Just few years after the Trope Namer moment, the entire home video game industry was Deader Than Disco in the US and Canada after The Great Video Game Crash of 1983. Overloaded with options and mediocre games, consumers were convinced that consoles were nothing more than a passing fad until Nintendo came along and revitalized the entire industry. Note that the Crash did not affect the market in Asia or Europe and video arcades remained highly profitable.
In Europe, the video games industry actually started-up around the time of the Crash in North America, largely thanks to the explosion in popularity of cheap home computers around 1981-82.
Ironically, Nintendo themselves were thought to be this during the GameCube era. The success of the Wii and DS, however, subverts this notion.
Opponents of the Wii U are using its lack of sales to make it seem like a possibility for Nintendo once again, while others say the success of the 3DS averts this.
Arcade games. Up until the fifth generation of consoles, console ports of arcade games were inferior to their arcade counterparts. Nowadays, why pay $1 a game when you can just buy the game for consoles for $60 (or on PSN or XBLA for $10 or $20) and be done with paying for it? To add insult to injury, once these games make it to consoles, they get bashed for having simple gameplay and not being long enough (typically 30-90 minutes).
In fact, the arcade business in the United States is pretty much completely dead now because of consoles. For a while, they tried to compete by using expensive hardware to offer unique video game experiences that couldn't be replicated on home consoles — some of Sega's more ambitious cabinets cost over $10,000 each, for example. It didn't work. Now, pure arcades — places that aren't part of larger facilities like movie theaters, bowling alleys and amusement parks — are almost extinct outside of places like boardwalks note On the Jersey Shore, for example, it's still easy to find several arcades within a one-mile stretch of boardwalk. This only proves the rule, though — boardwalks, by their very nature, are tourist attractions that lure people away from their home consoles for reasons other than gaming., and usually offer beat-up racing and light gun cabinets from the Turn of the Millennium and earlier (we're looking at you, Time Crisis II and Cruis'n Exotica), along with other games that could never really be done with home systems like Basketball, Skee Ball, and the occasional Press-your-luck kind of game. This is compounded by the fact that the only companies still releasing new arcade games are Konami, Namco Bandai and Raw Thrills, with even arcade stalwart Midway having left the business to focus on consoles in their final years.
Japan's arcades live on, but the age of extreme violence in arcade games is over. However, thanks to game cards that save your profile in certain games (almost every arcade game worth its salt has a save system now), many of them got a new lease on life.
And now Japan has the NESiCAxLive digital content delivery service, which allows arcades to download titles instead of having physical hardware shipped, but is limited to arcades in Japan. Rest in peace, arcade import scene.
A similar trend is happening with laser tag arcades. Back in the 80s and early 90s, they were the hot new thing, a safer alternative to that paintball thing that kids found fascinating, but was too dangerous to try. Nowadays, the only place in the world that is really still doing it is the US.
There is a small resurgence of arcades with Dave and Buster's restaurants. The main appeal seems to be nostalgia for the patrons in their twenties and thirties remembering they hey-day of arcades. Also, free-flowing alcohol.
Similarly, traditional arcades are making a minor comeback thanks to the retro gaming craze. Small arcades are often opened by videogame collectors who want to share their collection with the world, offering up vintage arcade cabinets (which, after all, are becoming an increasingly rare novelty) for the paying masses while keeping a good number of TVs and modern consoles around for LAN parties. The result is surprisingly lucrative - not only does it attract random schmoes interested in the arcade games from their youth, it also gives the local fighting game crowd a place to congregate. Arcades might be far and few between, but if you can find a nice small one near you, odds are it'll be packed.
Also, several "barcades" have opened up in some major US cities in recent years. As the name implies, a barcade is a bar that also happens to have a collection of classic arcade machines. Customers typically pay a $5 or $10 charge at the door which allows them unlimited use of the games.
