----
!!Nintendo
* Creator/{{Nintendo}} fans try not to remember the VirtualBoy, an allegedly portable clunker of a gaming platform that was promised the cutting edge of 3-D virtual reality gameplay but instead delivered eye strain, neck strain, and hideous graphics in only two colors: red and black. To add insult to injury, damn few of the games put out for it (there were fewer than 20 in all) made any use of 3-D and could just as easily have been produced for a better gaming platform. Despite rumors, Creator/GunpeiYokoi was not KickedUpstairs, but stayed on board due to the fact that he was already planning to leave and if he left at the same time the Virtual Boy failed, they would have seen it as him admitting defeat. The only game for the system that gets a pass is ''Virtual Boy Wario Land'', which managed to be genuinely fun despite the headache-inducing graphics. The idea of 3D, however, was RescuedFromTheScrappyHeap with the 3DS, which has [[TechnologyMarchesOn none of the aforementioned problems]] (except the eye strain, but most games for the system remind you to take a break every now and then to prevent that anyway).
* Nintendo fans also have the [[VideoGame/TheLegendOfZeldaCDiGames Zelda CD-i games]] to forget about, due to [[http://www.youtube.com/watch?v=9mHw5g55oC4 this]] and general unplayablity. Well, it hasn't been forgotten by [=YouTube=], by way of SoBadItsGood-ness and by extension, WebAnimation/YouTubePoop. ''VideoGame/HotelMario'' had the same case as well.
* The early {{Nintendo 64}} era was something of a DorkAge for Nintendo. The overly long development of the N64 caused some Super NES gamers to jump ship to PlayStation, and the decision to use expensive proprietary cartridges instead of discs caused developers to jump ship, too (most infamously [[Creator/SquareEnix Squaresoft]], whose ''Franchise/FinalFantasy'' series was a Nintendo mainstay until ''VideoGame/FinalFantasyVII''). While Nintendo's first-party games on the [=N64=] were as awesome as ever, there simply weren't enough of them to go around. The system launched with ''two'' games total, and it only had about one new release a month. So if you were tired of playing ''VideoGame/SuperMario64'' for the umpteenth time, your choices in early 1997 were ''VideoGame/{{Pilotwings}}'' and ''Cruis'n USA''. That was pretty much it. The Nintendo 64 gained something of a reputation for releasing three unique and groundbreaking games a year, and absolutely nothing else. This wasn't helped by Nintendo's historic lack of support for third parties only getting worse. One big selling point of the [=N64=] hardware was custom microcode, but Nintendo never released information on how to use it, fearing it would be copied by their rivals. Among other groin-punches, they also patented using the [=N64=] pad's C-buttons to control an in-game camera, meaning every non-Nintendo game had a shitty camera system, and continued in their usual habit of forcing studios to {{Bowdlerise}} in-game content to be more 'family friendly' (although bowdlerization was not as frequent on the [=N64=] as it was on the NES, SNES, or Game Boy); for example, forcing ''VideoGame/PerfectDark''[='s=] "Adrenaline Pills" to become "Combat Boosts", and ''VideoGame/DukeNukem''[='s=] steroids powerup to become "Vitamin X."
* The WiiU itself is the current DorkAge of Nintendo at the moment. Nintendo wanted to ride on the success of the NintendoWii by continuing the "Wii" brand name and touting a controller with a screen, the [=GamePad=], as the console's main selling point. Core gamers weren't very impressed and decided to reserve their cash for the then-upcoming PlayStation4 and XboxOne, while casual gamers confused the [=GamePad=] as an unnecessary add-on for the original Wii. It doesn't help that its game library is much smaller than its competition and most of the exclusive games for the system, despite usually receiving plenty of critical acclaim, tend to take a good while in order to get decent sales numbers.

!!Other examples

* The Electronic Entertainment Expo ({{E3}}) is widely believed to have gone through a dork age between 2007 and 2008. Once a Mecca for gamers the event was made invitation-only and attendance dropped from 60,000 down to a low of 5,000 (the event was also inexplicably renamed the "E3 Media & Business Summit" during that time with little justification other than "the video game industry is not about 'entertainment', it's about business"). As a result E3 went from being the ultimate expo in the video games to a low key event. It didn't help that the E for All trade show meant to replace it turned out to be a dud. Also to make things worse the announcements and game demos E3 is known for were rather lacking in comparison to previous years.
* ''Franchise/SilentHill'' is notorious for its horribly BrokenBase, but most fans will agree that the series peaked with ''VideoGame/SilentHill2'', and the existence of a franchise DorkAge is nearly-unanimous. The general summation of this is a reverence for "Team Silent" and a mistrust of the games in which this development team was not involved. The general consensus is that ''VideoGame/SilentHill4: The Room'' is where the slide began, however, even though it was the last of the "Team Silent" entries. ''VideoGame/SilentHillShatteredMemories'' [[LoveItOrHateIt broke the fanbase further]], between those convinced that the series remained mired in suck, and those who believe this entry was fresh and compelling enough to possibly signal a revival of the franchise. Reception to ''VideoGame/SilentHillDownpour'' has been far more universally positive.
* ''VideoGame/TwistedMetal 3'' and ''4'' were developed by 989 Studios rather than series' original developers, Singletrac. When the former staff members of Singletrac formed Incognito to develop the newer games in the franchise, it elected to wipe the events of those two titles from continuity.
* ''VideoGame/{{Warcraft}}'': There's a lot of debate as to which expansion of WorldofWarcraft constitutes as this. The common arguments are as follows:
** ''The Burning Crusade'' is generally considered to have great gameplay, but a terrible plot and setting that changed a lot of beloved Warcraft III characters, accidentally and shoddily retconned a major enemy race, and had too many elements verging on sci-fi for players to feel it belonged comfortably in Warcraft's fantasy setting. It also contained what is still considered to be the single hardest raid dungeon in the game's history, which influenced a lot of the development team's future philosophies with raid and class design.
** ''Wrath of the Lich King'' is the inverse, with players praising its great narrative and characterization, but hating the gameplay changes, feeling as if both dungeon and raid content was dumbed down to appeal to a more casual playerbase, and homogenizing classes to the point where they lacked unique identity. It also added the game's first new class, the Death Knight, which saw a ridiculous amount of over-saturation during the expansion's life cycle.
** ''Cataclysm'' has been met with cries of ''both'' story and gameplay rot, with the former two expansions and the vanilla game ironically being looked back upon as [[GoldenAge Golden Ages]]. Gameplay wise, it met a good mix of people feeling the new content was too hard, followed by nerfs that made it ''too easy''. Story-wise the expansion had a largely ineffectual main antagonist following up the very well-loved Arthas, characters such as [[CreatorsPet Thrall]] and [[TheScrappy Garrosh]] playing very important but unpopular roles, and it began the trend of Alliance players feeling as if the writers were biased against them, giving the Horde a lot of KickTheDog moments and having their own quest lines never result in a fair comeuppance against the Horde.
