[[folder:Genres and trends]]

'''Note: Simply being dormant for a certain amount of time does not make a genre or trend Deader Than Disco. For either to be this trope, there needs to be an ongoing backlash from both critics and fans, along with low sales for recent games and a significant decline in the amount of games released that are part of the respective genre or follow the respective trend.'''
* Point-and-click adventure games were hugely popular from the '80s through the mid-90s, but as happened to text adventures, technological changes made them obsolete. The advent of 3D cards and other game genres getting good writing were the beginning of the end for companies like Creator/{{Sierra}} and Creator/LucasArts. [=LucasArts=] distanced itself from the genre early on, focusing on ''Franchise/StarWars'' games, while Sierra effectively collapsed, trading hands from Vivendi to Creator/{{Activision}}. While the games do have cult followings, they're mostly mocked for their glacial pacing and [[MoonLogicPuzzle convoluted puzzles]]. Even though they're staples of Creator/GOGDotCom and indie developers are still making them, adventure games seem unlikely to return to their former glory. Indie adventure game developers, like their interactive fiction hobbyist counterparts, focus more on the story than the puzzles. Even then, they still have a vocal hatedom from gamers and game journalists (Creator/BenCroshaw has gone on record as loathing adventure games more than once) for their often tedious gameplay, seeing [[FanHater their fans]] as stuck in the NostalgiaFilter.
* While the SurvivalSandbox genre is still going strong, one of its offshoots, the open-world zombie survival game, has become this. Pioneered by ''VideoGame/DayZ'' and ''VideoGame/StateOfDecay'', the genre took off in the early '10s as a reinvention of the SurvivalHorror genre, one that finally allowed people to play what many had [[http://www.cracked.com/blog/the-6-greatest-video-games-well-never-get-to-play/ long considered]] a [[http://www.cracked.com/blog/why-2013-was-year-crapocalypse_p2/ dream game]]: survival in a full-blown ZombieApocalypse in a way that past games like ''Franchise/ResidentEvil'' never truly realized. Inevitably, {{shovelware}} developers started cashing in on the trend; a [[https://www.youtube.com/watch?v=nz3OSSpopzY common joke]] about the copycats was that all they did was slap buzzwords like "zombies", "survival", and "crafting" on the description and call it a day. Survival games with online functionality gained reputations for playerbases filled with {{troll}}s, many games in Steam Early Access wound up as unfinished {{vaporware}}, and even ''[=DayZ=]'' began to lose its luster in the community due to a growing number of unpatched bugs. Nowadays, new games in the genre are seen as the domain of hacks trying to get rich quick.
* Motion controls were once held as having the potential to revolutionize gaming as much as the analog stick had done. When Nintendo unveiled the UsefulNotes/{{Wii}}, it became an overnight craze due to how amazing motion controls seemed at the time. For that alone, it sold like nuclear hotcakes and quickly outpaced the UsefulNotes/{{Xbox 360}} and UsefulNotes/PlayStation3 as the best-selling console of UsefulNotes/{{the Seventh Generation|OfConsoleVideoGames}}, which led Microsoft and Sony to [[FollowTheLeader produce motion controls for their own consoles]]. [[VideoGame/TheSims Will Wright]] even famously stated that the Wii was the only ''true'' next-gen console for introducing a new way to play video games, rather than just improving graphics.\\\
By TheNewTens however, motion controls had lost much of their luster. The general consensus was that they were largely a gimmick that failed to produce any real quality games outside of a few niche genres (dance games, party games, and fitness tools like ''VideoGame/WiiFit''). The market for motion-controlled games became over-saturated with shovelware that tried to capitalize on its popularity, and when [[FollowTheLeader Microsoft and Sony]] made motion controls of their own, the shovelware started to pour onto their consoles. By UsefulNotes/{{the Eighth Generation|OfConsoleVideoGames}}, motion controls were all but dead. Most developers completely avoid putting motion controls in their games, while games that functioned almost entirely on motion controls are almost completely dead (''VideoGame/JustDance'' seems to be [[GrandfatherClause the only survivor]]). Even Nintendo tried to market the UsefulNotes/WiiU by significantly downplaying the presence of its motion controls in favor of controller-based gaming. However, what really drove home the fact that motion controls are dead was when Microsoft released a Kinect-less SKU of the UsefulNotes/XboxOne; not only did sales more than ''double'' afterwards, but it was widely seen as a WinBackTheCrowd moment that saved the Xbox One. While retirement homes worldwide will still use the Wii for some time to come, the idea that motion controls are the "next revolution in gaming" is completely laughable today, though its trends has since replaced with VR headset and gimmicks such as 360 view and headtracking (with ironically Nintendo's game consoles isn't supporting it... maybe yet as NX is to be announced).