The Beat 'em Up genre used to be a major part of the early game industry, and even managed to survive into the 3D era. Now, however, pure fighting games offer more content for skilled gamers, and Wide Open Sandbox games offer things to do other than punch people in the face. This left traditional brawlers without a niche to define themselves with, and more modern gamers began to see the genre as repetitive and derivative. Hardly any are made anymore, and the few that do (God Hand, MadWorld, No More Heroes, Asura's Wrath) are mostly cult hits at best.
This happened twice in five years with rhythm games. First, in the mid-'00s, Japanese and Korean series like DJMAX and the Bemani games got driven out by Western guitar-based games like Guitar Hero and Rock Band. Then, in 2010, guitar-based rhythm games turned out to be a passing fad too, with sales for that year's Guitar Hero and Rock Band installments plunging compared to previous entries (to say nothing of flops like Rock Revolution and Power Gig), enough so that the former series was officially pronounced dead and Harmonix (developer of Rock Band) sold for $50!!!. Now, many of those plastic instruments are collecting dust in closets and GameStop storerooms. Many blame the overexposure that Guitar Hero and Rock Band received, with so many Mission Pack Sequels (Guitar Hero Encore: Rocks the '80s, Green Day: Rock Band, etc.) being churned out that gamers got sick of it. Currently, dance-based rhythm games, like Dance Central and Just Dance, are popular; time will tell if they go the same way as those that came before.
While you might see the occasional one coming from a Manic Shmup company such as CAVE, the Shoot 'em Up industry is getting far fewer entries than it did in the past, and some would say that the ones it does get are often lacking compared to their older counterparts. Most of the titles released now are either remakes of earlier titles or Bullet Hell shooters.
It probably says something about the state of the genre when Touhou, one of the most popular Bullet Hell series in recent years, is more known for its characters, music, and memes rather than its actual gameplay.
FMV games were huge during the early '90s, and were once hailed as the future of gaming. But technology advanced and the genre got a reputation for shovelware (thanks to infamous bombs like Night Trap), and by the end of the decade, developers and customers alike treated the genre as though it had been put on the sex offender registry.
The precursor to FMV in the 90s, Laser-Disc arcade games saw a brief explosion in the early-to-mid 80s, with games like Dragons Lair. Don Bluth, in news footage extolling said game, said in effect "Hollywood is now getting into the interactive business, with writers and actors involved with gaming." The Video Game Crash, plus the high cost maintenance of laser players, saw the genre die out in a few years.
By extension, actors in general (not counting voice-overs) in gaming died out in the nineties. In addition to FMV actors, many games featured digitized actors, such as Mortal Kombat. Once consoles entered the sixth generation, digitization was completely phased out for original graphics.
Virtual Reality. In the early to mid 90's, this was believed to be the future of video games. However, a combination of the high costs of VR headsets, the failure of Nintendo's Virtual Boy and the rise in popularity of multiplayer gaming (the social aspect of which was difficult to successfully integrate into a VR setting) significantly decreased mainstream interest in the idea. By about 1998, virtual reality was more-or-less forgotten in video games, and is used mainly for scientific purposes (such as medical research).
However, virtual reality may soon reach a new comeback due to Oculus Rift, a new device which has achieved notoriety due to its high quality, low price ($200-$300), and endorsements from none other than John D. Carmack and Gabe Newell, promising a return to the concept, albeit at a far more down to earth level.
The entire Japanese video game industry has seen its once-sterling reputation in the West slowly erode over the past decade. From 1983 up until around 2003-04, Japanese companies like Nintendo, Sega, Square Enix and Capcom were the only real names in video game development, garnering most of the big titles and affection from critics. However, the spread of PC gaming sensibilities into the console market (PC gaming having always been a Western domain), the rise of Western game developers that can produce AAA titles with the best of them, and the slouching Japanese economy mean that Japanese developers have lost their untouchable position. Worst case scenario, they're seen as hopelessly trying to play catch-up with Western developers by keeping their "quirkier" titles from Western shores and tailoring their other games more towards Western sensibilities. That said though, Japanese fighting games and JRPG titles have seen a resurgence in recent years preventing the industry from at least going all the way.