** ''Mists Of Pandaria'' has controversial, certain aspects of the gameplay (notably daily quests) have been heavily criticized, and prior to release many people felt the inclusion of the pandaren was a JumpTheShark moment for the series. The story, and the handling of the faction war are also objects of criticism. Debates also abound as to whether the game having its lowest subscription numbers in years is a result of poor development or simply people tiring of an almost decade-old game.
** One that will most agree upon is the handling of the orcs storyline in ''Cataclysm'', and ''Mists Of Pandaria'' due to their seeming extreme Demonization, AesopAmnesia, and Flanderization. The positive representation of the orcs in Mists of Pandaria could even be counted on one hand!
** Let's not forget the RTS crowd who've been waiting YEARS since Warcraft 3 for a new RTS title. Some believe ever since WoW (and MMORPGS) proved to be a bigger money maker than RTS games, this change in genre for the franchise marked the end of future RTS titles. Since then, ''StarCraftII'' has been released to scratch the RTS itch, but the wait for a Warcraft 4 continues.
* A variant: ''VideoGame/{{Monkey Island 2|LeChucksRevenge}}'' ended in such an [[MindScrew impenetrably baffling fashion]] (The last part of the game takes place in [[spoiler:the maintenance tunnels of an amusement park, and the undead antagonist turns out to be Guybrush's brother in a mask, and the whole escapade was AllJustADream ([[OrWasItADream or was it?]] actually, the stinger shows LoveInterest Elaine LampShading "Where is Guybrush? I hope [=LeChuck=] didn't put some weird spell on him" so yes, it was all in Guybrush's head, which fits perfectly into the later retcon]]) that its sequel, ''VideoGame/TheCurseOfMonkeyIsland'', {{retcon}}ned the previous game's final confrontation into something a bit easier to follow. However, status quo wasn't necessarily restored because ''Monkey Island 2'''s ending was ''bad'' - it's more that after Ron Gilbert left the series, no one knew where he was planning to go with this revelation, and he has no intention of telling anybody. However, it's far more likely that it was just the final absurd twist in a game full of them than any sort of deep statement about the characters.
* The makers of the MMO ''VideoGame/StarWarsGalaxies'' decided it wasn't successful enough, so they came up with the New Game Experience, which involved massive changes to the game mechanics, combat system, character classes, and pretty much everything else, in the hope of attracting a whole new demographic. The result was an existing player base that was thoroughly (and vocally) pissed off, a new player base that never materialised, and a huge drop in subscriptions (not officially admitted, but confirmed by user-written in-game surveying tools before the company caught on and disabled the tools). Other [=MMOs=] have dome similar things on a less spectacular scale, but SWG's NGE is the infamous example everyone points to. One of the ''major'' reasons for this is that the developers changed the way one becomes a Jedi. Originally, players had to find holocrons and master whatever class tree it said to master, then the player may luck out and become a Jedi, or would receive another holocron. This, naturally, would be a grind. The New Game Experience let players start as a Jedi. Not only did this mean that everyone picked to be a Jedi while avoiding every other class, and pissing off those people unlucky enough to have had to master ''every'' class to become a Jedi before then, but it also royally futzed with the franchise's canon. You had many thousands of Jedi when at that time in the official storyline, the only true, trained Jedi still living was Yoda. Just how bad is it? [[VideoGame/StarWarsTheOldRepublic A new Star Wars MMO]] handled by ''VideoGame/KnightsOfTheOldRepublic'' developer Creator/BioWare and set in the [=KoToR=] timeline has since been announced.
* In ''VideoGame/FinalFantasyXI'', the ''Chains of Promathia'' expansion is considered to be a DorkAge by many, many, '''many''' players. Reasons included; grueling boss fights that required very specific party combinations and a fair amount of luck to win, storylines that were left hanging between updates, Notorious Monsters that were amazingly gimmicky with incredibly low drop rates for gear AND pop items for further Notorious Monsters. The era was also known for the infamous "Ranger Nerf" that, while somewhat justified in the fact that the Ranger job was severely overpowered compared to other jobs, went way too far and made it into one of the weakest jobs in the game. (This nerf was partially countered years later after Samurai became the new over-powered pet-job of the Dev Team.) Combined with the first unbeatable boss of the game, the Jailer of Love which was then nerfed to make way for the new unbeatable boss [[ThatOneBoss Absolute Virtue]], quite a lot of mid to end-game players left ''FFXI'' to play ''VideoGame/WorldOfWarcraft''. Not that ''Chains of Promethia'' was completely terrible; the mission storyline is among the longest and most interesting in the game (and better than some of the storylines of the main games), created systems and fights that are still popular years later like Limbus, [=ENMs=], Bahamut, and Ouryu, and included many in-depth optional side quests such as Adventuring Fellows (your own personal NPC). Changes to the mission fights were made to help players, such as making the fights easier, removing the experience penalty if they fall during battles, rewarding players with experience if they help people with the battles, and easing the restrictions of special items that help to make the battles easier- but these were made after the next expansion, ''Treasures of Aht Urhgan'', when most players will agree that the DorkAge ended with a vengeance with a completely new philosophy in game design. (That it shouldn't be terrible to do things in the game.) Many people look fondly at the ''Chains of Promathia'' expansion, mainly because time has passed and people don't quite remember the original [[NintendoHard controller throwing difficulty]] of the unnerfed missions, or they had only played the missions after they had been nerfed. Also, not losing thousands upon thousands of XP to the then unnerfed Jailer of Love and the still-to-this-day unnerfed Absolute Virtue may well help to keep those glasses rose-colored.
** ''VideoGame/FinalFantasyXIV'' managed to go through a dork age ''twice''. When the game launched in 2010, there were lots of bugs, terrible optimization that made the game run sluggishly for most PC users, and many game mechanics that were not looked upon favorably, such as having experience points being reduced in gains if you try to level up too much. Once the development team got replaced with new faces, the game was reworked from the ground up and relaunched 3 years later with favorable results; players could complete quests at their own leisure, items were mostly easy to obtain, and the game was very stable and optimized. However, a second dork age came along shortly after the rerelease; certain materials were hard to find or buy due to people and bots alike farming the materials and then selling the materials back on the market for absurdly high prices. End game gear that wasn't part of a loot drop were regulated to many weeks (or even months) of grinding for special tomes that were needed to obtain said gear. A few patches did address the issues, but the next major patch introduced more problems with the Atma system where players had to get 12 specific items from 12 specific events that pop up at random times in order to power up their InfinityPlusOneSword. The problem is that the events can take ''hours'' to appear and the items from the event have ridiculously low drop rates. The fan base had exploded in anger over the Atma system and some have compared it to the same systems that were used in ''Final Fantasy XI''.
