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** The only other gaming aversion would be the ''Franchise/ShinMegamiTensei'' series and most of its spinoffs, which predated ''Pokémon'' and is considered the first successful franchise to use Mons, even if [[UnbuiltTrope it looks like a deconstruction]] compared to ''Pokémon''. Outside of ''Pokémon'', ''Yo-kai Watch'', and ''Shin Megami Tensei'', video game Mons series are few and far between and not known by most.


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** The only other gaming aversion would be the ''Franchise/ShinMegamiTensei'' series and most of its spinoffs, which predated ''Pokémon'' and is considered the first successful franchise to use Mons, even if [[UnbuiltTrope it looks like a deconstruction]] compared to ''Pokémon''. Another factor of its success was due to simply not fitting into the "Pokémon clone" stigma by virtue of being less cute, cuddly {{Mon}} creatures with PokemonSpeak so much as [[AllMythAreTrue mythological demons from all religions and legends]]. Outside of ''Pokémon'', ''Yo-kai Watch'', ''Fate'', and ''Shin Megami Tensei'', video game Mons series are few and far between and not known by most.
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Removed arcade example; arcades are still well and alive with institutions like Dave & Buster's.


* The release of ''VideoGame/GrandTheftAutoIII'' and ''Franchise/{{Halo}}'' in 2001 killed the arcades for good in the United States and Europe. Ever since the beginning of consoles in the 70s, console action games were mostly just linear arcade-style games with excuse plots. While there were some exceptions such as Nintendo games, cinematic platformers, and ''VideoGame/MetalGear'' that were released during the 4th and 5th generation, ''Halo'' and ''Grand Theft Auto'' popularized the idea of more long form and nuanced console action games. While arcades had been slowly declining in the United States since the late 90s, these two games were the nail in the coffin for arcade games. It has even gotten to the point where games like ''VideoGame/CallOfDuty'' are called "arcade shooters" despite not being like an arcade game at all. However, it should be noted that arcades are still popular in Asia and Latin America.

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* While motion-controlled minigame collections struggled to win over hardcore gamers from the get-go, they at least generally sold very well for most of the seventh console generation. ''Kinect Star Wars'', however, is in retrospect widely seen as the game that put the genre beyond the point of no return. Heavily hyped up as the KillerApp for the UsefulNotes/Xbox360's Kinect add-on, the game received a ''massive'' backlash when it turned out to be yet another collection of cheesy, poorly-designed minigames, implemented in a way that was seen by many to be outright insulting to the franchise, and was the point where even most casual gamers finally realized the genre was never going to significantly evolve; one of the games in particular, a ''VideoGame/JustDance'' clone that had Star Wars characters dancing to terrible covers of popular music rewritten to be about the franchise, became an emblem of how bad an idea the game was. Microsoft tried to persevere with the Kinect 2.0 that was initially included with the UsefulNotes/XboxOne, but both the add-on and the motion-controlled game genre in general were widely seen as dead-on-arrival by the time the console launched, contributing to its early struggles. Games with motion controls as optional extras remain a thing to this day, but even Nintendo, who popularized the genre, have to date only bothered releasing a very small number of titles based entirely around motion controls (most prominently ''VideoGame/{{ARMS}}'', ''VideoGame/OneTwoSwitch'', and ''Nintendo Switch Sports'') on the UsefulNotes/NintendoSwitch.



* While motion-controlled minigame collections struggled to win over hardcore gamers from the get-go, they at least generally sold very well for most of the seventh console generation. ''Kinect Star Wars'', however, is in retrospect widely seen as the game that put the genre beyond the point of no return. Heavily hyped up as the KillerApp for the UsefulNotes/Xbox360's Kinect add-on, the game received a ''massive'' backlash when it turned out to be yet another collection of cheesy, poorly-designed minigames, implemented in a way that was seen by many to be outright insulting to the franchise, and was the point where even most casual gamers finally realized the genre was never going to significantly evolve; one of the games in particular, a ''VideoGame/JustDance'' clone that had Star Wars characters dancing to terrible covers of popular music rewritten to be about the franchise, became an emblem of how bad an idea the game was. Microsoft tried to persevere with the Kinect 2.0 that was initially included with the UsefulNotes/XboxOne, but both the add-on and the motion-controlled game genre in general were widely seen as dead-on-arrival by the time the console launched, contributing to its early struggles. Games with motion controls as optional extras remain a thing to this day, but even Nintendo, who popularized the genre, have to date only bothered releasing a very small number of titles based entirely around motion controls (most prominently ''VideoGame/{{ARMS}}'', ''VideoGame/OneTwoSwitch'', and ''Nintendo Switch Sports'') on the UsefulNotes/NintendoSwitch.
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why do people keep doing this all of a sudden, it has never once been necessary


* UsefulNotes/TheGreatVideoGameCrashOf1983 was caused chiefly by an overabundance of competitors in a fledgling market and competition from superior micro-computers. The straw that broke the camel's back being an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door for the holidays]], despite having more copies of the game made than there were Atari 2600 consoles that could play it. These twin disasters killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later.

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* UsefulNotes/TheGreatVideoGameCrashOf1983 was caused chiefly by an overabundance of competitors in a fledgling market and competition from superior micro-computers. The straw that broke the camel's back being was a pair of releases for the UsefulNotes/Atari2600, an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door [[ChristmasRushed for the holidays]], despite having more copies of the game made than there were Atari 2600 consoles that could play it. These twin disasters killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later.



** The crash killed off a ''flood'' of maze games that weren't ''VideoGame/PacMan''[[note]]''Amidar'', ''Lock 'n Chase'', ''Chase the Chuck Wagon'', ''Ladybug'', and even Namco's own ''Rally-X'', just to name a few[[/note]] as they were found to be too derivative (running around collecting items while avoiding various monsters and hazards), and that technology improved to the point that one can make so much more. Today only the ''Pac-Man'' franchise is known to the general audience, and due to its immense popularity and being so well-done -- it is ''impossible'' to create a maze game anymore without being part of, or inspired by the series.

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** The crash killed off a ''flood'' of maze games that weren't ''VideoGame/PacMan''[[note]]''Amidar'', ''Lock 'n Chase'', ''Chase the Chuck Wagon'', ''Ladybug'', and even Namco's own ''Rally-X'', just to name a few[[/note]] as they were found to be too derivative (running around collecting items while avoiding various monsters and hazards), and that technology improved to the point that one can make so much more. Today only the ''Pac-Man'' franchise is known to the general audience, and due to its immense popularity and being so well-done -- well-done, it is ''impossible'' to create a maze game anymore without being part of, of or inspired by the series.



* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license, which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans. In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]], and little else since. The only other licensed games since WCW and ECW imploded were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole. ''VideoGame/FireProWrestling'' is still chugging along (though it usually [[Main/NoExportForYou doesn't leave Japan]]) mainly thanks to name recognition and being cheap to produce, but the slow pacing and steep learning curve has mostly relegated ''Fire Pro'' to being a niche product for uber-[[Main/SmartMark smark]] fans.
* The unfortunate retail failure of ''VideoGame/UnrealTournamentIII'', backed up by many freeware first-person shooters, has led to the end of commercially released fast-paced deathmatch-centric shooters like the ''VideoGame/{{Unreal}}'' and ''VideoGame/{{Quake}}'' series, with team-based and/or "tactical" shooters like ''VideoGame/CallOfDuty''/''VideoGame/ModernWarfare'', the ''VideoGame/{{Battlefield}}'' series, and ''VideoGame/Left4Dead'' taking their place. ''VideoGame/TeamFortress2'' is one of the few "Quake-like" games released since, and while it is still being supported and heavily-played, it was actually first released in 2007; most everything else in its vein that has come out since ''[=UT3=]'' has been free-to-play (''[=TF2=]'' three years after its initial release, ''VideoGame/UnrealTournament4'', ''VideoGame/QuakeChampions'') or an update on a classic game (''Quake Live''). Not too surprisingly, publisher Creator/MidwayGames, who had been marred with financial trouble for years and had hoped ''Unreal Tournament III'' would revitalize their fortunes, [[CreatorKiller declared bankruptcy just a year-and-a-half later]]. The aforementioned ''[=UT4=]'' could have restarted the genre, but it didn't attract a whole lot of attention even before Epic Games made a little game called ''VideoGame/{{Fortnite}}''. Even when [[GenreThrowback nostalgic throwbacks to classic shooters]] came into vogue in the mid- to late-2010s, whether new games with old gameplay like ''VideoGame/WolfensteinTheNewOrder'' or the 2016 ''VideoGame/{{Doom|2016}}'', or games that [[{{Retraux}} emulate the old look on top of it]] like ''VideoGame/{{Dusk}}'' or ''VideoGame/IonFury'', they hewed more towards the earlier period of singleplayer-focused shooters back when they were still called "''VideoGame/{{Doom}}'' clones", like ''VideoGame/DukeNukem3D'' or the first ''VideoGame/{{Quake|I}}''.

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* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license, which despite [[Main/GameBreakingBug [[GameBreakingBug having their problems]] still sell well to the hardcore WWE fans. In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]], and little else since. The only other licensed games since WCW and ECW imploded were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole. ''VideoGame/FireProWrestling'' is still chugging along (though it usually [[Main/NoExportForYou [[NoExportForYou doesn't leave Japan]]) mainly thanks to name recognition and being cheap to produce, but the slow pacing and steep learning curve has mostly relegated ''Fire Pro'' to being a niche product for uber-[[Main/SmartMark uber-[[SmartMark smark]] fans.
* The unfortunate retail failure of ''VideoGame/UnrealTournamentIII'', backed up by many freeware first-person shooters, has led to the end of commercially released fast-paced deathmatch-centric shooters like the ''VideoGame/{{Unreal}}'' and ''VideoGame/{{Quake}}'' series, with team-based and/or "tactical" shooters like ''VideoGame/CallOfDuty''/''VideoGame/ModernWarfare'', the ''VideoGame/{{Battlefield}}'' series, and ''VideoGame/Left4Dead'' taking their place. ''VideoGame/TeamFortress2'' is one of the few "Quake-like" games released since, and while it is still being supported and heavily-played, it was actually first released in 2007; most everything else in its vein that has come out since ''[=UT3=]'' has been free-to-play (''[=TF2=]'' three years after its initial release, ''VideoGame/UnrealTournament4'', ''VideoGame/QuakeChampions'') or an update on a classic game (''Quake Live''). Not too surprisingly, publisher Creator/MidwayGames, who had been marred with financial trouble for years and had hoped ''Unreal Tournament III'' would revitalize their fortunes, [[CreatorKiller declared bankruptcy just a year-and-a-half later]]. The aforementioned ''[=UT4=]'' could have restarted the genre, but it didn't attract a whole lot of attention even before Epic Games made a little game called ''VideoGame/{{Fortnite}}''.''VideoGame/{{Fortnite}}'' and pulled all their resources away from it. Even when [[GenreThrowback nostalgic throwbacks to classic shooters]] came into vogue in the mid- to late-2010s, whether new games with old gameplay like ''VideoGame/WolfensteinTheNewOrder'' or the 2016 ''VideoGame/{{Doom|2016}}'', or games that [[{{Retraux}} emulate the old look on top of it]] like ''VideoGame/{{Dusk}}'' or ''VideoGame/IonFury'', they hewed more towards the earlier period of singleplayer-focused shooters back when they were still called "''VideoGame/{{Doom}}'' clones", like ''VideoGame/DukeNukem3D'' or the first ''VideoGame/{{Quake|I}}''.
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* ''VideoGame/CallOfDuty'' can itself also be linked to the death of WWII shooters and the shift to modern/near-future settings, due to the extreme popularity of the ''VideoGame/ModernWarfare'' sub-series, ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' (2007) in particular [[FollowTheLeader spawning a notable amount]] of linear FPS games with dramatic scripted setpieces, [[StrictlyFormula usually including]] an [[DeathFromAbove AC-130 section]], a setting in the Middle East or a hypothetical war with Russia, and [[TheHeroDies a player character dying]]. The ''Modern Warfare'' style modern-military shooter craze eventually died down after 2012, and games started moving towards 'near future'/sci-fi territory with ''VideoGame/CallOfDutyAdvancedWarfare'' and ''VideoGame/{{Titanfall}}''. Arguably, the combination of the failures of ''VideoGame/{{Homefront}}'' and ''VideoGame/{{Medal of Honor|2010}} Warfighter'', rising sentiment against the US military's involvement in the Middle East, {{deconstruction game}}s such as ''VideoGame/SpecOpsTheLine'', and a backlash from gamers towards obviously-derivative modern day shooters, has led to this shift in subject. Of course, [[HereWeGoAgain this simply lead to a similar glut of near-future copycat shooters]]. Since then, ''Call of Duty'' at least seems to have settled on trying to split the difference between set [[VideoGame/CallOfDutyWWII during]] the [[VideoGame/CallOfDutyVanguard war]] or [[VideoGame/CallOfDutyBlackOpsColdWar elsewhere]] in the past, games set in [[VideoGame/CallOfDutyBlackOps4 the future]], and games [[VideoGame/CallOfDutyModernWarfare2019 set in]] the [[VideoGame/CallOfDutyModernWarfareII modern day]].