Pre-rendered graphics enjoyed a day in the limelight from about 1994 to 1996 but is now happily forgotten, being only used in the odd handheld game and even that is exceedingly rare. In retrospect, what was once lauded as the new cutting edge just looks cheap and ugly 90% of the time, especially on with the current generation using consoles capable of far better graphics than could have been pre-rendered at the time.
DVD storage limits also preclude high definition FMV to match the HD capabilities of today's consoles.
Using pre-rendered shadows and lighting information with regular 3D graphics, however, has averted this fate for a long time due to processing power limitations preventing large-scale levels from being fully dynamically lighted. However, recent releases (with Crysis being one of the first) are now computing all lighting dynamically, thus allowing for new lighting techniques and faster development workflows. While one might assume pre-rendered lighting will become Deader Than Disco soon, the advent of mobile platforms and increasing attention to low end platforms are keeping it relevant.
Pre-rendered FMV cutscenes have also more-or-less become this, now that video game graphics have advanced enough that cinematic/realistic cutscenes can usually be created through the in-game engine.
Space Combat oriented games: Once a staple of videogames, Star Raiders being the most commonly imitated version of the genre, itself being a Spiritual Successor to the mainframe text-based Star Trek game from the 1970s. Most science fiction oriented games, such as Mass Effect, are now heavily character-oriented (as opposed to spaceship oriented) and have a distinct story-mission format identical to games such as Call of Duty.
Gratuitous Space Battles may be a rare remnant of this genre.
Video game Box Art: The 1980s spawned many memorable box art covers for their game cartridges. They did not usually accurately depict the gameplay itself but were excellent at depicting the concept of the game. This was necessary due to the primitive graphics at the time. In comparison, today's game covers are generally laid out like a movie poster.
By proxy, video game instruction manuals have mostly faded out in favor of in game tutorials and giving players the option to customize their control schemes. Manuals that exist today are barely 5+ pages long compared to manuals for games decades back that were filled with more detailed demonstration of the controls, info on items and power ups, and more. Developers seemed to have taken notice that most players don't bother reading the instructions and like to jump into the game right away while figuring out how to play on their own, which explains why most games today have tutorial modes/levels and pop-up instructions on how the controls work.
And when you do get a manual at all, it's usually in black and white unless it's a first- or second-party title. Sadly, this seems to be on the game publisher's part, as it all too often looks like the manual was designed in color, then greyscaled. Back in the days of the Nintendo 64, almost all games came with full-color manuals.
Until the fifth generation, games typically came in bulky cardboard boxes. Computer games, in particular, came in ridiculously huge boxes due to how large many of their instruction manuals were (see above). This started to change around mid-1996, when the Playstation 1 began using jewel cases for its games rather than the huge cardboard boxes it was using during its first year or so on the market. By about 2001 (when the cartridge-based Nintendo 64 had been more-or-less phased out), computer games were the only kinds of games that still came in cardboard boxes note Though, to be fair, they were considerably reduced in size by that time. During the 2000's, however, computer game boxes were gradually replaced with the far more efficient DVD casing of modern console games. Today, barring a few "collector's edition" games, cardboard boxes are very rare in video games.
The internet has, for the most part, killed video game print magazines. The only mainstream magazine that remains is Game Informer, and a good chunk of its circulation comes from the fact that its parent company, GameStop, includes a subscription with every membership. The others either died a long time ago (Game Fan, Game Players, Incite, etc.) or, in the case of GamePro, died within the last several years.
Nintendo Power is no exception either. The magazine shut down at the end of 2012 after being in circulation for 24 years, being one of the longest circulating gaming magazines in the market.
The rise of the internet had also killed off strategy guides and gaming tips hotlines. With the ease of use of going online to find help for a game, there's little need to have a physical book telling you where to go or calling a private company for hints.