* The ''VideoGame/LeisureSuitLarry'' series entered a DorkAge with the games starring Larry Lovage (''Magna Cum Laude'' and ''Box Office Bust''). It is worth noting that Al Lowe, the series' creator, isn't involved with either of them. Judging by his site, he'd be more than happy to give them advice, and is also more than happy he wasn't involved when the games bombed.
* In the late 1990s, Creator/{{Konami}} farmed out the development of the ''VideoGame/{{Contra}}'' series to Hungarian developer Appaloosa, resulting in the creation of the series' two PlayStation installments ''Contra: Legacy of War'' (which also saw release on the SegaSaturn) in 1996, and ''C: The Contra Adventure'' in 1998. Both games were critically panned when they came out and Konami even canceled plans to localize the first of the two titles in Japan after the negative reception it received, which makes one wonder why they would give Appaloosa a second chance. It's made all the worse by the fact that ''Legacy of War'' was relying on a [=3D=] glasses gimmick for sales. We're talking '50s B-Movie red/blue cardboard glasses here. Oh, and massively derailing existing characters and canon, considering these followed on from ''Contra: Hard Corps'', one of the more story-heavy ''Contra'' games, it did not go well. It should be noted that both games are explicitly [[CanonDiscontinuity exiled from the Contra canon]].
* ''VideoGame/BackyardSports'', with the games from 2006 onward. There have been numerous character changes and [[ChuckCunninghamSyndrome removed characters]], and the announcers are incredibly boring.
* Fans of ''VideoGame/TheKingOfFighters'' generally look at the period of time Eolith was handling the games (''KOF 2001'' and ''2002'') as a Dork Age. The way ''2001'' plays is in general more glitchy and gimmicky (letting you choose how many teammates and strikers you want, for starters - meaning you can even fight ''1-vs-4 battles'', something that should only be reserved to bosses) than any other incarnation of the series, and is in general a mess. The music for these games has been compared to the sounds of robots farting among other things and Eolith [[ExecutiveMeddling introduced a few of their own character designs]] (although a scant few, like [[EnsembleDarkhorse May Lee]], were more favorably received). When Creator/{{SNK}} [[BackFromTheDead reclaimed the wheel]] as SNK Playmore, among the first things they did was to [[{{Retcon}} wipe several elements from]] ''[[{{Retcon}} 2001]]'' [[{{Retcon}} right out of the canon]], including the whole character of K9999 (also a blatant CaptainErsatz of [[Manga/{{Akira}} Tetsuo]]) and [[KilledOffForReal Foxy's death]]. To give ''[[DreamMatchGame 2002]]'' some credit, it's still one of the most played versions in the series competitively, and even after the release of ''[[UpdatedRerelease 2002: Unlimited Match]]'' you'll still see some original ''[='02=]'' tournies being played. Now, ''2001'' on the other hand? Uh...
* ''Franchise/MortalKombat'' was another fighting series that went through this.
** After ''VideoGame/MortalKombat4'' hit the PolygonCeiling, the series seemed to have reached a stalemate with a largely undistinguishable (except for an expanded character roster) UpdatedRerelease for Dreamcast, ''Mortal Kombat Gold'', and the PlayStation-exclusive ''VideoGame/MortalKombatSpecialForces'', an utterly horrible action spin-off. In the wake of this, John Tobias jumped ship from the creative team, and the series laid low as the gaming industry entered its new generation - between ''Special Forces'' and the next entry in the series, there was a three-year gap.
** And then there was ''VideoGame/MortalKombatVsDCUniverse'', which can be seen as Midway trying to figure out what to do with the series. It's not necessarily a bad game, but it's a firm indicator of ''Mortal Kombat'''s Dork Age, because the simple fact of it being rated T by ESRB (due to the DC superheroes) made this game a standout, and not in a positive way: it meant a lot of what players knew of ''MK'' would be inevitably {{Bowdlerise}}d (mainly the explicit {{Gorn}}, which was reduced to the odd blood spill here and there, and censored Fatalities - even more so than the home versions of the original game). On the other hand, this game served for Midway to sort out what worked and what didn't when they reinvented themselves as Netherrealm Studios and brought the series back on track with ''VideoGame/MortalKombat9'', as well as using their experience on the DC end of things to turn out ''VideoGame/InjusticeGodsAmongUs'', a cool all-DC fighting game.
* ''Franchise/StreetFighter'' actually inverted this. When the ''VideoGame/StreetFighterIII'' series came out, many people were [[TheyChangedItNowItSucks turned off by all the changes]] and many dropped the series altogether. As time has passed however, many looked back and were able to view the ''SFIII'' series, specifically the [[CapcomSequelStagnation third iteration]] ''3rd Strike'', [[VindicatedByHistory much more favorably]].
* ''VideoGame/DeusExInvisibleWar'' was Warren Spector's entry into a Dork Age, and immediately lost his accumulated industry and fan respect. He's managed to bounce back some, which is better than other developer/producers have been able to do (anyone remember what [[VideoGame/{{Daikatana}} John Romero]] is up to anymore?) but still hasn't regained his former stature. Because of lingering rancor, ''VideoGame/ThiefDeadlyShadows'' received less fair critical reviews than it deserved, and Spector hasn't been invited to return for [[VideoGame/{{Thief2014}} a sequel]]. He may have found a rehabilitation of his image in the unlikely vessel of a [[VideoGame/EpicMickey Mickey Mouse game]], though its mixed reception (and Spector's claims that negative reviewers "misunderstood" the game) didn't make for the reputation resurrection that was hoped for.
* ''VideoGame/MetalGearSolid2SonsOfLiberty'' is widely considered the weakest of the franchise, centering mostly around a ReplacementScrappy and featuring [[GainaxEnding an ending that had a Cthulhu-like effect on most gamers' sanity]]. Whether or not it came perilously close to killing off the entire franchise, however, is debatable given that the game was still a critical and commercial success, and was one of the top 10 best-selling [=PS2=] games ''of all time'' (with over 7 million copies sold).
** Part of what makes this example such an interesting one is that creator Hideo Kojima [[TheyPlottedAPerfectlyGoodWaste deliberately played right into the trope.]] [[MisaimedFandom After he failed to get the fan reaction]] [[CreatorBacklash he wanted from the deconstructive elements in the previous game,]] he specifically crafted the game as a DeconstructorFleet not just of the series or the stealth genre but of ''all'' video gaming, and most, if not all, of the worst-received features of the game -- like the use of a ReplacementScrappy protagonist, or the agonizingly high StoryToGameplayRatio -- are specifically there to make [[{{Anvilicious}} some thematic point]] or to remind the player that ThisLoserIsYou. It definitely wasn't received well by the fans, but to this day, Kojima considers it [[MagnumOpusDissonance his favorite game in the series.]]
