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* ChristmasRushed: The game was rushed out as quickly as reasonably possible so that the half of Monolith's dev team working on it could be folded back in with the team working on ''VideoGame/{{Blood}} II: The Chosen'' to help finish that game. It didn't work out for either game, given that ''Shogo'' only came out two months before ''Blood II''.

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* ChristmasRushed: The game was rushed out as quickly as reasonably possible so that the half of Monolith's dev team working on it could be folded back in with the team working on ''VideoGame/{{Blood}} II: The Chosen'' ''VideoGame/BloodIITheChosen'' to help finish that game. It didn't work out for either game, given that ''Shogo'' only came out two months before ''Blood II''.



* TroubledProduction: In [[https://www.gamasutra.com/view/feature/3069/postmortem_monoliths_no_one_.php a postmortem]] on ''VideoGame/NoOneLivesForever'' by lead designer Craig Hubbard, he began by reflecting on this game and revealed it to be a case of this. The game was meant to be much grander in scope and scale than what ultimately made it in, and the development team was simply too small to be able to accomplish their original vision, what with half of them being pulled away to make a sequel to ''Blood'' [[ExecutiveMeddling entirely on the publisher's whims]]. Reportedly in his own words, "The final product is barely more than a prototype of what we were trying to make." The only thing that saved the game from being especially broken was when they changed their sights six months before the deadline to polish the game rather than keep expanding it; this influenced their design priorities for ''NOLF'', in turn making it and its sequel the highest-rated games they've ever released.

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* TroubledProduction: In [[https://www.gamasutra.com/view/feature/3069/postmortem_monoliths_no_one_.php a postmortem]] on ''VideoGame/NoOneLivesForever'' by lead designer Craig Hubbard, he began by reflecting on this game and revealed it to be a case of this. The game was meant to be much grander in scope and scale than what ultimately made it in, and the development team was simply too small to be able to accomplish their original vision, what with especially under the circumstances of pulling half of them being pulled their team away to make a sequel to ''Blood'' [[ExecutiveMeddling entirely on the publisher's whims]]. Reportedly in his own words, "The final product is barely more than a prototype of what we were trying to make." The only thing that saved the game from being especially broken was when they changed their sights six months before the deadline to polish the game as it was rather than keep expanding it; this and seeing what made ''VideoGame/HalfLife1'' so well-loved (in Hubbard's words, it didn't do a whole lot that was new, but what it did was done so well that the game is made up of unforgettable moments anyway) influenced their design priorities for ''NOLF'', making a comparatively humble game and then polishing what they came up with to a mirror sheen, in turn making it and its sequel the highest-rated games they've ever released.

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* ChristmasRushed: The game was rushed out as quickly as reasonably possible so that the half of Monolith's dev team working on it could be folded back in with the team working on ''VideoGame/{{Blood}} II: The Chosen'' to help finish that game. It didn't work out for either game, given that ''Shogo'' only came out two months before ''Blood II''.



* TroubledProduction: In [[https://www.gamasutra.com/view/feature/3069/postmortem_monoliths_no_one_.php a postmortem]] on ''No One Lives Forever'' by lead designer Craig Hubbard, he began by reflecting on this game and revealed it to be a case of this. The game was meant to be much grander in scope and scale than what ultimately made it in, and the development team was simply too small to be able to accomplish their original vision. Reportedly in his own words, "The final product is barely more than a prototype of what we were trying to make." The only thing that saved the game from being especially broken was when they changed their sights six months before the deadline to polish the game rather than keep expanding it.

to:

* TroubledProduction: In [[https://www.gamasutra.com/view/feature/3069/postmortem_monoliths_no_one_.php a postmortem]] on ''No One Lives Forever'' ''VideoGame/NoOneLivesForever'' by lead designer Craig Hubbard, he began by reflecting on this game and revealed it to be a case of this. The game was meant to be much grander in scope and scale than what ultimately made it in, and the development team was simply too small to be able to accomplish their original vision.vision, what with half of them being pulled away to make a sequel to ''Blood'' [[ExecutiveMeddling entirely on the publisher's whims]]. Reportedly in his own words, "The final product is barely more than a prototype of what we were trying to make." The only thing that saved the game from being especially broken was when they changed their sights six months before the deadline to polish the game rather than keep expanding it.it; this influenced their design priorities for ''NOLF'', in turn making it and its sequel the highest-rated games they've ever released.
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* TroubledProduction: In [[https://www.gamasutra.com/view/feature/3069/postmortem_monoliths_no_one_.php a postmortem]] on ''No One Lives Forever'' by lead designer Craig Hubbard, he began by reflecting on this game and revealed it to be a case of this. The game was meant to be much grander in scope and scale than what ultimately made it in, and the development team was simply too small to be able to accomplish their original vision. Reportedly in his own words, "The final product is barely more than a prototype of what we were trying to make." The only thing that saved the game from being an outright ObviousBeta was when they changed their sights six months before the deadline to polish the game rather than keep expanding it.

to:

* TroubledProduction: In [[https://www.gamasutra.com/view/feature/3069/postmortem_monoliths_no_one_.php a postmortem]] on ''No One Lives Forever'' by lead designer Craig Hubbard, he began by reflecting on this game and revealed it to be a case of this. The game was meant to be much grander in scope and scale than what ultimately made it in, and the development team was simply too small to be able to accomplish their original vision. Reportedly in his own words, "The final product is barely more than a prototype of what we were trying to make." The only thing that saved the game from being an outright ObviousBeta especially broken was when they changed their sights six months before the deadline to polish the game rather than keep expanding it.

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* WhatCouldHaveBeen: Not only were there two expansion packs planned, the game was originally going to include a flashback to Sanjuro and company's childhood (you can see a few seconds of it in the opening movie), in which your interactions with the other characters would determine how your dialogue with them unfolded later in the game.

to:

* TroubledProduction: In [[https://www.gamasutra.com/view/feature/3069/postmortem_monoliths_no_one_.php a postmortem]] on ''No One Lives Forever'' by lead designer Craig Hubbard, he began by reflecting on this game and revealed it to be a case of this. The game was meant to be much grander in scope and scale than what ultimately made it in, and the development team was simply too small to be able to accomplish their original vision. Reportedly in his own words, "The final product is barely more than a prototype of what we were trying to make." The only thing that saved the game from being an outright ObviousBeta was when they changed their sights six months before the deadline to polish the game rather than keep expanding it.
* WhatCouldHaveBeen: Not only were there two expansion packs planned, the game was originally going to include a flashback to Sanjuro and company's childhood (you can see a few seconds of it in the opening movie), in which your interactions with the other characters would determine how your dialogue with them unfolded later in the game. Much more was planned too that never saw the light of day, which can be read in the aforementioned TroubledProduction entry.
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* StillbornFranchise: Two expansion packs were planned, but sales plummeted after ''VideoGame/HalfLife1'' came out and ate just about everyone's lunch.

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* StillbornFranchise: Two expansion packs were planned, but sales plummeted after ''VideoGame/HalfLife1'' [[GenreTurningPoint came out and ate just about everyone's lunch.lunch]].
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* StillbornFranchise: Two expansion packs were planned, but sales plummeted when ''VideoGame/HalfLife1'' came out a short time after ''Shogo''.

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* StillbornFranchise: Two expansion packs were planned, but sales plummeted when after ''VideoGame/HalfLife1'' came out a short time after ''Shogo''.and ate just about everyone's lunch.
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* StillbornFranchise: Two expansion packs were planned, but sales plummeted when ''VideoGame/HalfLife1'' came out a short time after ''Shogo''.


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