Interactive Fiction: Also known as Text Adventures as popularized by Zork and the rest of the Infocom line, Infocom being the standard by which all text adventures were measured. By the beginning of The Nineties, more powerful computers meant better graphics. Better graphics meant the end of text oriented games. There is a now sizeable hobbyist community around interactive fiction. However, a significant amount of them are more literary than adventure oriented.
Futuristic racing games seem to have lost a lot of (pun not intended) steam over the last decade. Today, Wipeout appears to be the only franchise that's still going strong. Competing franchises, such as Extreme-G and even F-Zero, have been pretty much neglected this generation. This can no doubt be attributed to a saturation of such games during the late-90's and the waning popularity of the fast paced electronica music that typically permeated them (except for F-Zero, which generally used guitar-driven rock and heavy metal).
Funnily enough, electronic music (through the popularity of Dubstep, which itself features slower tempos than usual) has made a comeback. Sadly, Wipeout has not, with Studio Liverpool being closed down and the franchise presumed dead, despite the recent resurgence in electronic music that hopefully would have given Wipeout a second change at relevancy.
Extreme Sports games appeared to be this after Tony Hawk Ride flopped in 2009. They appear to be picking up a second wind, with such games as 2012's SSX and Tony Hawk's Pro Skater HD garnering positive reviews and strong sales, but it's too soon to tell if it will be a lasting trend.
Video game consoles during the Nintendo 64/PlayStation era had memory cards that allowed gamers to store save data and carry them over to another console so they can pick up where they left off. By the 7th generation (Wii/Playstation 3/Xbox 360), consoles dropped the branded memory cards in favor of universal memory format, namely SD cards and USB sticks. The consoles also support internal saving via hard drives, further eliminating the need for a specific memory card.
For that matter, "Password Systems" (where, after reaching a certain "checkpoint", the game would give you a password to enter the next time you played, so that you could continue from that checkpoint) slowly died out during that same generation. Not only did memory cards (and later HDDs) become popular, but video games became far too complex for password systems to remain convenient.
High scores were a major part of video games and were widely known for being in arcade cabinet games. The NES and SNES had tons of games that used a scoring system. Some games rewarded players extra lives for reaching certain milestones in their score while other games used scores just for bragging rights. The concept of high scores was quickly dropped by the 5th generation (N64/Playstation) and very few games today still use a scoring system since most games now favor a ranking system instead.
Lives and continues were also a common element in the early days of video games and most games were Nintendo Hard because of limited lives and limited chances in earning more. The concept of lives and continues are rarely practiced today due to developers favoring the use of checkpoints.
Renting (and possibly borrowing) video games are slowly becoming a thing of the past due to developers making add-ons, DLC, or other bonuses that only an owner of the game can get while someone who is renting the game would be locked out of the extra content. Game demo downloads becoming console mainstays (until the Seventh Generation, they were mostly relegated to PC gaming) certainly doesn't help matters.
Cheat codes have been largely phased out of mainstream game development, now mostly appearing in retro-styled games attempting to harken back to the early days of games. This can probably be attributed to the rise in achievement-based gaming (ie. cheats being "earned" after performing certain feats in-game), along with DLC allowing players to purchase cheats and extra characters/stages, eliminating the feasibility of entering a convoluted button or password sequence.
With advancements in wireless technology, wired controllers on game consoles are slowly becoming a thing of the past as wireless controllers are quickly becoming the norm, thanks to reducing clutter and operating on rechargeable batteries.
Many video games in the past two decades had the option to set how you wanted the audio to be set up (mono, stereo, and surround sound). Nowadays, only PC games still give gamers options over their sound output while most console games removed the feature and have their games automatically adjust the sound output based on how the player sets up their sound system.