** A non-canonical example is ''Snake's Revenge'', an American follow-up to the NES version of the original ''VideoGame/MetalGear''. It not only completely changed Snake's character and his relationship to the franchise but also took the game that introduced the concept of ''stealth'' gameplay and turned it into a generic shoot-em-up. On the plus side, Hideo Kojima was inspired to make the '''actual''' ''VideoGame/{{Metal Gear 2|SolidSnake}}'' when he learned of this game.
* Franchise/SonicTheHedgehog has had a number of these.
** The first one was between 1995-1998. The cancellation of ''Sonic X-treme'' meant that there would not be a main series ''Sonic'' on the ''Sega Saturn'' the closest fans got during these years would be [[VideoGame/Sonic3DFlickiesIsland a slow isometric game]] and a [[VideoGame/SonicR racing spin-off]]. Sonic was relegated mostly to various spin-offs on the GameGear. While the early 90's had Sonic more recognisable than Mickey Mouse, Sonic Team reportedly received letters asking who Sonic was shortly after the release of 1996's ''VideoGame/{{NiGHTS Into Dreams}}''. This Dark Age finally ended with the release ''VideoGame/SonicAdventure''.
** From November 2005 to January 2007 with the releases of ''VideoGame/ShadowTheHedgehog'', ''VideoGame/SonicTheHedgehog2006'' and the [[PortingDisaster GBA port]] of [[VideoGame/SonicTheHedgehog1 the original Sonic]] game. Shadow's game was a spin-off meant to please Shadow's fans and conclude his amnesia arc but Sega didn't stop there, they also tried to aim for the ''Franchise/GrandTheftAuto'' crowd using Shadow's ByronicHero characterization to justify some pretty bizarre choices (namely guns and mild swearing) with SoBadItsGood results. ''Sonic '06'' was hyped to be the Blue Blur's big comeback instead it turned out to be a [[ObviousBeta rushed mess]] with Sonic receiving a much-maligned romance subplot involving a human princess [[labelnote:*]] Shadow and Silver's stories on the other hand, have their fans [[/labelnote]].''Sonic Genesis'' the so called GBA port of ''Sonic the Hedgehog'' '''another''' rushed mess was just the salt in the wound after 06. Lastly ''Sonic Riders: Zero Gravity'' and ''Sonic and the Secret Rings'' released around this time, though not as bad as 06, were widely criticized for their controls.
** After this the fanbase shattered and different fans have different opinions on when (if at all) this DorkAge ended.
*** One possible ending is ''VideoGame/SonicUnleashed'' which was hyped as "Sonic's Big Comeback" and praised for the daytime Sonic stages that mixed 3D and 2D segments together, but received mixed reviews regarding [[BeatEmUp the Werehog]] stages.
*** ''VideoGame/SonicTheHedgehog4: Episode I'' (was hyped as the much-awaited sequel to the acclaimed Genesis games and "Sonic's Big Comeback" but criticized over it's physics engine and length.
*** Another possible ending to Sonic's second dark age is ''VideoGame/SonicColors'' which improved upon the Sonic stages of ''Sonic Unleashed'' and managed to get good reviews with many praising it as [[RunningGag "Sonic's Big Comeback"]] and ''VideoGame/SonicGenerations'' which served as a celebration of 20 years of Sonic with [[ContinuityNod/SonicGenerations copious nods to previous games]]. While both of these games were almost universally praised for their gameplay they have attracted some bile over the increased [[DenserAndWackier silliness]] of the cutscenes and corny dialogue.
* The SegaSaturn period was the dark ages for Sega in the West, along with the late [[SegaGenesis Genesis era]]. In Japan it is a well-known and loved console but in the West it is considered a failure due to poor marketing, a lack of [[NoExportForYou exports]], no ''Sonic The Hedgehog'' main games, and fierce competition. The SegaDreamcast out-shined the Saturn, but in the end it faded too.
* As a whole, SEGA's dark age began with the [[OtherSegaSystems Sega 32X]]. While the Sega CD could be considered just as bad, it's more of an EnsembleDarkhorse nowadays due to a few gems (''VideoGame/SonicTheHedgehogCD'', ''VisualNovel/{{Snatcher}}'', ''{{Lunar}}'') among massive amounts of shovelware, but the 32X really kicked off Sega's mismanagement in the west. Then the Saturn's surprise launch came along with ''[[{{Vaporware}} Sonic X-treme]]'' stuck in DevelopmentHell, and then Sega hired Bernie Stolar... Yeah, things didn't really go well for them at all until they went third-party.
* While ''TabletopGame/{{Warhammer 40000}}''-based games made by Relic Entertainment (''Dawn of War 1 & 2, Space Marine,'' etc.) have been generally well-received, the ''VideoGame/DawnOfWar'' expansion that was farmed out to Iron Lore has received nothing but rancor. Canonically, the storyline of the previous expansion was a rousing success for the Spess Mehreens, while the campaign of the ObviousBeta that was ''Soulstorm'' is considered an [[OldShame embarrassing defeat that is spoken of only with great reluctance.]]
* Creator/{{Sony}} had a little dork age in the mid-late 2000s, though they've appeared to have grown out of it. It started with the {{P|layStationPortable}}SP, which, while being a success and having many great games, never lived up to its expectations and was massively trounced by the family-friendly NintendoDS. Then came the {{PlayStation 3}}'s launch at '''[[CrackIsCheaper five hundred and ninety nine U.S. dollars]]''', its strange {{Dada Ad}}s, a controller that lacked rumble functionality, and limited exclusive games (most which turned out to be mediocre, anyway). It got so bad that Sony actually lost all its profits from the PlayStation and {{P|layStation2}}S2's success. The [=PS3=] eventually tossed away its growing pains around 2008 and is now finally catching up to the {{Wii}} and Xbox360's sales -- and with the [=PS2=] '''still selling after eleven years on the market''', Sony could finally regain trust. Or not, since the PlayStationVita barely had a KillerApp when it premiered even the initially strong sales weren't enough to top the Nintendo3DS, a significant contrast to the original PlayStation that had a bucket full of killer apps contributing to its fifth generation console leader position including ''VideoGame/FinalFantasyVII'', ''VideoGame/GranTurismo'' and ''VideoGame/MetalGearSolid''. Production of all PlayStation2 units in Japan ''[[http://arstechnica.com/gaming/2012/12/sonys-playstation-2-finally-goes-gentle-into-that-good-night/ has halted]]'', thus making Sony's dork age seemingly unavoidable. Blame the very high price of the PlayStation3 at launch for itself coming at third place in the seventh generation video game ConsoleWars. The lack of a killer app launch title is a common problem for the PlayStation line (although you may argue ''VideoGame/BattleArenaToshinden'' was such for the PlayStation). Compare the PlayStation2 to all post-[=PS2=] consoles and you'll see a downward spiral of total units sold for each console since then, despite the strong critical acclaim the PlayStation line have garnered.