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* ''VideoGame/CallOfDuty'' can itself also be linked to the death of WWII shooters and the shift to modern/near-future settings, due to the extreme popularity of the ''VideoGame/ModernWarfare'' sub-series, ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' (2007) in particular [[FollowTheLeader spawning a notable amount]] of linear FPS games with dramatic scripted setpieces, [[StrictlyFormula usually including]] an [[DeathFromAbove AC-130 section]], a setting in the Middle East or a hypothetical war with Russia, and [[TheHeroDies a player character dying]]. The ''Modern Warfare'' style modern-military shooter craze eventually died down after 2012, and games started moving towards 'near future'/sci-fi territory with ''VideoGame/CallOfDutyAdvancedWarfare'' and ''VideoGame/{{Titanfall}}''. Arguably, the combination of the failures of ''VideoGame/{{Homefront}}'' and ''VideoGame/{{Medal of Honor|2010}} Warfighter'', rising sentiment against the US military's involvement in the Middle East, {{deconstruction game}}s such as ''VideoGame/SpecOpsTheLine'', and a backlash from gamers towards obviously-derivative modern day shooters, has led to this shift in subject. Of course, [[HereWeGoAgain this simply lead to a similar glut of near-future copycat shooters]]. Since then, ''Call of Duty'' at least seems to have settled on trying to split the difference between games set [[VideoGame/CallOfDutyWWII during]] the [[VideoGame/CallOfDutyVanguard war]] or [[VideoGame/CallOfDutyBlackOpsColdWar elsewhere]] in the past, games set in [[VideoGame/CallOfDutyBlackOps4 the future]], and games [[VideoGame/CallOfDutyModernWarfare2019 set in]] the [[VideoGame/CallOfDutyModernWarfareII modern day]].
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* ''VideoGame/CallOfDuty'' can itself also be linked to the death of WWII shooters and the shift to modern/near-future settings, due to the extreme popularity of the ''VideoGame/ModernWarfare'' sub-series, ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' (2007) in particular [[FollowTheLeader spawning a notable amount]] of linear FPS games with dramatic scripted setpieces, one of which was usually [[DeathFromAbove an AC-130 section]], set in the Middle East or in a hypothetical war with Russia. The ''Modern Warfare'' style modern-military shooter craze eventually died down after 2012, and games started moving towards 'near future'/sci-fi territory with ''VideoGame/CallOfDutyAdvancedWarfare'' and ''VideoGame/{{Titanfall}}''. Arguably, the combination of the failures of ''VideoGame/{{Homefront}}'' and ''VideoGame/MedalOfHonor Warfighter'', rising sentiment against the US military's involvement in the Middle East, {{deconstruction game}}s such as ''VideoGame/SpecOpsTheLine'', and a backlash from gamers towards [[StrictlyFormula obviously-derivative modern day shooters]], has led to this shift in subject. [[HereWeGoAgain After the near-future movement of games gained some serious backlash]] with ''VideoGame/CallofDutyInfiniteWarfare'', the [[VideoGame/CallOfDutyWWII entry]] after that [[RevisitingTheRoots returned to World War II.]] Which, to put it lightly, [[VideoGame/CallOfDutyBlackOps4 didn't really change that much]] in the [[VideoGame/CallOfDutyModernWarfare2019 long run]].

to:

* ''VideoGame/CallOfDuty'' can itself also be linked to the death of WWII shooters and the shift to modern/near-future settings, due to the extreme popularity of the ''VideoGame/ModernWarfare'' sub-series, ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' (2007) in particular [[FollowTheLeader spawning a notable amount]] of linear FPS games with dramatic scripted setpieces, one of which was [[StrictlyFormula usually including]] an [[DeathFromAbove an AC-130 section]], set a setting in the Middle East or in a hypothetical war with Russia.Russia, and [[TheHeroDies a player character dying]]. The ''Modern Warfare'' style modern-military shooter craze eventually died down after 2012, and games started moving towards 'near future'/sci-fi territory with ''VideoGame/CallOfDutyAdvancedWarfare'' and ''VideoGame/{{Titanfall}}''. Arguably, the combination of the failures of ''VideoGame/{{Homefront}}'' and ''VideoGame/MedalOfHonor ''VideoGame/{{Medal of Honor|2010}} Warfighter'', rising sentiment against the US military's involvement in the Middle East, {{deconstruction game}}s such as ''VideoGame/SpecOpsTheLine'', and a backlash from gamers towards [[StrictlyFormula obviously-derivative modern day shooters]], shooters, has led to this shift in subject. Of course, [[HereWeGoAgain After the this simply lead to a similar glut of near-future movement copycat shooters]]. Since then, ''Call of games gained some serious backlash]] with ''VideoGame/CallofDutyInfiniteWarfare'', Duty'' at least seems to have settled on trying to split the difference between set [[VideoGame/CallOfDutyWWII entry]] after that [[RevisitingTheRoots returned to World War II.]] Which, to put it lightly, during]] the [[VideoGame/CallOfDutyVanguard war]] or [[VideoGame/CallOfDutyBlackOpsColdWar elsewhere]] in the past, games set in [[VideoGame/CallOfDutyBlackOps4 didn't really change that much]] in the future]], and games [[VideoGame/CallOfDutyModernWarfare2019 long run]].set in]] the [[VideoGame/CallOfDutyModernWarfareII modern day]].



** The more immediate hit was the success of Relic's ''VideoGame/CompanyOfHeroes'', which popularized RTS games with less focus on strategy, base-building, and long-term resource management and more on micro-management and unit survival (typically referred to as a "Real Time Tactics" game), and then ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWarII'', which shifted even further away from the traditional RTS formula by, for instance, removing base-building entirely. This directly led to EA [[ExecutiveMeddling meddling in]] the development of ''VideoGame/CommandAndConquer''. Namely, they first mandated the creation of a GaidenGame aimed at Asian markets and internet cafes in particular, in the RTT mold, then partway through said game's development, decided to make it the GrandFinale for the [[VideoGame/CommandAndConquerTiberium first and most iconic universe]] of ''Command & Conquer'', one of the progenitors of the classic base-building RTS, rebranding the game ''VideoGame/CommandAndConquerTiberianTwilight'', despite it being a Real Time Tactics game instead of a Real Time Strategy game. When this inevitably flopped, EA [[FranchiseKiller pulled the rug out from under the entire franchise's feet]], claiming there was a "lack of interest in RTS games" (despite that what they released was not one), thus removing one of the two main series from the competition. Meanwhile, Blizzard had left their own followup RTS after the well-received ''[[VideoGame/{{Warcraft}} Warcraft III: Reign of Chaos]]'' sit on the backburner for over a decade, instead chasing [[VideoGame/WorldOfWarcraft its own much more successful MMO spinoff]], with the only acknowledgement of the RTS series in fifteen years being an HD remake of ''Warcraft III'' that, to put it lightly, wasn't well-received either. With effectively no big-name triple-A titles and publicity, the entire genre sunk into relative obscurity, shrinking its market.
** The other hit took longer for its effects to be noticeable, but did more permanent damage - and, ironically, it was the release of one of the most preeminent games in the genre, the aforementioned ''Warcraft III'', which came with a robust map editor that lead to the invention of the MultiplayerOnlineBattleArena. While early MOBA-like concepts appeared in the ''VideoGame/StarCraft'' custom map, "Aeon of Strife," ''Warcraft''[='=]s addition of RPGElements like hero XP and items codified the fledgling genre. ''VideoGame/DefenseOfTheAncients'' became so popular that it spawned an entire new genre emphasizing micromanaging and tactics. As a result, the traditional RTS largely evaporated; in TheNewTens, with the end of both of the traditional RTS genre's progenitors (''Command & Conquer'' only seeing one failed attempt at a new game after the aforementioned ''[=C&C4=]'', ''Warcraft'' having long since shifted focus to [[MorePopularSpinoff the more popular and lucrative]] ''World of Warcraft'') and the rise of ''VideoGame/LeagueOfLegends'' and ''VideoGame/Dota2'' (which was the most popular game on UsefulNotes/{{Steam}} for close to five years), outside of the three parts of ''VideoGame/StarCraftII'' the only traditional RTS releases of note have been [[UpdatedRerelease HD remakes]] of the genre's progenitors and the very rare {{retraux}} game in their style.