Contrary to popular belief, in-house video game soundtracks have not become this (except maybe in sports and racing video games). However, the MIDI format of video game music certainly has. The format began with the third generation of gaming consoles, eventually making its way onto personal computers with the advent of sound cards. In fact, until the rise of the CD ROM format, it was pretty much the only way legitimate music could be composed for a video game, as cartridges and floppy disks did not have the storage capacity for off-disk music streaming. Later, the Super Nintendo Entertainment System became the first gaming console to use a wavetable sound system, meaning it used real-life instrument samples for its MIDI playback rather than discretely-played electronic sounds. Not long after, personal computers followed suit with the advent of wavetable sound cards like the Soundblaster AWE32.
MIDI music began a gradual decline once the CD ROM format took off. Because of the much larger storage capacity of CD's, game developers could simply stream pre-recorded music off the disk, which even in the days of wavetable synthesis, resulted in richer and more believable soundtracks. While MIDI remained popular well into the Fifth Generation of gaming consoles (particularly with role-playing games, where the larger amount of game data made fully-orchestrated music too memory intensive and costly), it lost a significant amount of steam during the Sixth Generation. By the Seventh Generation of gaming consoles, the format was very rarely used (it had already been almost completely phased out of computer gaming by about 1997). Today, video games (except for freeware doujin games with very small file sizes) almost exclusively use pre-recorded music. And, chances are, most people don't even know whether their computer soundcards are even capable of MIDI playback.
Adventure Games were massive hits back in the 80's and 90's due to their interactivity and clever writing, with games like Monkey Island and Day Of The Tentacle being huge hits. But after a stream of shovelware titles, over-reliance on insane puzzles and other game genres getting good writing, they were relegated to small and indie releases, with most people calling them dead. However, they may be making a comeback, with The Walking Dead becoming a serious contender for Game Of The Year and the related Visual Novel genre producing much-loved titles like Ace Attorney and Katawa Shoujo.
The survival horror genre has, ironically, become deader than the zombies that are in the games. The early days of survival horror had elements like the player having limited supplies and monsters that were difficult to attack or get away from. Most games nowadays focus more on intense action that has zombies or other monsters you can easily mow down by the hundreds. Even Resident Evil, the franchise that catapulted the survival horror genre for video games, buckled to the popularity of intense action shooters and was met with mixed results.
Zombies in general have also fallen victim to the trope. Once seen as terrifying to encounter while you had limited abilities, zombies nowadays are nothing more than minor obstacles for your overpowered shotgun to take care of and some games have modes dedicated to killing zombies all day long, even though zombies are not part of the game's main appeal.
Turn based RPG games are barely alive in today's time compared to the 1990s where they were kings of the RPG genre. What was once considered fun and engaging to be in turn based battles is now seen as extremely clunky and slow. Certain franchises, like Pokémon, are an exception. For other games like Final Fantasy, they ditched the turn based mechanics for more action intensity.
The Multiple Endings trope were once prevalent in video games and the idea of seeing more than one ending tempted players to play the game over again to see a different ending or two. Thanks to the internet, one can easily beat the game once and go on YouTube to see the rest without playing the game over again. Multiple endings have been cut down in favor of having a more defined ending, including ones that set up a Sequel Hook so that the developers can start working on a sequel.
Cheating devices (add ons you plug into your console or handheld) that let you play games with cheats like infinite lives or invincibility were extremely common in the early days of gaming (and were also the source of a many Game-Breaking Bug when cheats were done wrong). Once gaming systems started to go online where developers could push out patches, cheating devices were pretty much dead due to said developers being able to disable 3rd party accessories that allowed players to cheat. However, the motion was also about stopping devices that would allow people to do things like run homebrew games/programs since many people use those to pirate games.
An in-universe example occurs in the Grand Theft Auto series, where Lazlow goes from being one of the hottest DJs and radio hosts in America to a washed-up joke who's best known for payola scandals and personal indiscretions, is shilling for the "ZiT!" cellphone app to pay the bills, and gets ridiculed on the street by passerby. Throughout the series, we get to catch up on him at all the points in his career, from his rise (VCS, Vice City) to the peak of his popularity (San Andreas, GTA III) to after his fall (GTA IV).