** This may be rebounding, as the PlayStation4 not only gained critical acclaim at the 2013 E3, but it sold over one million units on opening weekend, which depending on who's counting, is the fastest-selling console in that span of time. In early 2014 the [=PS4=] has also managed to outsell its competition in a short span of time at 7 million units sold, with the WiiU being the closest seller at 6 million in spring of 2014.
* The ''VideoGame/TonyHawksProSkater'' franchise fell into one hard with ''RIDE'' and ''SHRED'', which attempted to revive the franchise by using a skateboard-shaped motion controller to simulate boarding movement. This failed to address any of the problems the series had been going through, and introduced several new ones. Both games failed as a result, and the ''Hawk'' franchise crashed and burned, forcing Activision to go "back to basics" with ''Tony Hawk's Pro Skater HD''.
* There are ten years between Black Isle's ''VideoGame/{{Fallout 2}}'' and Bethesda Softworks' ''VideoGame/{{Fallout 3}}''. There are two ''Fallout'' games between them--Microforte's ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}}'' and Interplay's InNameOnly ''VideoGame/FalloutBrotherhoodOfSteel''. ''Tactics'' was a competent game that had severe issues with staying within the established continuity (in a world where World War III was brought on by a crippling energy crisis, many bases of have full drums of fuel just lying around more than a hundred years later, etc.); the same cannot be said of ''Brotherhood.'' Bethesda has proclaimed ''Tactics'' to BroadStrokes canon, while ''Brotherhood'' is full-on CanonDiscontinuity.
* The ''VideoGame/NeedForSpeed'' franchise had one. While [[FanDumb some fans]] claim the entire ''Underground'' era to be FanonDiscontinuity, most generally point to ''Carbon'' in 2006 as the beginning of the series' downward slide (especially coming on the heels of ''Most Wanted'', generally regarded as one of the series' high points), and ''[=ProStreet=]'' and ''Undercover'' in the ensuing years as the nadir of ''NFS''' dork age. In any event, it ended with the release of the very well-received ''Shift'' in 2009 and ''Hot Pursuit'' in 2010, which brought the series back to its focus on exotic cars and away from the burned-out "tuner" culture.
* There was a time where, to save on bandwidth costs, the site for hosting custom content for ''VideoGame/GarrysMod'' forced its users to download addons via torrents rather than getting them directly off the site. It lasted for about two months.
* The ''VideoGame/{{Valis}}'' series had lain dormant since the early 1990s, until its reputation was stained in 2006 by a series of [[HGame H-Games]] titled ''Valis X'', which Telenet Japan published in a desperate and failed attempt to avoid bankruptcy.
* If E3 2012 has shown us anything so far, it's that the industry is still in the growing pains of the Dork Age. All the usual buzzwords are being bandied about: grim, gritty, edgy, and--worst of all--"realistic." To elaborate, both sides of the Pacific are in very different Dork Ages. Japan used to dominate the gaming industry; however, somewhere around the middle of the sixth console generation, they started to lose ground as Western developers began to [[GrowingTheBeard grow the beard]] while Japan had just shaved it after the PSX and [=PS2=] era was pretty much defined by the buzzwords. Many once-successful series fell to the wayside, and Creator/{{Nintendo}}, already hurting from a loss in the fifth generation thanks to Sony's PlayStation, was now seeing their console, the NintendoGameCube, pummeled sales-wise by the PlayStation2. There was also the SegaDreamcast's failure. Many say it was because of the perception that Nintendo only made "kiddy" games, and gamers increasingly preferred DarkerAndEdgier fare. While Nintendo massively recovered starting in the Seventh generation (and this was despite them having [[PlayStationPortable some real competition]] in the handheld market they once dominated), Japan's developers experienced a massive drop in quality[[note]]This is disputed however, [[http://www.1up.com/do/blogEntry?bId=9113167 with some arguing instead that]] they haven't fallen in line with American tastes[[/note]] although they've seen a comeback in later years. Giants like Nintendo still exert a lot of influence today, but others were not so lucky.
** Creator/{{Sega}} was the first to fall. After the Dreamcast proved to be too good to last, they went third party. However, after the 2004 buyout by Sammy, the quality of their games began to decrease; a lot of their old [=IPs=] were discontinued, and they began producing more and more [[TheProblemWithLicensedGames licensed games]]. What made them infamous was the continuing downward spiral of ''Franchise/SonicTheHedgehog''; after [[VideoGame/SonicAdventure two]] [[VideoGame/SonicAdventure2 well-received]] but still flawed installments on the Dreamcast, the Blue Blur began to appear in games that focused more on gimmicks and {{Narm}}fully DarkerAndEdgier storylines, reaching its nadir in ''VideoGame/SonicTheHedgehog2006''. It took Sonic four years to [[VideoGame/SonicColors recover]] from its tattered reputation. They also have become more reclusive, closing off their foreign branches and the buyout of Creator/{{Atlus}}' parent company Index Corporation threatens to pull Atlus into the same dork age.
** Creator/SquareEnix had a rocky start, as well: after ''Anime/FinalFantasyTheSpiritsWithin'' bombed, Square nearly went bankrupt and merged with longtime rival Enix. While this saved the company, fans began getting fed-up with a downward trend in the quality of Square's flagship title, ''Franchise/FinalFantasy''. Despite positive reviews, many complaints are remaining persistent across the games regarding the quality of the stories (''Franchise/KingdomHearts''[='=] KudzuPlot and ''Franchise/FinalFantasy'''s nonsensical trolling due to excessive use of the ShockingSwerve trope). By the end of the decade, ''Final Fantasy'' had gone from one of the most adored franchises in existence to the target of ridicule by many and to add salt in the wound, Toriyama penned the story for ''Front Mission Evolved'' (which was heavily panned as ''VideoGame/FrontMission'' normally had ''very'' good storytelling); meanwhile, ''VideoGame/DragonQuest'' became a sleeper hit outside of Japan's borders, and ''Franchise/KingdomHearts'' received reviews that stood with the golden age of ''Final Fantasy'' in praise. Gameplay be damned; Square has become a code word for games that focus more on pretty cutscenes than actual play.