* InteractiveFiction, also known as Text Adventures, as popularized by ''VideoGame/{{Zork}}'' and the rest of the Creator/{{Infocom}} line, Infocom being the standard by which all text adventures were measured. By the beginning of TheNineties, more powerful computers meant better graphics, which meant the end of text oriented games. There is a sizable hobbyist community around interactive fiction, but a significant amount of them are more literary than adventure oriented, while the genre in general is heavily associated with GuideDangIt as a result of {{Combinatorial Explosion}}s.
* The RailShooter and its close cousin, the LightGunGame. A combination of the collapse of the arcade industry (where such games were hugely successful), the difficulty of replicating the gameplay on a controller, and the rise of complex {{first|PersonShooter}}- and [[ThirdPersonShooter third-person shooters]] in the '00s has rendered such games obsolete, seen as a rigid, stifling relic, and the genres are now largely found in budget titles. When a game today does feature an on-rails or turret-based sequence, it will be criticized for [[NoSidepathsNoExplorationNoFreedom taking control away from the player]]. A contributing factor is likely the conversion to flatscreen televisions. Cathode-ray televisions all display the same way, but current televisions have wildly different refresh rates, interlacing, and being LCD or plasma. One of the methods lightguns can use to determine placement is by whiting the screen and having the photo-receptive diode in the gun register how many milliseconds it takes for the interlacing to white where it is pointed. With old televisions, this would be a known constant and visible to the naked eye as a screen flash. Newer televisions are capable of various faster refresh rates and are generally less than six milliseconds[[note]]The average human eye is incapable of registering faster than six milliseconds.[[/note]].
** RailShooter still exists though in arcade (such as Star Wars Battle Pod, Dark Escape 4D, or Machstorm) but as a large attraction-style "rides" in either 360 LCD projector dome or a small enclosed box to accomodate the large screen and immersive experience (and sometimes providing 3D view, either with or without glasses) that is meant to be a smaller, lower cost alternative to building sized rides.
* Modern military shooters were huge after the breakthrough smash of ''VideoGame/CallOfDuty4ModernWarfare'' and ruled over most of UsefulNotes/TheSeventhGenerationOfConsoleVideoGames. largely because they were a place where most people would socially interact with each other. But just before the eighth generation hit, they started to suffer a decline because the market that used to play those games has moved away from it with the releases of smartphones and tablets (which allow for more social interaction). The massive oversaturation, StrictlyFormula [[NoSidepathsNoExplorationNoFreedom linear mission structure]], unrelated games being saddled with their mechanics to try and FollowTheLeader, heaps of UnfortunateImplications, the release of more thoughtful and deconstructive shooters like ''VideoGame/BioshockInfinite'' and ''VideoGame/SpecOpsTheLine'' as well as Pixar-esque class-based shooters like ''VideoGame/TeamFortress2'' and ''VideoGame/{{Overwatch}}'', and as the successes of recent old school-style shooters such as ''VideoGame/WolfensteinTheNewOrder'', ''VideoGame/ShadowWarrior2013'', and ''VideoGame/Doom2016'', also killed hopes that another audience would be attracted by them. The death of the ''VideoGame/MedalOfHonor'' franchise with the failure of ''Warfighter'', which helped codify most of the tropes that served as staples of the genre, was also a large loss. Even the two titans of the genre, ''VideoGame/CallOfDuty'' and ''VideoGame/{{Battlefield}}'', have begun to move away from the formula. It still exists, but it's been reduced to:
** niche milsims that placed further high on the FacklerScaleOfFPSRealism such as Insurgency, SQUAD, ARMA, or the upcoming Escape from Tarkov,
** mobile shooters (like Gameloft's Modern Combat series, and even then it's fell out of favor against more simpler mobile games),
** free to play games,
** CounterStrike Global Offensive (ironically the original CS uses [[AKA47 renamed but detailed guns]] while CSGO uses actual named guns),
** and Rainbow Six Siege (which is heavily inspired by the aforementioned milsim and CSGO)
*** Winding the clock back even further, we see this is actually a cycle: the modern war shooter trend started by CounterStrike and ModernWarfare displaces the World War II shooter trend of the late90s to mid 2000s. Both ''Medal of Honor'' and ''Call of Duty'' started as WWII shooters, and from the early 2000's to about 2008, they have a lot of games and spinoffs (with World of War for Call of Duty and Airborne for Medal of Honor ending the trend). Only time will tell if ''Battlefield One's'' World War I setting will set off a new trend.