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** The more immediate hit was the success of Relic's ''VideoGame/CompanyOfHeroes'', which popularized RTS games with less focus on strategy, base-building, and long-term resource management and more on micro-management and unit survival (typically referred to as a "Real Time Tactics" game), and then ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWarII'', which shifted even further away from the traditional RTS formula by, for instance, removing base-building entirely. This directly led to EA [[ExecutiveMeddling meddling in]] the development of ''VideoGame/CommandAndConquer''. Namely, they first mandated the creation of a GaidenGame aimed at Asian markets and internet cafes in particular, in the RTT mold, then partway through said game's development, decided to make it the GrandFinale for the [[VideoGame/CommandAndConquerTiberium first and most iconic universe]] of ''Command & Conquer'', one of the progenitors of the classic base-building RTS, rebranding the game ''VideoGame/CommandAndConquerTiberianTwilight'', despite it being a Real Time Tactics game instead of a Real Time Strategy game. ''VideoGame/CommandAndConquerTiberianTwilight''. When this inevitably flopped, EA [[FranchiseKiller pulled the rug out from under the entire franchise's feet]], claiming there was blaming a "lack of interest in RTS games" (despite that what they released was not one), thus removing one of the two main series from the competition. Meanwhile, Blizzard had left their own followup RTS after the well-received ''[[VideoGame/{{Warcraft}} Warcraft III: Reign of Chaos]]'' sit on the backburner for over a decade, instead chasing [[VideoGame/WorldOfWarcraft its own much more successful MMO spinoff]], with the only acknowledgement of the RTS series in fifteen years being an HD remake of ''Warcraft III'' that, to put it lightly, wasn't well-received either. With effectively no big-name triple-A titles and publicity, the entire genre sunk into relative obscurity, shrinking its market.
** The other hit took longer for its effects to be noticeable, but did more permanent damage - and, ironically, it was the release of one of the most preeminent games in the genre, the aforementioned ''Warcraft III'', which came with a robust map editor that lead to the invention of the MultiplayerOnlineBattleArena. While early MOBA-like concepts appeared in the ''VideoGame/StarCraft'' ''VideoGame/StarCraftI'' custom map, map "Aeon of Strife," ''Warcraft''[='=]s addition of RPGElements like hero XP and items codified the fledgling genre. ''VideoGame/DefenseOfTheAncients'' became so popular that it spawned an entire new genre emphasizing micromanaging and tactics. As a result, the traditional RTS largely evaporated; in TheNewTens, with the end of both of the traditional RTS genre's progenitors (''Command & Conquer'' only seeing one failed attempt at a new game after the aforementioned ''[=C&C4=]'', ''Warcraft'' having long since shifted focus to [[MorePopularSpinoff the more popular and lucrative]] ''World of Warcraft'') and the rise of ''VideoGame/LeagueOfLegends'' and ''VideoGame/Dota2'' (which was the most popular game on UsefulNotes/{{Steam}} for close to five years), outside of the three parts of ''VideoGame/StarCraftII'' the only traditional RTS releases of note have been [[UpdatedRerelease HD remakes]] of the genre's progenitors and the very rare {{retraux}} game in their style.
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* UsefulNotes/TheGreatVideoGameCrashOf1983 is called that for a reason. Caused chiefly by an overabundance of competitors in a fledgling market and competition from superior micro-computers, with the straws that broke the camel's back being an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door for the holidays]], it killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later. That's how badly it crashed.

to:

* UsefulNotes/TheGreatVideoGameCrashOf1983 is called that for a reason. Caused was caused chiefly by an overabundance of competitors in a fledgling market and competition from superior micro-computers, with the straws micro-computers. The straw that broke the camel's back being an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door for the holidays]], it despite having more copies of the game made than there were Atari 2600 consoles that could play it. These twin disasters killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later. That's how badly it crashed.
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* ''Franchise/{{Pokemon}}'', for various reasons, has dominated the {{Mon}} genre so strongly it has made it very difficult for any other works in the genre to achieve mainstream popularity or sometimes even get made at all. Some, such as ''Franchise/{{Digimon}}'', are even assumed to be ''copying Pokémon'' by ''[[InsaneTrollLogic the mere name]]'' due to the public's lack of awareness that it's a genre that existed before ''Pokémon'', not something pioneered by it.

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* ''Franchise/{{Pokemon}}'', for various reasons, has dominated the {{Mon}} genre so strongly it has made it very difficult for any other works in the genre to achieve mainstream popularity or sometimes even get made at all. Some, such as ''Franchise/{{Digimon}}'', Some are even assumed to be accused of ''copying Pokémon'' by Pokémon'', like ''Franchise/{{Digimon}}'' is from ''[[InsaneTrollLogic the mere name]]'' name]]'', due to the public's lack of awareness that it's a genre that existed before ''Pokémon'', not something pioneered by it.
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* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license (which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans.) In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]], and little else since. The only other licensed games since WCW and ECW imploded were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole. ''VideoGame/FireProWrestling'' is still chugging along (though it usually [[Main/NoExportForYou doesn't leave Japan]]) mainly thanks to name recognition and being cheap to produce, but the slow pacing and steep learning curve has mostly relegated ''Fire Pro'' to being a niche product for uber-[[Main/SmartMark smark]] fans.

to:

* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license (which license, which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans.) fans. In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]], and little else since. The only other licensed games since WCW and ECW imploded were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole. ''VideoGame/FireProWrestling'' is still chugging along (though it usually [[Main/NoExportForYou doesn't leave Japan]]) mainly thanks to name recognition and being cheap to produce, but the slow pacing and steep learning curve has mostly relegated ''Fire Pro'' to being a niche product for uber-[[Main/SmartMark smark]] fans.
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* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license (which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans.) In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]]. The only licensed games since WCW and ECW tanked were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole. ''VideoGame/FireProWrestling'' is still chugging along (though it usually [[Main/NoExportForYou doesn't leave Japan]]) mainly thanks to name recognition and being cheap to produce, but the slow pacing and steep learning curve has mostly relegated ''Fire Pro'' to being a niche product for uber-[[Main/SmartMark smark]] fans.