Jet Set Radio- Upon release, the game was almost unanimously acclaimed by critics, mostly for its then-revolutionary cell shaded graphics style. The game's 2012 re-release, however, met with mostly unfavorable reviews despite being fundamentally the same as the Dreamcast original. Once the awe over the game's graphics died down, reviewers noticed the game's many glaring faults: A fussy camera, hideously repetitive and unforgiving gameplay, and awkward play control. The game doubles as an example of Seinfeld Is Unfunny, as many later games employed a similar cell-shaded art style - most notably, The Legend of Zelda: The Wind Waker, widely credited as the game which perfected this style of graphics. Today, Jet Set Radio is remembered almost entirely for its unique sense of style and great soundtrack, and little else.
Punch Out has an In-Universe example in the Wii game, featuring Disco Kid. Doc lampshades this, occasionally saying that disco's dead.
At one point the Soul series was seen as one of the best and most respectable fighters on the market, with the second game seen as one of the greatest games of all time and a Killer App for the Sega Dreamcast. The series went on to produce three more sequels, with IV intended to be last game in the series. fans petitioned for SoulCalibur V to be made and Tekken boss Katsuhiro Harada put in a good word for his friend Daishi Odashima to allow him to develop SoulCalibur V. When V was finally released however...
... it met significant backlash from its fans. An often cited complaint was the decision to do a seventeen year Time Skip that only three returning characters actually aged from (namely Mitsurugi, Hilde and Siegfried), replacing fan-favorite, stalwart characters such as Taki, Sophitia, Kilik and Xianghua with poorly explained anime rip-offs (though Kilik is in the game), a story focused only on Patroklos and Pyrrha Alexandra (Sophitia's kids), who many view as designated heroes with heavy amounts of Incest Subtext. The game itself had little content to offer outside of basic fights and character customization. The character balance was often an issue with characters like Xiba, Natsu and Nightmare being extremely overpowered while characters like Z.W.E.I. being extremely underpowered. The main people who liked the game are the online crowd, but even they are dwindling now that the MLG (the main demographic they were trying to appeal to) has dropped the game. To date, V has only sold about half as many copies as IV and that was only after the poor sales forced Namco to drop the price down to a quarter of full price new. Suffice to say, the fate of this series is all but uncertain.
When it was first released, State Of Emergency was hailed as a great sister game to Grand Theft Auto and managed to spark up the same amount of controversy due to its graphic violence and depictions of mass murder. Nowadays, it's more or less forgotten due to a variety of factors (better sandbox games, the violence today being considered too cartoony compared to more realistic games today and a forgettable sequel released years too late that wasn't from either the original developer or publisher) and tends to take up a lot of space in bargain bins.
Originally, Driver and it's sequel were seen as a revolution in gaming in that they were the first games to let you openly explore a 3D environment, pre-dating the Grand Theft Auto series in this regard. Nowadays, the Driver series has a cult following at best due to the third game onwards following in the footsteps of the GTA series with a mixed reception. A recent attempt to revive the series has been made with Driver: San Francisco which was well-received with it's "shift" concept gaining praise and it's sales being better then expected. So while the series may not be going away just yet, nowadays, it seems that Driver is not quite held in the same league as GTA anymore, with the Saints Row series taking up the mantel of being GTA's rival.