** Also on the same note, realistic and detailed weapons in videogames fell out of favor around the end of 2012 possibly due to the backlash associated with glorifying gun culture, the shocking Sandy Hook shooting, and the increase of gun violence in USA, where starting from at least Advanced Warfare, even Call of Duty started to introduce all-fictional weaponry that barely resembles real firearms. Contemporary shooters like ''VideoGame/{{Overwatch}}'', ''VideoGame/{{DOOM2016}}'', and even ''VideoGame/{{Fallout 4}}'' (where previous games has a lot of realistic firearms, Fallout 4 has only few) follow, with guns that futuristically or retro-futuristically made up that resembles toys or mufflers than actual guns. Today, the only game that use realistic guns are either the aforementioned milsim (such as SQUAD, Insurgency, or ARMA), CSGO, Rainbow Six Siege, free to play games, or modded games. Even Metal Gear Solid with the last installment Phantom Pain goes with all-fictional weaponry too despite the Metal Gear series is known for detailed depiction of firearms and namecalling since back from the MSX era.
* Unlicensed video games for consoles. 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. Stuff like ''VideoGame/{{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. Firmware updates mean that circumventing the lockout mechanisms for game systems is much more difficult, and so both unlicensed ripoffs like ''Action 52'' and outright illegal pirate games (like all those [[WolverinePublicity sticking Mario or other famous characters in unrelated titles]]) can be blocked after their release date. However with the rise of digital gaming market with far lower cost (for instance, distribution and printing of physical copies is no longer needed), low quality games often slip past the cracks, what with the blatant asset theft filled [[http://kotaku.com/sony-promotes-indie-game-full-of-seemingly-ripped-off-a-1785750140 Solbrain Knight of Darkness]] managed to get published into PSN, along with the stock asset filled infamous Meme Run in Nintendo eshop (that has since been taken down). That's not even mentioning a lot of low quality "indies" managed to be greenlighted on Steam yet, including the infamous Digital Homicide games.
* Back in the '80s, handhelds that only played one game, like the ''VideoGame/GameAndWatch'' series and Tiger Electronics' LCD games, were fairly popular. However, the fact that many were low quality, as well as the increase in popularity of more powerful and versatile dedicated videogaming handheld starting from UsefulNotes/GameBoy all the way to UsefulNotes/Nintendo3DS and UsefulNotes/PlaystationVita , basically killed off the genre. By the time smartphones with easy availability of games from the respective appstore, they aren't appear anymore unless as ShoddyKnockoffProduct that is publicized just for laughs.


[[folder:Specific games and series]]
* In the late '90s, Franchise/DukeNukem was quite possibly the coolest video game hero (or rather, AntiHero) in existence. ''VideoGame/DukeNukem3D'' was seen as a landmark shooter, not just for its at-the-time awe-inspiring sense of freedom, but for the wisecracking, steroid-pumped babe-magnet that was Duke himself. Anticipation for his follow-up game, ''VideoGame/DukeNukemForever'', was through the roof.\\
Unfortunately, Duke's time in the spotlight would not last long. ''Duke Nukem Forever'' had a notoriously long and chaotic development history (detailed [[DevelopmentHistory/DukeNukemForever here]]), with the final game not being released until 2011, more than ''14 years'' after it was announced -- and when it ''was'' finally released, it was a dud, not just for its clunky gameplay and half-baked ideas, but also for falling victim to changing social mores. What was once seen as possibly the most awesome and badass protagonist in all of gaming was now seen as [[PoliticallyIncorrectHero a racist, sexist, juvenile pervert]]. Gearbox (the company that ''finally'' finished and released the game) vehemently defended the game, saying that players simply didn't get its humor, but the general consensus was that the game's "humor" fell horribly flat, especially in the wake of games like the ''VideoGame/GrandTheftAuto'' series that managed to deliver similar edgy, boundary-breaking humor with more intelligence and maturity. While there has been talk of a possible franchise reboot, it's more likely that ''Duke Nukem Forever'' will (ironically enough) be the last game where he'll be seen barring remakes and remasters of Duke Nukem 3D.