to:

* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license (which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans.) In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]]. consoles]], and little else since. The only other licensed games since WCW and ECW tanked imploded were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole. ''VideoGame/FireProWrestling'' is still chugging along (though it usually [[Main/NoExportForYou doesn't leave Japan]]) mainly thanks to name recognition and being cheap to produce, but the slow pacing and steep learning curve has mostly relegated ''Fire Pro'' to being a niche product for uber-[[Main/SmartMark smark]] fans.
Is there an issue? Send a MessageReason:
None


* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license (which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans.) In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]]. The only licensed games since WCW and ECW tanked were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole.

to:

* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license (which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans.) In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]]. The only licensed games since WCW and ECW tanked were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole. ''VideoGame/FireProWrestling'' is still chugging along (though it usually [[Main/NoExportForYou doesn't leave Japan]]) mainly thanks to name recognition and being cheap to produce, but the slow pacing and steep learning curve has mostly relegated ''Fire Pro'' to being a niche product for uber-[[Main/SmartMark smark]] fans.
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None

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* Wrestling/{{WCW}} and Wrestling/{{ECW}} folding within a couple months of each other in early 2001 pretty much killed the UsefulNotes/ProfessionalWrestling game genre outside of the games bearing the Wrestling/{{WWE}} license (which despite [[Main/GameBreakingBug having their problems]] still sell well to the hardcore WWE fans.) In the early 2000s a few developers tried putting out games without a tie to a promotion (but often featuring real wrestlers not employed by WWE) like ''Legends of Wrestling'', ''Backyard Wrestling'', and ''Rumble Roses'', which sold well enough to get sequels but not well enough to get extended to the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next generation of consoles]]. The only licensed games since WCW and ECW tanked were a [[Wrestling/ImpactWrestling TNA]] game in 2008 and a Wrestling/{{AAA}} game in 2010, both of which were panned by critics (of video games and wrestling) and had pretty weak sales. Wrestling/{{AEW}}'s potential offering being stuck in Main/DevelopmentHell isn't helping, nor is a general decline in the popularity of wrestling as a whole.
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** Another gaming aversion is the ''[[Franchise/FateSeries Fate]]'' side of [[Franchise/{{Nasuverse}} the Nasuverse]]. As the core premise of the setting is seven Masters and Servants -- superpowered mythological and historical heroes at the Master's beck and call -- fighting for a wish from the Holy Grail, part of the reason it even got off the ground was because a.) it started life as an {{Eroge}} DatingSim VisualNovel, and b.), [[BleachedUnderpants when allowed to stand on its own non-porny merits]], it quickly broke a lot of perceived stereotypes with the {{Mon}} element being less ''Monsters'' so much as an assortment of waifus and husbandos, allowing it to shake off the "Pokémon clone" stigma... [[RunningGag and even then]], [[NoExportForYou it is STILL largely relegated to Japan]], only coming stateside very rarely and not having the sheer international presence of ''Pokémon'', despite being a cultural phenomenon back in Japan.

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** Another gaming aversion is the ''[[Franchise/FateSeries Fate]]'' side of [[Franchise/{{Nasuverse}} the Nasuverse]]. As the core premise of the setting is seven Masters and Servants -- superpowered mythological and historical heroes at the Master's beck and call -- fighting for a wish from the Holy Grail, part of the reason it even got off the ground was because a.) it started life as an {{Eroge}} DatingSim VisualNovel, and b.), ) [[BleachedUnderpants when allowed to stand on its own non-porny merits]], it quickly broke a lot of perceived stereotypes with the {{Mon}} element being less ''Monsters'' so much as an assortment of waifus and husbandos, allowing it to shake off the "Pokémon clone" stigma... [[RunningGag and even then]], [[NoExportForYou it is STILL largely relegated to Japan]], only coming stateside very rarely and not having the sheer international presence of ''Pokémon'', despite being a cultural phenomenon back in Japan.
Is there an issue? Send a MessageReason:
None


** Another gaming aversion is the ''[[Franchise/FateSeries Fate]]'' side of [[Franchise/{{Nasuverse}} the Nasuverse]]. As the core premise of the setting is seven Masters and Servants -- superpowered mythological and historical heroes at the Master's beck and call -- fighting for a wish from the Holy Grail, part of the reason it even got off the ground was because a.) it started life as an {{Eroge}} DatingSim VisualNovel, and two, [[BleachedUnderpants when allowed to stand on its own non-porny merits]], it quickly broke a lot of perceived stereotypes with the {{Mon}} element being less ''Monsters'' so much as an assortment of waifus and husbandos, allowing it to shake off the "Pokémon clone" stigma... [[RunningGag and even then]], [[NoExportForYou it is STILL largely relegated to Japan]], only coming stateside very rarely and not having the sheer international presence of ''Pokémon'', despite being a cultural phenomenon back in Japan.

to:

** Another gaming aversion is the ''[[Franchise/FateSeries Fate]]'' side of [[Franchise/{{Nasuverse}} the Nasuverse]]. As the core premise of the setting is seven Masters and Servants -- superpowered mythological and historical heroes at the Master's beck and call -- fighting for a wish from the Holy Grail, part of the reason it even got off the ground was because a.) it started life as an {{Eroge}} DatingSim VisualNovel, and two, b.), [[BleachedUnderpants when allowed to stand on its own non-porny merits]], it quickly broke a lot of perceived stereotypes with the {{Mon}} element being less ''Monsters'' so much as an assortment of waifus and husbandos, allowing it to shake off the "Pokémon clone" stigma... [[RunningGag and even then]], [[NoExportForYou it is STILL largely relegated to Japan]], only coming stateside very rarely and not having the sheer international presence of ''Pokémon'', despite being a cultural phenomenon back in Japan.
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Added DiffLines:

** Another gaming aversion is the ''[[Franchise/FateSeries Fate]]'' side of [[Franchise/{{Nasuverse}} the Nasuverse]]. As the core premise of the setting is seven Masters and Servants -- superpowered mythological and historical heroes at the Master's beck and call -- fighting for a wish from the Holy Grail, part of the reason it even got off the ground was because a.) it started life as an {{Eroge}} DatingSim VisualNovel, and two, [[BleachedUnderpants when allowed to stand on its own non-porny merits]], it quickly broke a lot of perceived stereotypes with the {{Mon}} element being less ''Monsters'' so much as an assortment of waifus and husbandos, allowing it to shake off the "Pokémon clone" stigma... [[RunningGag and even then]], [[NoExportForYou it is STILL largely relegated to Japan]], only coming stateside very rarely and not having the sheer international presence of ''Pokémon'', despite being a cultural phenomenon back in Japan.
Is there an issue? Send a MessageReason:
Please link to a cited work's page if we have one and italicize work names, as called out in How To Write An Example. Also proofread your own entries before adding them, this one has multiple typos.