*** Another problem with Square Enix is simply that their design methodology is behind the times. Many AAA companies use rapid action development in their games, while Square Enix sticks to what is a waterfall methodology (basically, one guy at the top orders commands to the guys at the bottom). By using rapid action development, the company can make many prototypes, find what works and what doesn't, and then move on to the next phase when ready as opposed to the waterfall method, which finishes one phase before moving onto the next without the prototyping. The problem with this is these are compounded with unnaturally long production dates. Basically, SE was working so hard on one game (ex. ''VideoGame/FinalFantasyXIII'') that they didn't realize that consumer tastes had really shifted in its development timeframe. Which means that whatever they were planning that was cool years ago, but ultimately faded out with a new trend wasn't caught on by Square Enix. Also, SE has badly mismanaged their own company as well as the newer talent (or to be more precise, the old talent hasn't properly trained up its newer talent). ''VideoGame/FinalFantasyXIV: A Realm Reborn'', was done however by newcomer Naoki Yoshida, a creator who actually met with the fanbase and used rapid prototyping in conjunction with fan-feedback to work his game into a solid masterpiece. Square Enix can revive themselves well; but they would need to take some cues from Mr. Yoshida to guide their franchise into the future.
** Creator/NipponIchi's PlayStation3-era releases, aside from their usually-reliable ''Franchise/{{Disgaea}}'' and ''Franchise/{{Atelier}}'' series games[[note]]not so much with ''Atelier'' anymore, with Gust's acquisition by Creator/{{Tecmo}} Creator/{{Koei}} Corp. in 2012[[/note]] haven't met with the same critical success as a majority of their [=PS2=] output (which included games like ''VideoGame/MakaiKingdom'', ''VideoGame/GrimGrimoire'' and ''VideoGame/SoulNomadAndTheWorldEaters''). With a string of duds in ''VideoGame/CrossEdge'', ''Last Rebellion'', ''VideoGame/HyperdimensionNeptunia'', ''VideoGame/MugenSouls'', and ''VideoGame/TimeAndEternity'', NIS' reputation among non-Japanese EasternRPG enthusiasts is eroding.
* Perhaps the most abrupt example of this is the sad story of Creator/{{Capcom}}'s mismanagement. Beloved for its many diverse and [[LongRunners long-running]] franchises including ''Franchise/ResidentEvil'', ''Franchise/MegaMan'', ''Franchise/StreetFighter'', ''Franchise/DevilMayCry'' and many more was going strong during the latter half of the 2000's, with a {{Retraux}} ''Mega Man'' and a successful relaunch of ''Street Fighter'' under their belt, new [=IPs=] such as ''VisualNovel/AceAttorney'' and ''VideoGame/{{Okami}}'' and the long awaited [[VideoGame/MarvelVsCapcom3 third installment of]] ''VideoGame/MarvelVsCapcom'' on the horizon.
** Then ''VideoGame/MegaManLegends 3'' was unceremoniously canceled, despite frequent promotion via art contests, and various other MegaMan titles (i.e. ''Mega Man Universe'') would follow suit. Creator/KeijiInafune, who [[{{Determinator}} tirelessly]] masterminded ''Mega Man''[='s=] blockbuster sequel on his own time and did the same for their current generation hit ''VideoGame/DeadRising'', soon after left Capcom, clearly fed up with the upper management while declaring that the Japanese development community had become "stagnant". As a result the 25th anniversary of ''Mega Man'' was a disappointment as Capcom failed to produce anything but a cheap iPhone game for the Blue Bomber's silver anniversary.
** [[Creator/PlatinumGames Clover Studios]], creator of ''Viewtiful Joe'' and ''Okami'', was dissolved with little warning and former members of Clover Studios would go on to found Platinum Games.
** In addition, the then-newest installment of ''VisualNovel/AceAttorneyInvestigations'' was rendered NoExportForYou, cited by Capcom as "a lack of interest in the franchise" to much rage from its fans.
** ''VideoGame/SengokuBasara 4'' was another game that Capcom refused to bring over, citing it as "Too Japanese" when asked why.
** In fact, Capcom would make increasingly inept attempts to "Westernize" their franchises seemingly hating anything not ''Call of Duty'' or ''God of War'' inspired, resulting in ''VideoGame/ResidentEvil6'' abandoning all survival horror elements to become an action movie with zombies, while a ''Franchise/DevilMayCry'' [[VideoGame/DmCDevilMayCry reboot]] was released by Ninja Theory that removed everything originally appealing about ''Devil May Cry'' and made Dante into some generic angry kid - both of which were disappointments both critically and financially, and served to hurt the confidence in Capcom's product among its fans.
** Capcom would begin to attract much flack over its DLC for it's fighting games (''Street Fighter IV'', ''Marvel vs Capcom 3'', and ''Street Fighter X Tekken'') all of which had on-disk DLC that was already programed into the game but required a separate purchase to unlock and could become LostForever when the server for that game shut down (as has already happened for ''Marvel vs Capcom 3'' which included two characters that had to be unlocked this way)
** The [[CapcomSequelStagnation constant remakes]] of ''VideoGame/StreetFighterIV'' since its release in 2009, reaching its fifth remake with 2014's ''Ultra Street Fighter 4'', at the expense of any other [=IPs=], new ''or'' old, and even arguably at the expense of an actual ''Street Fighter V'', became another point of contention among Fighting Game fans.
** [[OffModel "Bad Boxart Mega Man"]] was [[TheScrappy not well received]] in ''Street Fighter X Tekken''. Originally a harmless joke approved of by Creator/KeijiInafune himself before he left, ''Mega Man'' fans were still reeling over ''Mega Man Legends 3's'' cancellation and lack of 25th anniversary game and viewed the [[{{Gonk}} fat, ugly]] version of Mega Man as emblematic of that disappointment.
** All of this resulted in 2012-2013 being considered to be a rather poor fiscal year for Capcom.
* ''VideoGame/RockBand'''s "hardcore" fan base often think 2012 is a dork age for their DownloadableContent. Most of the new releases now come in threes and with only one Pro Guitar/Bass upgrade, and a not insignificant amount of them are from the (often late) TurnOfTheMillennium and TheNewTens which they stereotypically consider "crappy". (Nothing really exiting for them was released minus an Music/IronMaiden 6-pack and a Music/{{Slayer}} pack.) Plus, they are often considered "too easy".
* In an odd - and sad as the trope demands - instance of NoExportForYou, the economical crisis is bringing the state of localization of video games back as it was in TheNineties: starting with the ShockingSwerve provided in 2012 by ''VideoGame/{{Kingdom Hearts 3D|DreamDropDistance}}'' in this regard, fewer and fewer games get translated due to fewer and fewer people being able to purchase hi-fi stuff (and events like the nastier crisis in Greece or the so-boasted-about "tears-and-blood" economical plan in Italy, just to name two). To put it more laconically, the state of translations "as it was in TheNineties" means that the language select screens are now far more likely to show three options ("English, Deutsch[[note]]German[[/note]], Francais[[note]]French[[/note]]") ''at best''. And when a game such as ''VideoGame/PokemonConquest'' (sure, just a SpinOff, but still [[CashCowFranchise a Pokémon game]]) is "available in English only", [[OhCrap you sort of know there are dark times ahead.]]