* Originally, ''VideoGame/{{Driver}}'' and its sequel were seen as a revolution in gaming in that they were (together with ''VideoGame/BodyHarvest'' and ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'') some of the first games to let you [[WideOpenSandbox openly explore a 3D environment]], [[OlderThanTheyThink pre-dating]] the ''VideoGame/GrandTheftAuto'' series by two years in this regard. However, the third game, ''[=Driv3r=]'' in 2004, was ChristmasRushed for both the holiday season and to beat the release date of ''VideoGame/GrandTheftAutoSanAndreas'', and it showed in its ObviousBeta state and resultant mixed reception. Making matters worse was when the game's publisher Creator/{{Atari}} was [[http://channelawesome.com/the-driv3rgate-scandal-the-full-story-fact-hunt-special/ caught having bribed]] two of the largest gaming magazines in Europe, letting them review ''[=Driv3r=]'' two months early in exchange for giving it a score of 9 out of 10. The fallout from both the game and the scandal destroyed the series' reputation, causing Atari to hand it and developer Reflections off to Creator/{{Ubisoft}} to wash their hands of it. Nowadays, the ''Driver'' series has only a cult following at best, seen nowadays as a curiosity and a footnote of the [[UsefulNotes/PlayStation PS1]] era as opposed to the groundbreaking title it was in its heyday, with most of its attention having been sucked up by the 3D ''VideoGame/GrandTheftAuto'' games. While ''VideoGame/DriverSanFrancisco'' in 2011 did win the acclaim of those who played it, it wasn't enough to save the series, with a planned sequel being [[DivorcedInstallment retooled]] into ''VideoGame/WatchDogs''.
* ''VideoGame/{{Clayfighter}}'' 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, [[LighterAndSofter 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 [[DarkerAndEdgier darker tone]] and omission of a number of fan-favorite fighters like Blue Suede Goo. When the anticipated [[UsefulNotes/NintendoSixtyFour N64]] sequel ''Clayfighter 63⅓'' was finally released after a [[TroubledProduction rather troubled development history]], it was an [[ObviousBeta unfinished mess]] with choppy animation, utterly broken gameplay, and the same dark tone people complained about with ''C2'' (plus, all the fighters dropped in C2 remained MIA, and many fighters introduced in C2 joined them). 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 UsefulNotes/PlayStation version titled ''Clayfighter X-treme'' was almost finished but [[{{Vaporware}} cancelled at the last minute]]. Even the once-popular original [[SeinfeldIsUnfunny is now seen as not much better in hindsight]], and despite a rumored WiiWare sequel that never materialized, the series is unlikely to ever make a comeback.
* When the first ''VideoGame/{{Turok}}'' game released on the {{Nintendo 64}}, it was lauded for its then-lush graphics and solid first-person shooting gameplay. Unfortunately, when ''VideoGame/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 ''VideoGame/PerfectDark''. The fourth main game, ''Turok Evolution'' received mixed reviews and underperformed in sales. After the underwhelming commercial performance of the 2008 ''Turok'' reboot (which also, consequently, was the only game produced by Creator/TouchstonePictures' interactive division), it's not too likely the series will return.
* When it was first released on the UsefulNotes/NintendoEntertainmentSystem, ''VideoGame/DeadlyTowers'' was hailed as a revolutionary title for its varied exploration for its time; as it was one of the first [[RolePlayingGame RPGs]] on NES. Decades later, between the game's [[NintendoHard cheap nature]], [[GuideDangIt confusing design]], and the fact that [[SeinfeldIsUnfunny better RPGs were available not long after]], it now shows up regularly on lists of the worst NES games ever.
* ''VideoGame/BattleArenaToshinden'' was considered a KillerApp 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 UsefulNotes/SegaSaturn was the first game to [[BrokeTheRatingScale 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 ''{{VideoGame/Tekken}}'' and ''VideoGame/VirtuaFighter''. 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. Today, you're more likely to [[CultClassic find fans of]] ''Anime/SaberMarionetteJ'' (which it shares a character designer with) than this.