Clayfighter. The original was one of the more popular street fighting games of the fourth generation, ironically just as much with parents as with children, for being a more cartoonish (ie. less gory) take on the traditional street fighting games of that era. Unfortunately, the series lost a number of fans with Clayfighter 2: Judgment Clay for the game's darker tone and omission of favorite fighters like Blue Suede Goo. When the anticipated Nintendo 64 sequel Clayfighter 63 1/3 was finally released after a rather troubled development history, it was an unfinished mess with choppy animation, utterly broken gameplay and the same dark tone people complained about with C2 (plus, no Blue Suede Goo!). The game was so broken, in fact, that six months later a rental-only update that addressed some (but certainly not all) of the game's problems was released. Meanwhile, a PlayStation version titled Clayfighter X-treme was almost finished but cancelled at the last minute. The series, including the once popular original, is now seen as Snark Bait by those old enough to remember it and, despite a rumored WiiWare sequel that's been in Development Hell for more than three years now, it's unlikely to ever make a comeback.
The Turok series has become this. When the first game released on the Nintendo 64, it was lauded for its then-lush graphics and solid first person shooting gameplay. Unfortunately, when GoldenEye1997 was released and wowed everybody with its perfectly intuitive control scheme, stellar objective-based single player campaign and amazing multiplayer mode, the flaws of the original Turok (namely its bizarre C-button dominated control scheme, confusing "collectathon" gameplay and lack of multiplayer) became much less forgivable. While Turok 2: Seeds Of Evil was highly regarded upon release (though probably more for its at-the-time eye popping graphics than gameplay), Turok 3: Shadow Of Oblivion was largely ignored, thanks in no small part to the fact that it was released a mere three months after Perfect Dark. The fourth main game, Turok Evolution, was such a critical and commercial bomb that it's widely credited as being largely responsible for bankrupting Acclaim Entertainment. After the underwhelming critical and commercial performance of the 2008 Turok reboot, it's unlikely that the series will ever return, especially now that games like Far Cry do precisely what the Turok franchise was attempting to do, only much better.
Battle Arena Toshinden was considered a Killer App at the time of its release due to it being one of the earliest 3D fighting games (and the first weapons based 3D fighter) and was showered with rave reviews. The sequels were less well received (in fact, Battle Arena Toshinden URA for the Sega Saturn was the first game to earn a 0.5 Fun Factor in Gamepro Magazine), and the series itself was overshadowed by the likes of other 3D fighting games such as Tekken and Virtua Fighter. Critics and fans who decided to revisit the original were far less kind to it, claiming the game aged poorly. Tomy and DreamFactory tried to reboot the franchise on the Wii, but it was largely ignored.
Myst and just about any other non-violent, exploration and puzzle oriented, adventure game where the pacing is glacial and gray matter is more important than reflexes and trigger fingers. Myst was popular when it first debuted in 1993 due to its appeal to those who wanted a more relaxing, atmospheric game that not only had a simple interface, but also didn't rely on repetitive RPG style combat to advance. As 3D gaming evolved, however, the game's slow pace and confusing puzzles became a major turnoff. In fact, around 1999-2000, Myst was frequently mocked by gaming publications and gamers alike. Today, with open-world RPGs like The Elder Scrolls V: Skyrim striking a much more appealing balance of fast-paced combat and calm/peaceful exploration, the Myst style of adventure gaming is unlikely to make a comeback anytime soon.
Completely averted with Nintendo's 2D platforming series New Super Mario Bros.. While 2D platforming games were mostly dead in the general game market, New Super Mario Bros. sold incredibly well and helped spawn several more titles in the series.
Seventh gen as a whole seemed to have averted "2D Platformers being deader than disco" with not only NSMB and Mega Man 9 & 10, but also Sonic 4, Donkey Kong Country Returns, Rayman Origins and Legends, Kirby's Return to Dream Land, and original I Ps like LittleBigPlanet and Puppeteer and indie games like Super Meat Boy and Splosion Man. There's even been remakes of Disney games like Castle of Illusion and Ducktales. Giana Sisters also came back this gen with Giana Sisters DS and Giana Sisters: Twisted Dreams.