* The release of Grand Theft Auto III and Halo in 2001 killed the arcades for good in the United States and Europe. Ever since the beggining of consoles in the 70s, console action games were mostly just linear arcade style games with excuse plots. While there were some exceptions such as Nintendo games, Cinematic platfomers, and Metal Gear that were released during the 4th and 5th generaiton, Halo and Grand Theft Auto popularized the idea of more long form and nuanced console action games. While arcades had been slowly declining in the United States since the late 90s, Halo and Grand Theft Auto were the nail in the Coffin for arcade games. It has even gotten to the point where games like Call of Duty are called "arcade shooters" despite not being like an arcade game at all. However, it should be noted that arcades are still popular in Asia and Latin America.

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* The release of Grand Theft Auto III ''VideoGame/GrandTheftAutoIII'' and Halo ''Franchise/{{Halo}}'' in 2001 killed the arcades for good in the United States and Europe. Ever since the beggining beginning of consoles in the 70s, console action games were mostly just linear arcade style arcade-style games with excuse plots. While there were some exceptions such as Nintendo games, Cinematic platfomers, cinematic platformers, and Metal Gear ''VideoGame/MetalGear'' that were released during the 4th and 5th generaiton, Halo generation, ''Halo'' and Grand ''Grand Theft Auto Auto'' popularized the idea of more long form and nuanced console action games. While arcades had been slowly declining in the United States since the late 90s, Halo and Grand Theft Auto these two games were the nail in the Coffin coffin for arcade games. It has even gotten to the point where games like Call of Duty ''VideoGame/CallOfDuty'' are called "arcade shooters" despite not being like an arcade game at all. However, it should be noted that arcades are still popular in Asia and Latin America.
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* The unfortunate retail failure of ''VideoGame/UnrealTournamentIII'', backed up by many freeware first-person shooters, has led to the end of commercially released fast-paced deathmatch-centric shooters like the ''VideoGame/{{Unreal}}'' and ''VideoGame/{{Quake}}'' series, with team-based and/or "tactical" shooters like ''VideoGame/CallOfDuty''/''VideoGame/ModernWarfare'', the ''VideoGame/{{Battlefield}}'' series, and ''VideoGame/Left4Dead'' taking their place. ''VideoGame/TeamFortress2'' is one of the few "Quake-like" games released since, and while it is still being supported and heavily-played, it was actually first released in 2007; most everything else in its vein that has come out since ''[=UT3=]'' has been free-to-play (''[=TF2=]'' three years after its initial release, ''VideoGame/UnrealTournament4'', ''VideoGame/QuakeChampions'') or an update on a classic game (''Quake Live''). Not too surprisingly, publisher Creator/MidwayGames, who had been marred with financial trouble for years and had hoped ''Unreal Tournament III'' would revitalize their fortunes, [[CreatorKiller declared bankruptcy just a year-and-a-half later]]. The aforementioned ''[=UT4=]'' could have restarted the genre, but it didn't attract a whole lot of attention even before Epic Games made a little game called ''VideoGame/{{Fortnite}}''. Even when [[GenreThrowback nostalgic throwbacks to classic shooters]] came into vogue in the mid- to late-2010s, whether new games with old gameplay like ''VideoGame/WolfensteinTheNewOrder'' or the 2016 ''VideoGame/{{Doom|2016}}'', or games that [[{{Retraux}} emulate the old look on top of it]] like ''VideoGame/{{Dusk}}'' or ''VideoGame/IonFury'', they hewed more towards the earlier period of singleplayer-focused shooters [[FromClonesToGenre back when they were]] still called "''VideoGame/{{Doom}}'' clones", like ''VideoGame/DukeNukem3D'' or the first ''VideoGame/{{Quake|I}}''.

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* The unfortunate retail failure of ''VideoGame/UnrealTournamentIII'', backed up by many freeware first-person shooters, has led to the end of commercially released fast-paced deathmatch-centric shooters like the ''VideoGame/{{Unreal}}'' and ''VideoGame/{{Quake}}'' series, with team-based and/or "tactical" shooters like ''VideoGame/CallOfDuty''/''VideoGame/ModernWarfare'', the ''VideoGame/{{Battlefield}}'' series, and ''VideoGame/Left4Dead'' taking their place. ''VideoGame/TeamFortress2'' is one of the few "Quake-like" games released since, and while it is still being supported and heavily-played, it was actually first released in 2007; most everything else in its vein that has come out since ''[=UT3=]'' has been free-to-play (''[=TF2=]'' three years after its initial release, ''VideoGame/UnrealTournament4'', ''VideoGame/QuakeChampions'') or an update on a classic game (''Quake Live''). Not too surprisingly, publisher Creator/MidwayGames, who had been marred with financial trouble for years and had hoped ''Unreal Tournament III'' would revitalize their fortunes, [[CreatorKiller declared bankruptcy just a year-and-a-half later]]. The aforementioned ''[=UT4=]'' could have restarted the genre, but it didn't attract a whole lot of attention even before Epic Games made a little game called ''VideoGame/{{Fortnite}}''. Even when [[GenreThrowback nostalgic throwbacks to classic shooters]] came into vogue in the mid- to late-2010s, whether new games with old gameplay like ''VideoGame/WolfensteinTheNewOrder'' or the 2016 ''VideoGame/{{Doom|2016}}'', or games that [[{{Retraux}} emulate the old look on top of it]] like ''VideoGame/{{Dusk}}'' or ''VideoGame/IonFury'', they hewed more towards the earlier period of singleplayer-focused shooters [[FromClonesToGenre back when they were]] were still called "''VideoGame/{{Doom}}'' clones", like ''VideoGame/DukeNukem3D'' or the first ''VideoGame/{{Quake|I}}''.
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* The release of Grand Theft Auto III and Halo in 2001 killed the arcades for good in the United States and Europe. Ever since the beggining of consoles in the 70s, console action games were mostly just linear arcade style games with excuse plots. While there were some exceptions such as Nintendo games, Cinematic platfomers, and Metal Gear that were released during the 4th and 5th generaiton, Halo and Grand Theft Auto popularized the idea of more long form and nuanced console action games. While arcades had been slowly declining in the United States since the late 90s, Halo and Grand Theft Auto were the nail in the Coffin for arcade games. However, it should be noted that arcades are still popular in Asia and Latin America.

to:

* The release of Grand Theft Auto III and Halo in 2001 killed the arcades for good in the United States and Europe. Ever since the beggining of consoles in the 70s, console action games were mostly just linear arcade style games with excuse plots. While there were some exceptions such as Nintendo games, Cinematic platfomers, and Metal Gear that were released during the 4th and 5th generaiton, Halo and Grand Theft Auto popularized the idea of more long form and nuanced console action games. While arcades had been slowly declining in the United States since the late 90s, Halo and Grand Theft Auto were the nail in the Coffin for arcade games. It has even gotten to the point where games like Call of Duty are called "arcade shooters" despite not being like an arcade game at all. However, it should be noted that arcades are still popular in Asia and Latin America.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The release of Grand Theft Auto III and Halo in 2001 killed the arcades for good in the United States and Europe. Ever since the beggining of consoles in the 70s, console action games were mostly just linear arcade style games with excuse plots. While there were some exceptions such as Nintendo games, Cinematic platfomers, and Metal Gear that were released during the 4th and 5th generaiton, Halo and Grand Theft Auto popularized the idea of more long form and nuanced console action games. While arcades had been slowly declining in the United States since the late 90s, Halo and Grand Theft Auto were the nail in the Coffin for arcade games. However, it should be noted that arcades are still popular in Asia and Latin America.
Is there an issue? Send a MessageReason:
None


* While motion-controlled minigame collections struggled to win over hardcore gamers from the get-go, they at least generally sold very well for most of the seventh console generation. ''Kinect Star Wars'', however, is in retrospect widely seen as the game that put the genre beyond the point of no return. Heavily hyped up as the KillerApp for the UsefulNotes/Xbox360's Kinect add-on, the game received a ''massive'' backlash when it turned out to be yet another collection of cheesy, poorly-designed minigames, implemented in a way that was seen by many to be outright insulting to the franchise, and was the point where even most casual gamers finally realized the genre was never going to significantly evolve. Microsoft tried to persevere with the Kinect 2.0 that was initially included with the UsefulNotes/XboxOne, but both the add-on and the motion-controlled game genre in general were widely seen as dead-on-arrival by the time the console launched, contributing to its early struggles. Games with motion controls as optional extras remain a thing to this day, but even Nintendo, who popularized the genre, have to date only bothered releasing a very small number of titles based entirely around motion controls (most prominently ''VideoGame/{{ARMS}}'', ''VideoGame/OneTwoSwitch'', and ''Nintendo Switch Sports'') on the UsefulNotes/NintendoSwitch.

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* While motion-controlled minigame collections struggled to win over hardcore gamers from the get-go, they at least generally sold very well for most of the seventh console generation. ''Kinect Star Wars'', however, is in retrospect widely seen as the game that put the genre beyond the point of no return. Heavily hyped up as the KillerApp for the UsefulNotes/Xbox360's Kinect add-on, the game received a ''massive'' backlash when it turned out to be yet another collection of cheesy, poorly-designed minigames, implemented in a way that was seen by many to be outright insulting to the franchise, and was the point where even most casual gamers finally realized the genre was never going to significantly evolve.evolve; one of the games in particular, a ''VideoGame/JustDance'' clone that had Star Wars characters dancing to terrible covers of popular music rewritten to be about the franchise, became an emblem of how bad an idea the game was. Microsoft tried to persevere with the Kinect 2.0 that was initially included with the UsefulNotes/XboxOne, but both the add-on and the motion-controlled game genre in general were widely seen as dead-on-arrival by the time the console launched, contributing to its early struggles. Games with motion controls as optional extras remain a thing to this day, but even Nintendo, who popularized the genre, have to date only bothered releasing a very small number of titles based entirely around motion controls (most prominently ''VideoGame/{{ARMS}}'', ''VideoGame/OneTwoSwitch'', and ''Nintendo Switch Sports'') on the UsefulNotes/NintendoSwitch.
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* The InteractiveMovie genre, which emerged in the 80s and saw a ton of notable releases in the 90s, died out due largely to the advancing technology of consoles like the UsefulNotes/PlayStation and the CD format becoming nigh-universal outside of the UsefulNotes/Nintendo64. Much of what made those early games notable was that little could match them graphically, but when you could fit lavish prerendered or pre-filmed cutscenes into a game and still have the space for more substantive game design, they quickly became rather obsolete. It certainly didn't help that, unless you were ''VideoGame/DragonsLair'' or ''VideoGame/TexMurphy'', the common judgment of interactive movies was that the "movie" part was SoBadItsGood at best. InteractiveFiction has seen a rise since then, but the classical "watching a live-action sequence while you occasionally press buttons" format is extremely rare outside of indie titles. An attempt to revive the genre with Enix's game ''Love Story'' for the then-brand new UsefulNotes/PlayStation2 flopped hard and the genre stayed buried ever since.

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* The InteractiveMovie genre, which emerged in the 80s and saw a ton of notable releases in the 90s, died out due largely to the advancing technology of consoles like the UsefulNotes/PlayStation and the CD format becoming nigh-universal outside of the UsefulNotes/Nintendo64. Much of what made those early games notable was that little could match them graphically, but when you could fit lavish prerendered or pre-filmed cutscenes into a game and still have the space for more substantive game design, they quickly became rather obsolete. It certainly didn't help that, unless you were ''VideoGame/DragonsLair'' or ''VideoGame/TexMurphy'', the common judgment of interactive movies was that the "movie" part was SoBadItsGood at best. InteractiveFiction has seen a rise since then, but the classical "watching a live-action sequence while you occasionally press buttons" format is extremely rare outside of indie titles. An attempt to revive the genre with Enix's game ''Love Story'' for the then-brand new UsefulNotes/PlayStation2 flopped hard and the genre stayed buried ever since. FMV games ''would'' make a surprising resurgence in the New 10's, but operate more as "choose your own adventure" stories, without trying to bring back the PressXToNotDie aspects of their predecessors.
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** Creator/TelltaleGames reinvigorated the genre with episodic decision-and-story-focused adventure games like ''VideoGame/TheWalkingDead'' and ''VideoGame/TheWolfAmongUs'', though at the cost of decreased production on traditional moon-logic style adventure games like ''Sam and Max''. Which was fine, until they went ''so far'' with it that they oversaturated the genre with StrictlyFormula releases [[MissionPackSequel differing only in the license involved]] and ultimately torpedoed themselves in 2018. The genre they revived remains relatively strong, with entries like ''VideoGame/UntilDawn'', ''VideoGame/APlagueTaleInnocence'', and the ''Franchise/LifeIsStrange'' franchise continuing to carrying the torch.