* 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 early '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'' (they made LCD versions of ''[[VideoGame/SonicTheHedgehog2 Sonic 2]]'' and ''VideoGame/MortalKombat'', for example). They also released Giga Pets, probably the most successful of the [[FollowTheLeader many, many competitors]] of VideoGame/{{Tamagotchi}}. 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 UsefulNotes/GameBoy brought an NES-level gaming experience to handhelds. The review of them by a certain [[WebVideo/AngryVideoGameNerd someone]] only cemented it.
* The ''VideoGame/DJMAXTechnika'' series used to be very popular in arcades, surpassing the popularity of other rhythm games wherever ''Technika'' machines existed. Unfortunately, in 2012, ''DJMAX Technika 3'' updates abruptly ceased, causing the series to plunge in popularity, which was not helped by the developer Pentavision folding and being absorbed into Neowiz. At the end of 2013, the servers for ''Technika 3''[='=]s online functionality were removed, [[LostForever preventing anyone from ever accessing their data (e.g. unlocks) ever again]]. Today, the "proper" response to someone mentioning ''Technika'' or even just the ''VideoGame/{{DJMAX}}'' franchise in general is a snarky comment [[FanonDiscontinuity denying all existence of the series]].
* The Hello Engine in Mario Fan Gaming has come into this. Back in its day, this was a game engine that worked like a {{level editor}} for full Mario fan games, with it having numerous built in resources based on games like ''VideoGame/SuperMarioBros1'', ''[[VideoGame/SuperMarioBros2 2]]'', ''[[VideoGame/SuperMarioBros3 3]]'' and ''[[VideoGame/SuperMarioWorld World]]''. However, it's fallen into decline for a few notable reasons: Way, way too many people made awful games with it (due to treating a game engine as a level editor for Mario games) that the engine's reputation sank in about three or four years. The fact Hello himself (the creator of said engine) had a reputation for making tons of {{Mission Pack Sequel}}s with said engine without changing a whole lot didn't help either. The engine was plagued with bugs in all forms, with some notable ones including glitched sliding mechanics (in earlier versions), getting stuck in objects and losing all momentum when entering new rooms. No one making the terrible games ever usually bothered to fix any of this, so the experience was usually a miserable one when coupled with extremely difficult or poor level design. Mario Fan Games Galaxy started just rejecting anything made with said engine (that didn't make massive changes to it) to avoid the flood of crap, meaning that many people moved to different engines or stuff in order to not worry about being accepted. As a result, the engine went from 'hottest thing ever' to 'complete joke' in a short time, with the only major games using it being either Fusion Fangaming projects (''VideoGame/MushroomKingdomFusion'' and ''VideoGame/SuperMarioFusionRevival'') or joke games (many of which edited the engine significantly).
* [=J2E's=] FanTranslation of ''VideoGame/FinalFantasyIV'' was once highly regarded, praised for a lack of {{Bowdlerization}} and not having the initial localization's lowered difficulty. However, as people got wiser, a translated version of the original script became easier to get, and, perhaps more to the point, [[http://legendsoflocalization.com/reader-feedback-ffivs-fan-translation/ Legends of Localization]] ripped it apart, its flaws have become obvious. The script has been criticized for [[BlindIdiotTranslation questionable translations]], [[UnintentionalPeriodPiece ill-fitting pop culture references,]] a general sense of unprofessionalism, stealing lines from the original SNES localization, and many supposedly {{Bowdlerized}} lines actually being [[SpiceUpTheSubtitles made up by J2E,]] it came to be widely mocked and considered to be everything wrong with [[FanTranslation Fan Translations.]] In addition, [[http://www.romhacking.net/hacks/2337/ Final Fantasy IV: Namingway Edition]] seeks to restore the original version from the US version, precisely ''because'' of the FanTranslation being so poor. (For what it's worth, the aforementioned Legends of Localization still considers it better than the UsefulNotes/PlayStation 1 script.)
* In 2009 and 2010 ''VisualNovel/StarrySky'' was one of the biggest and most beloved ''otome'' game franchises. Now it's a dead horse, despite Honeybee still releasing ports of the games on several platforms.