Despite the success of Mega Man 9 and 10 as stated above, the Mega Man series has effectively fallen victim to this trope in recent years. The attempted reboot of MegaMan X didn't sell well enough to last. The ZX and Starforce series have both been long over. The long awaited Mega Man Legends 3 was canceled, and all fans were treated to for the 25th anniversary of the Blue Bomber was an officially endorsed version of a fan game, Mega Man x Street Fighter. Mega Man seems to be relegated to cameos in Capcom's crossover fighting games, and Nintendo's Super Smash Bros 4.
Cemented by Keiji Inafune's departure from Capcom, who has been very vocal about the deteriorating state of the Japanese video game industry, and particularly Publishers' attitudes towards Developers.
Mega Man's legacy, however, will live on through Inafune's new Kickstarter IP, Mighty No.9.
Super Mario WorldROM hacking seems to be going this way at the moment. SMW Central has lost much of its activity over the last few years, the Japanese communities have slowed right down, big games in progress like Brutal Mario seem to be reaching the status of Dead Fic and the activity on the various collabs on both the central and raocow's forum seem to have almost slowed to a complete halt. No one quite knows why this has happened, but some possible answers are...
More 'legal' means of showcasing creativity now exist in the forms of things like Minecraft have meant the younger and more dedicated fans have moved to something else. Same with hacks for more modern games like New Super Mario Bros. Wii and possibly Super Mario Bros X (although this itself has lost a lot of popularity over the years too).
The original, more active/skilled authors have moved on from such hobbies after leaving school/college and getting into real life stuff, leaving mostly the (lesser amount) of newbies and the extremely dedicated long term hobbyists as the only ones left.
The internet being flooded with badly designed ROM hacks didn't help matters. It was easy to find hacks that were nothing but shameless attempts to be more difficult than Kaizo Mario by increasing the cheapness and Fake Difficulty to eleven. Most people eventually got tired of the badly made ROM hacks that did nothing but spike the difficulty instead of adding something new.
Unlicensed video games for consoles seem to have gone this way recently too. You see, back in the NES/SNES eras (and before that when platform control by the manufacturer was very limited), various companies like Wisdom Tree and the like released various unlicensed and sometimes pirated games for the different systems. And stuff like Action 52 got 'published' this way as well. But since a few generations ago, these types of games seem to have become extinct, likely for the following reasons:
The expertise and effort needed to make a console game has gone up significantly, so it's less feasible for either a small company/group or a one man band to try and compete any more.
Digital distribution systems like the eShop, PlayStation Network, App Store and Google Play Store exist, so many of the low budget works which would otherwise get published illegitimately are now available legally online and the examples of outright plagiarism tend to end up as cheap mobile apps instead.
While forgotten today, Tiger Electronics was a major force in handheld gaming in the '80s and '90s. They released small handheld LCD games that were really cheap and could all be bought separately. Their peak was in the '90s, during which time they licensed almost every movie and TV show that was popular at the time, and even released handheld versions of games from other companies. However, in 1998 they were bought out by Hasbro, and they largely abandoned making handheld games after their Furby toy became a runaway hit, causing them to focus more on electronic toys for Hasbro in an attempt to make lightning strike twice. Most of these toys, like the HitClips music player, the VideoNow video player, and the NetJet video game console, failed to catch on. Today, the Tiger Electronics brand is largely dead outside of Furby and its spinoffs, and the games that they made are now considered laughably primitive, especially once the Game Boy brought an NES-level gaming experience to handhelds.
Black & White was released to unanimous critical acclaim in 2001, earning 9's and 10's across the board and being immediately declared one of the greatest games of all time by many publications. However, it suffered severe Critical Dissonance, with many complaining about its slow pace, unforgiving gameplay, and numerous game breaking bugs. (Plus, good luck getting the game to run on anything more recent than Windows ME.) The backlash was, in fact, so great that many critics later reconsidered their initial assessments of the game. It was #1 on Gamespy's "25 Most Overrated Games Of All Time" list, and is now seen as little more than a footnote in video game history. Part of the reaction was also Hype Backlash to Peter Molyneux, who had (as he often does) promised a lot more for the game than it actually ended up being.