Legend of Zelda: Breath of the Wild being delayed to 2017 to be also released on Nintendo's upcoming console (the Nintendo Switch, codenamed "NX") as a launch killer-app.

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* The [[UsefulNotes/WiiU Nintendo Wii U]]'s problems began with the name. Looking to build on the success of the insanely successful {{Wii}}, UsefulNotes/{{Wii}}, Nintendo resolved to keep that brand going into the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]]. The issue with this is that gamers had already taken the Wii name as being equal to [[CasualVideoGame casual gaming]] by this point, and so were skeptical when told that the system was aimed just as much at them as the vast majority of those who bought the Wii. Meanwhile, naming it the Wii U[[note]]"It's a system we will all enjoy together, but also one that's tailor-made for you" was the marketing angle.[[/note]] instead of Wii 2 meant that casuals thought that it was tablet peripheral for the previous console rather than a new gaming console in its own right. Foregoing regular marketing in favour of ViralMarketing ensured that this information wasn't properly conveyed to the audience that needed to hear it. Eventually, late-president Satoru Iwata took the blame and apologize for the console's financial failure, this eventually led to the upcoming Legend of Zelda: Breath of the Wild being delayed to 2017 to be also released on Nintendo's upcoming console (the Nintendo Switch, codenamed "NX") as a launch killer-app.
23rd Apr '17 11:30:42 PM BaronVonFistcrunch
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** Not a little of the InternetBackdraft over ''VideoGame/MassEffect3'' is due to a perception that EA's business model requires regular releases of easy-to-sell games from franchises such as ''Madden NFL'' and ''FIFA'', and therefore that there simply wasn't sufficient time given to [=BioWare=] to properly write and develop the storyline for ''Mass Effect 3''.

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** Not a little of the InternetBackdraft over ''VideoGame/MassEffect3'' is due to a perception that EA's business model requires regular releases of easy-to-sell games from franchises such as ''Madden NFL'' and ''FIFA'', and therefore that there simply wasn't sufficient time given to [=BioWare=] to properly write and develop the storyline for ''Mass Effect 3''.3'', which was given a mere ''18 months'' (which was later extended to 22) of development time.



* A lesser example in ''VideoGame/Titanfall2'', which EA decided needed to be released at the same time as ''VideoGame/CallOfDutyInfiniteWarfare'' and their own ''VideoGame/Battlefield1''. Needless to say, despite the high reviews, the game was an AcclaimedFlop.

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* A lesser example in ''VideoGame/Titanfall2'', which EA decided needed to be released at the same time as ''VideoGame/CallOfDutyInfiniteWarfare'' and their own ''VideoGame/Battlefield1''. Needless to say, despite the high reviews, the game was an AcclaimedFlop. Some suggest that EA did this out of fear that ''Battlefield 1'' would bomb due to [[UsefulNotes/WorldWarI its unconventional setting]] and attempted to hedge their bets, only for their plan to backfire. The fact that EA has stated that they will support the Titanfall series in spite of this suggests this wasn't an intentional case of this trope.
28th Mar '17 12:48:49 AM ValkyrurS7
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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 PlayStation Vita, 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.

to:

*** 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 [[PlayStationVita PlayStation Vita, Vita]], 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.
28th Mar '17 12:47:28 AM ValkyrurS7
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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 PlayStation Vita, 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.
15th Feb '17 5:47:50 PM WF72
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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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