* ''VideoGame/{{Bubsy}}'' was [[ThisIsGoingToBeHuge originally hyped as the next]] ''Franchise/SonicTheHedgehog''. Electronic Gaming Monthly even gave him an award for being the most hyped character of 1993. When the first game came out, it received mostly favorable reviews. However, a combination of a [[WesternAnimation/{{Bubsy}} failed cartoon]] and sequels that got less and less positive reaction per installment (ranging from the [[SoOkayItsAverage painfully mediocre]] ''Bubsy 2'' to the trainwreck that was ''Bubsy 3D'') [[FranchiseKiller have put this bobcat to sleep]]. History hasn't been kind to the original game either, as it's now held up as an example of everything wrong with [[MascotWithAttitude mascot-based]] platformers, citing problems such as slippery controls and Bubsy himself being annoying. Not helping was [[WesternAnimation/{{Bubsy}} an ill-concieved cartoon pilot]] (Creator/RobPaulsen has [[OldShame completely disowned having voiced Bubsy in the second game and the pilot]]), and Sonic himself has lost his untouchable status.
* ''VideoGame/{{Bug}}'' for the UsefulNotes/SegaSaturn is in a very similar boat. In 1995, the game was highly acclaimed and seen as being the system's big KillerApp. Of course, it probably helped that there wasn't much else available for the Saturn at the time, and neither the [[UsefulNotes/{{Nintendo64}} Nintendo 64]] nor UsefulNotes/PlayStation had launched yet. But the game also had the (rather important) distinction of being probably the first platformer to allow movement in all four directions. It garnered 9's and 10's across the board, with even Creator/StevenSpielberg proclaiming (to paraphrase) that it would be [[ThisIsGoingToBeHuge to the Saturn what Sonic was to the Genesis]]. Unfortunately, once competing games like ''VideoGame/JumpingFlash'' and especially ''VideoGame/SuperMario64'' were released, a backlash set in, and ''Bug!'' was quickly cast aside by reviewers and gamers. Many retrospectively criticized the game for its confusing level design, lack of true 3D freedom (you could only move on one axis at a time) and annoying main character. The sequel ''Bug Too!'' came and went, with critics giving it lukewarm reviews and gamers largely ignoring it. The series has been forgotten ever since, only ever being brought up as a prime example of everything that was wrong with the VideoGame3DLeap in its early stages.
* ''Heboris: Unoffical Expansion'' was initially the go-to open-source PC clone of ''VideoGame/{{Tetris}}''. However, [[IdiotProgramming the code was a mess]], and as a result, attempts to modify it were left futile. It's been superseded by ''VideoGame/{{NullpoMino}}'', which is far easier to modify. Generally speaking, if any Tetris guide recommends ''Heboris'', it's outdated.
* The first ''VideoGame/TeenageMutantNinjaTurtles'' NES game was well-regarded at the time of its release, winning ''Magazine/NintendoPower[='=]s'' Game of the Year Award for 1989, and selling four million copies. However, time hasn't been kind to the game at all. Players who decided to give the game another go years after its release cited the NintendoHard difficulty, the many liberties the game took with the ''Turtles'' license, and unbalanced player characters are reasons for the game's many flaws that were bound to be inescapable. Nowadays; the more well-regarded TMNT games of the 8-bit and 16-bit era are the NES port of [[VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame the arcade game]]; ''VideoGame/TeenageMutantNinjaTurtlesTheManhattanProject''; and ''VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime''; and the original game is a frequent target of mockery among internet critics.
* ''VideoGame/FarmVille'' was once one of the most popular browser games out there, with tens of millions of users and references on even TV shows. It seemingly displaced ''VideoGame/TheSims'' as "the game regular people play," and it was even considered a competitor to ''VideoGame/WorldOfWarcraft.'' However, its userbase declined heavily around 2011, and it isn't nearly as ubiquitous as it once was, with many of its former fans having moved on to ''VideoGame/CandyCrushSaga'' or ''VideoGame/ClashOfClans''. To the people who still care, it's mostly emblematic of shallow, [[AllegedlyFreeGame free-to-play-pay-to-win]] browser games, as well as developer Zynga's [[SerialNumbersFiledOff plagiarist]] tendencies (the game is a near-copy of fellow Facebook farming sim ''[=FarmTown=]'').