* ''VideoGame/LeagueOfLegends'' had very tight and involved lore development for a MOBA, to the point where it even had its own subsection in the main client (the 'Journal of Justice'). However, around 2012, the lore team switched hands, and much of their narrative philosophy changed, causing them to throw out a lot of old lore and start again. Newer heroes were considered uninspiring and bland, with little to no motivation to join the League, while some old characters had their entire backstories changed to very mixed reception.
* ''Franchise/ResidentEvil'' has fallen into one in the wake of the poor reception of ''[[VideoGame/ResidentEvilOperationRaccoonCity Operation Raccoon City]]'' and the mixed reception of ''VideoGame/ResidentEvil6'' in 2012. While the 3DS title ''VideoGame/ResidentEvilRevelations'' was much better received and is canonically a main series title, it was a portable game on a Nintendo handheld and received a much smaller marketing push than ''ORC'' and ''[=RE6=]'' did. Some would argue that the DorkAge began with ''VideoGame/ResidentEvil5'' in 2009, though that game, while [[BrokenBase divisive among fans]], received fairly positive reviews at the time. The main complaint is that the series has veered too far from its SurvivalHorror roots and is attempting to [[FollowTheLeader me-too]] shooters like ''VideoGame/GearsOfWar'' and ''VideoGame/ModernWarfare''.
* The ''VideoGame/{{Lunar}}'' series started to slide in early 2000s, with the installments developed for Nintendo portable systems. First ''VideoGame/LunarTheSilverStar'' was remade for the GameBoyAdvance as ''Lunar Legend'', with shallower characterizations, a point-and-click map replacing the once large overworld, and different and simpler combat. Then came the prequel ''VideoGame/LunarDragonSong'', the first non-remake ''Lunar'' game in a decade, which in a bid to attract new players to the franchise dumbed down the gameplay and story even more, but also added annoying new mechanics like having to choose between fighting for experience and fighting for items (which in this game are mostly VendorTrash), taking damage while running, and repetitive {{Fetch Quest}}s. The localizations of these two games published by Creator/{{Ubisoft}} also compared poorly with the painstaking effort Creator/WorkingDesigns put into localizing previous installments.
* ''VideoGame/RuneScape'' is often considered to have gone through this after the game's creators, the Gower brothers, handed off its reigns to Mark Gerhard, one of the senior mods. This is mostly related to two controversial gameplay changes Gerhard introduced: first, the implementation of {{microtransactions}}, something the Gowers promised they would never do, and second, a complete overhaul of the combat system which was seen by numerous fans as [[FollowTheLeader a cynical attempt to ape]] ''VideoGame/WorldOfWarcraft''. Jagex heard the criticisms of the combat system and as a result introduced both "Old School" worlds that allow players to experience the game as it was in 2007, and a poll wherein players voted to introduce the option to toggle between the old and new combat systems on the main worlds, as well. On the plus side, Gerhard's tenure also coincided with some very well-received advances to the game's MythArc, including tying up plot points that had been dangling for nearly a decade.
* During the first to middle stages of the PlayStation's life, video game voice acting in English was considered to be in a DorkAge, where the voicework was often full of bad acting {{Narm}} (look no further than the likes of ''VideoGame/MegaManX4'', ''VideoGame/StarOceanTheSecondStory'', or '' VideoGame/CastlevaniaSymphonyOfTheNight''). Some still garnered some NarmCharm like ''SOTN''[='s=] [[FountainOfMemes many lines]], but there wasn't too much good English voice acting in that age. It was only during the late-PlayStation era and eventually the [=PS2=] era that English voice acting exited the DorkAge, with many NamesToKnowInAnime becoming involved in the video game voice acting scene.
* The ''VideoGame/TetrisTheGrandMaster'' series got better with each new release for its first three installments. Then came the very un-TGM-like {{Xbox 360}} title ''Tetris: The Grand Master ACE'', the tragic byproduct of The Tetris Company's and Microsoft's ExecutiveMeddling. Most of the trademark ''TGM'' gameplay mechanics have been stripped (including Master Mode, and by extension the unique ''TGM''-style leveling up and grade system), you get a variation of [[GameBreaker infinite spin]] (limit of 128 rotations and 128 movements) as opposed to ''TGM''[='s=] "step reset" lock delay, and you need an Xbox Live Gold membership to unlock proper ''TGM'' rotation. Good ''Tetris'', but bad ''TGM''.
* Creator/BioWare's DorkAge began with ''VideoGame/DragonAgeII'', a sequel with ''very'' mixed perceptions that for the first time cause fans to fracture. While not a bad game in its own right, it was a poor game by [=BioWare=]'s standards. Then came ''VideoGame/StarWarsTheOldRepublic'', which despite a long development time and one of the highest development budgets for a video game ever was considered a fairly average MMORPG with little post-game content. But what really convinced people that Bioware standards had dropped was ''VideoGame/MassEffect3'', which had one of the most controversial video game endings of all time. BioWare's abysmal PR response only made the situation worse and was taken as a personal slight by many fans. Even beyond the endings, numerous plot resolutions and the way certain characters were portrayed were considered extremely unsatisfactory, which some fans attribute to several key writers leaving BioWare to work elsewhere. Time will tell if ''VideoGame/DragonAgeInquisition'' will help them recover or not.
* The first two games in the ''VideoGame/DoubleDragon'' series were pretty successful at the arcade and on consoles. The first NES game even sold out on the day of its release. But then came ''Double Dragon 3'', which was farmed out to an external developer, featured a poorly-thought out plot involving {{Mineral MacGuffin}}s, flat level designs, fewer moves than its predecessors, and an [[BribingYourWayToVictory ill-conceived shopping gimmick]] obviously added as a transparent means of [[RevenueEnhancingDevices inserting more tokens into the machine]]. There were a couple more ''Double Dragon'' sequels after the third game, but the series never quite recovered from there: the NES version of the third game (while considered to be an improvement from the arcade version) is [[NintendoHard ridiculously hard]], the SNES-exclusive fourth game was an ObviousBeta, and the last two games made before Technos went out of business were standard [[FightingGame competitive fighting games]] that did nothing to stand out from [[FollowTheLeader an already overcrowded market]]. The [[Film/DoubleDragon movie "adaptation" of the series]] [[VideoGameMoviesSuck wasn't helping matters either...]]
* For years the [[VideoGame/PokemonRubyAndSapphire Hoenn]] and [[VideoGame/PokemonDiamondAndPearl Sinnoh]] era (2002-2010) has been considered a DorkAge for the ''Franchise/{{Pokemon}}'' series.