* VideoGame/TheGetaway was a SleeperHit in the UK of 2002, sold more than one million copies there (the creators even made a special limited edition celebrating the 1 million copies they sold of the game) and presented huge competition to the ''Grand Theft Auto'' series there. The creators already had behind the scenes problems after its publication, with its CEO leaving the company to found a company in Australia that would publish the successful ''VideoGame/LANoire'' 9 years later, but the company still continued regardless. Then ''The Getaway: Black Monday'' was released in 2004, but it was a major flop because it was basically the same game as the original with a new plot and even worse controls. There was a sequel shown to it on E3 2005 but it never saw a release. Nowadays, even the original is nowadays only seen as SoOkayItsAverage, with most praising its massive scope (the game features the most accurate maquette of 2002 London that you will ever find) and great storytelling, but reviled for its horrible control and level design, which sacrifices fun for attention to detail. Most people will say that you should play ''VideoGame/LANoire'' instead, as it has all the positives that ''The Getaway'' has and much less of its drawbacks.
* ''VideoGame/{{Zool}}'' was at its debut considered to be the Amiga rival to VideoGame/SonicTheHedgehog and was for many Europeans '''the''' reason not to buy a UsefulNotes/SegaGenesis (even though it started as something unrelated to it to begin with and became multi-platform after a few months). In a sense you could say that it was the #2 MascotWithAttitude and one that could eclipse Sonic in popularity at any given moment. It actually would still have that position were it not for the fact that Commodore was on a decline. Its sequel, ''Zool 2'', was touted as a launch title for the ill-fated Amiga CD32 and Atari Jaguar and never released on any other console. It also went to the Amiga (one year after its discontinuation) and on PC (where it never really had success). Its general unpopularity is the reason why Gremlin Interactive quietly put an end to the series. Even in retrospect many amiga owners say that the first game was SoOkayItsAverage and overhyped beyond belief, although the sequel is still kept in high-regard. Many there prefer to remember them as the creator of fantastic racing games such as the ''Lotus'' and ''Super Cars'' series. Nowadays the most popular MascotWithAttitude that everyone remembers that is not called ''Sonic'' is the above mentioned ''Bubsy The Bobcat''. Its probably not even the most well-known example of a MascotWithAttitude not called ''Sonic'' done right, even if ''Sonic'' isn't sacred cow status anymore (''Spot'' from the game VideoGame/CoolSpot is a much better contender for this, although ''Lilac'' from VideoGame/FreedomPlanet is on its way to eclipse him in popularity).

[[folder:Fictional examples]]
* Several in-universe examples occur in the ''VideoGame/GrandTheftAuto'' series.
** Over the course of the series, [[Radio/GTARadio 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 (''[[VideoGame/GrandTheftAutoViceCityStories VCS]]'', ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'') to the peak of his popularity (''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'', ''[[VideoGame/GrandTheftAutoIII GTA III]]'') to after his fall (''[[VideoGame/GrandTheftAutoIV GTA IV]]''). He has [[PopularityPolynomial received a second wind]] by ''[[VideoGame/GrandTheftAutoV GTA V]]'' in the form of hosting a TV talent show, but his {{jerkass}} demeanor is cranked UpToEleven.
** In ''Vice City'', set in 1986, [[FakeBand Love Fist]] is shown to be one of the biggest bands in the world, with two of their songs playing on [[Radio/GTARadio the rock station]] and with them going on a world tour that's been [[BannedInChina banned in several countries]]. However, in ''San Andreas'', set six years later, they appear to have been largely forgotten, with the DJ on the classic rock station asking "[[AnyoneRememberPogs whatever happened to Love Fist?]]" Love Fist was a parody of the stereotypes of HairMetal and [[BritishRockStar the musicians that performed it]], so it makes sense that, [[{{Grunge}} by 1992]], the band would be washed up like many other hair metal acts were at the time.
** In ''[[VideoGame/GrandTheftAutoIV GTA IV]]'', set in 2008, the website [=MyRoomOnline.net=] is a parody of Website/{{Myspace}}, [[EmoTeen its]] [[PaedoHunt users]], and the culture that surrounded it. By ''[[VideoGame/GrandTheftAutoV GTA V]]'', set five years later, [=MyRoom=] is a shell of its former self referred to as "the ghost town of the internet", having been driven into irrelevancy by the Website/{{Facebook}} parody Lifeinvader and forced to sell its domain name, reflecting how Myspace went out of style in the late '00s and early '10s.
* ''VideoGame/PunchOut'' has an in-universe example in the Wii game, featuring Disco Kid. Doc lampshades this, occasionally saying that disco's dead.