** While Gen III did introduce abilities, berry farming, running, and a great soundtrack, it was hit hard by removing more than half of the first two games' total Pokédex (with no means of ever obtaining them in game, a problem which ''Emerald'' fixed), retained a level curve that was nearly as bad as Gen II's, and a topography that [[SceneryPorn while beautiful]] only served to be a pain in the ass to navigate. Not helping matters was that this was the point when players really needed to start buying all versions to get at least a half-way completed Pokédex (a bad habit continued in Gen IV). The final nail in Hoenn's grave was the series was finally reaching its limit with the current battling system before giving it a new overhaul (done in Gen IV).
** Gen IV's first two games, ''Diamond and Pearl'' were a time of renovation, but it still wasn't up to snuff. It was also the first time Creator/GameFreak developed a game using the DS, and the results show. The first two were unnecessarily slow (although what they did was good sense in programming, it made for a sluggish game). However, the aesthetics and many new mechanics were well-received, and many of the odd design choices (such as the aforementioned sluggish gameplay, and exactly two Fire-type Pokémon available before beating the Elite 4) were fixed come time for ''Pokémon Platinum''.
* The ''VideoGame/HarvestMoon'' fandom is torn on what time period their DorkAge spans but it's generally thought to have began around ''Magical Melody'' and ''DS''. The characters are seen as shallower, several disliked mechanics have been tried out, and the series as a whole got LighterAndFluffier. It got worse when Marvelous said they were focusing on handhelds instead of consoles; and it shows as they released six DS games but only two, near identical Wii games . Even [[CreatorBacklash Yasuhiro Wada]] has shown dislike to the way the games have gotten; he especially dislikes how much focus romance is given within the series. That said, the Wii games were acclaimed (though they still weren't perfect) and the 3DS game, ''A New Beginning'', is seen as an improvement over the past handheld installments.
* The Mobile Phone/tablet game industry have been seen as a constant DorkAge for gaming in general. While people understand these games are designed to ease the pain of commuting, it slowly shifted being time sinks to complete money sinks with insane microtransactions, long waiting times to do something and worse yet, taking popular game licenses and remaking them as social games. Most of the announcements involving this on [=YouTube=] often are met with extreme dislikes.
* For a massive majority of gamers, Microsoft has entered into one of these since their initial announcement of the XboxOne. The initial announcement press meeting was given a MASSIVE negative reaction from both mass media and general consumers alike, but the post conference details (such as the fact that the system had DRM as a selling point for the entire console, and needing to be connected online every 24 hours to play) did not help at all. Alongside some more controversial quotes from their higher-ups (including Don Mattrick's infamous "If you don't have internet, get a 360 instead of an Xbox One"), their overall average E3 event showcasing the system was trounced by Sony's, with a few not so subtle {{Take That}}s at the system near the end. Although a mere week after E3 they reversed many of their policies, it is still a NeverLiveItDown for Microsoft to this day. Combined with a 500 US dollar asking price, being 50% underpowered with more archaic architecture than the [=PS=]4, despite initial good sales over the holiday, the console has since dropped from a major 900,000 copies in the US, down to just a mere 145,000 copies for the US during the month of January, with even worse sales in Europe. Alongside some more controversial policies that have come to light since then, Microsoft has become known across the internet as the console-maker equivalent of Creator/ElectronicArts -- a company that sells games (or, in this case, consoles to play games) to consumers that they appear to care nothing for. Time will only tell what will happen to them in the future.
* The ''Franchise/{{Rayman}}'' series has the infamous Rabbid era from 2006 to 2008. The fourth game in the series introduced [[CreatorsPet Rabbids]], one-joke characters who don't do anything but scream [[MostAnnoyingSound "DAAAAAAAAAAAH"]] at the top of their lungs. Due to ExecutiveMeddling, the game, originally planned as a platformer like its predecessors, shifted into a party game. In the next two games, the Rabbids ended up [[SpotlightStealingSquad stealing the entire show]] and the eponymous hero was demoted to ButtMonkey. Fortunately, ''Rabbids Go Home'', the final game involving the Rabbids, removed Rayman entirely, while Rayman himself came back in force in his own adventure in ''VideoGame/RaymanOrigins'', though interestingly the Rabbids themselves now have an animated series on Nickelodeon. Though the entire show is pretty much "The Minions" from ''DespicableMe'' on crack.
* {{Steam}} and the Early Access and Greenlight era is seen as a massive dork age for ''{{Creator/Valve}}'' so far. While SturgeonsLaw applies to most of the Greenlight Games, many felt Steam has gone out of touch as being one of the most respected DigitalDistribution retailers compared to other competitors like Origin and Uplay which both are known for intrusive DRM and horror stories involving users being banned from their single player games collection to [[Literature/NineteenEightyFour Big Brother]]-style spyware. The ongoing rush of RPGMaker, unfinished and misleading games and android/smartphone ports have severely hurt the quality of the games offered on Steam.
* ''VideoGame/StarTrekOnline'', if what has been said on the official forums is true, has been in this position since Season 8.5. 8.5 saw the removal of the Hourly Events in favor of weekend events, which cheesed off players due to the fact that players used the Bonus Marks 3-hour event to grind marks for their Fleets. The start of this season also gave out a special event ship for the 4th anniversary, only to have it put behind a time-gated due to the extra bells and whistles that went with it, a major deviation from year 2 and 3's ships. It got worse come Season 9, when it was revealed that the Reputation Powers players could get no longer stacked and that they were limited to 8 passives - four space and four ground - in an attempt to curb PowerCreep before it got way out of hand. It also infuriated certain players because of the usage of Undine ships for Lockbox prizes and Lobi offerings, as many players felt that doing so broke canon and that Cryptic had promised them that they would never use the Undine as Lockbox prizes.
* Many a gamer feels that Ubisoft has entered one of these. They started off well, but then they started putting intrusive but badly-implemented DRM on a lot of their games to counter what they claimed was a 93% piracy rate ([[PCVsConsole PC gamers in particular]] were not happy about this, since the DRM issue seemed to target them exclusively). Then their flagship franchise, the ''Franchise/AssassinsCreed'' series, was announced to be a yearly franchise like ''Battlefield'' and ''Call of Duty''. Then there's the double blow of not only the aforementioned Rabbids dork age for ''Rayman'', but also the announcement that ''VideoGame/RaymanLegends'' was delayed for months to be made into a multiplatform release just because the WiiU didn't sell well enough. The final straw, however, is the now-infamous ''VideoGame/WatchDogs'' downgrade controversy, and the excuses made by Ubisoft, and the infamous "female characters are too hard to program" quote. These many experiences have convinced gamers that Ubisoft is pretty much the second coming of Electronic Arts.
----