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** Creator/TelltaleGames reinvigorated the genre with episodic decision-and-story-focused adventure games like ''VideoGame/TheWalkingDead'' and ''VideoGame/TheWolfAmongUs'', though at the cost of decreased production on traditional moon-logic style adventure games like ''Sam and Max''. Which was fine, until they went ''so far'' with it that they oversaturated the genre with StrictlyFormula releases [[MissionPackSequel differing only in the license involved]] and ultimately torpedoed themselves in 2018. The genre they revived remains relatively strong, with entries like ''VideoGame/UntilDawn'', ''VideoGame/APlagueTaleInnocence'', and the ''Franchise/LifeIsStrange'' franchise continuing to carrying carry the torch.
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* In addition to its effects on any continuance of its RTS predecessors, ''VideoGame/WorldOfWarcraft'' destroyed the modern market for [=MMORPG=]s. The success and long-lasting nature of the game meant that almost every MMO that came out after directly aimed to be a "[=WoW=] Killer" -- many [[FollowTheLeader trying to copy it outright]], at that, and not making enough attempt to differentiate itself from ''[=WoW=]'' (there's only so many times you can do a fantasy setting with a war between humans and orcs before it becomes stale) - and, not understanding the kind of commitment needed to match a game that's lasted that long ([=MMOs=] thrive on community and volume of content, both of which favor the older and more entrenched game) and generated that much money, [[{{Irony}} ended up destroying itself in the process]]. Very few [=MMOs=], especially subscription-based ones, have managed to last in this era, with many either closing down only a few years later, or existing in dumbed-down and/or [[AllegedlyFreeGame free-to-play]] states to attract a small audience and make some of their losses back. The only big subscription-based game to truly last as a rival to ''World of Warcraft'' is ''VideoGame/FinalFantasyXIV'', which itself had a host of problems at the beginning due to an attempt to compete with ''[=WoW=]'' causing its release to be rushed, and has only stayed as strong as it has due to a combination of its name-brand recognition letting it last long enough to begin extensive work on fixing its problems, rather than immediately cutting its losses and running.

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* In addition to its effects on any continuance of its RTS predecessors, ''VideoGame/WorldOfWarcraft'' destroyed the modern market for [=MMORPG=]s. The success and long-lasting nature of the game meant that almost every MMO that came out after directly aimed to be a "[=WoW=] Killer" -- many [[FollowTheLeader trying to copy it outright]], at that, and not making enough attempt to differentiate itself from ''[=WoW=]'' (there's only so many times you can do a fantasy setting with a war between humans and orcs before it becomes stale) - and, not understanding the kind of commitment needed to match a game that's lasted that long ([=MMOs=] thrive on community and volume of content, both of which favor the older and more entrenched game) and generated that much money, [[{{Irony}} ended up destroying itself in the process]]. Very few [=MMOs=], especially subscription-based ones, have managed to last in this era, with many either closing down only a few years later, or existing in dumbed-down and/or [[AllegedlyFreeGame free-to-play]] states to attract a small audience and make some of their losses back. The only big subscription-based game to truly last as a rival to ''World of Warcraft'' is ''VideoGame/FinalFantasyXIV'', which itself had a host of problems at the beginning due to an attempt to compete with ''[=WoW=]'' causing its release to be rushed, and has only stayed as strong as it has due to a combination of its name-brand recognition letting it last long enough to begin extensive work on fixing its problems, rather than immediately cutting its losses and running.running, and actual effort put into both its content and overall quality.
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** The failure of ''[=UT3=]'', along with that of ''VideoGame/EnemyTerritoryQuakeWars'' and, to a lesser extent, ''VideoGame/{{Crysis}}'', would also serve to kill off the "big-budget, PC-exclusive TechDemoGame" genre. Consoles had for the most part closed the power gulf with [=PCs=], while the latter was increasingly hamstrung as a gaming platform by various factors including PC manufacturers increasingly eschewing dedicated graphics cards (leaving [=PCs=] with only motherboard-integrated graphics that usually ran games extremely poorly -- and that was when they could ''run the games at all''), many gamers getting sick of dealing with all the configuration issues that can go with PC gaming, and the poor reception of Windows Vista, which had launched earlier that year. As a result, it became largely accepted as standard among developers that all big-budget games from that point had to have some form of console release and, ideally, had to be designed for consoles first and foremost.
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** When Creator/{{Nintendo}} debuted the UsefulNotes/NintendoEntertainmentSystem in 1985, they redesigned the console to work more like a VHS player and bundled it with a light gun and [[VideoGame/RoboticOperatingBuddy battery-operated robot peripheral that only worked with two games]], primarily to disguise the fact that it actually was a ''video game'' console. [[CrazyEnoughToWork It worked]], and the rest is history.

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** When Creator/{{Nintendo}} debuted the UsefulNotes/NintendoEntertainmentSystem in 1985, they redesigned the console to work more like a VHS player VCR and bundled it with a light gun and [[VideoGame/RoboticOperatingBuddy battery-operated robot peripheral that only worked with two games]], primarily to disguise the fact that it actually was a ''video game'' console. [[CrazyEnoughToWork It worked]], and the rest is history.
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* UsefulNotes/TheGreatVideoGameCrashOf1983 is called that for a reason. Caused chiefly by an [[SturgeonsLaw overabundance of competitors]] in a fledgling market and competition from superior micro-computers, with the straws that broke the camel's back being an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door for the holidays]], it killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later. That's how badly it crashed.

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* UsefulNotes/TheGreatVideoGameCrashOf1983 is called that for a reason. Caused chiefly by an [[SturgeonsLaw overabundance of competitors]] competitors in a fledgling market and competition from superior micro-computers, with the straws that broke the camel's back being an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door for the holidays]], it killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later. That's how badly it crashed.
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* The unfortunate retail failure of ''VideoGame/UnrealTournamentIII'', backed up by many freeware first-person shooters, has led to the end of commercially released fast-paced deathmatch-centric shooters like the ''VideoGame/{{Unreal}}'' and ''VideoGame/{{Quake}}'' series, with team-based and/or "tactical" shooters like ''VideoGame/CallOfDuty''/''VideoGame/ModernWarfare'', the ''VideoGame/{{Battlefield}}'' series, and ''VideoGame/Left4Dead'' taking their place. ''VideoGame/TeamFortress2'' is one of the few "Quake-like" games released since, and while it is still being supported and heavily-played, it was actually first released in 2007; most everything else in its vein that has come out since ''[=UT3=]'' has been free-to-play (''[=TF2=]'' three years after its initial release, ''VideoGame/UnrealTournament4'', ''VideoGame/QuakeChampions'') or an update on a classic game (''Quake Live''). Not too surprisingly, publisher Creator/MidwayGames, who had been marred with financial trouble for years and had hoped ''Unreal Tournament III'' would revitalize their fortunes, [[CreatorKiller declared bankruptcy just a year-and-a-half later]]. The aforementioned ''[=UT4=]'' could have restarted the genre, but then Epic Games made a little game called ''VideoGame/{{Fortnite}}'' and ''[=UT4=]'' was left in the dust. Even when [[GenreThrowback nostalgic throwbacks to classic shooters]] came into vogue in the mid- to late-2010s, whether new games with old gameplay like ''VideoGame/WolfensteinTheNewOrder'' or the 2016 ''VideoGame/{{Doom|2016}}'', or games that [[{{Retraux}} emulate the old look on top of it]] like ''VideoGame/{{Dusk}}'' or ''VideoGame/IonFury'', they hewed more towards the earlier period of singleplayer-focused shooters [[FromClonesToGenre back when they were]] still called "''VideoGame/{{Doom}}'' clones", like ''VideoGame/DukeNukem3D'' or the first ''VideoGame/{{Quake|I}}''.
** It could also be said for true tactical shooters in the vein of the older ''VideoGame/RainbowSix'' and ''VideoGame/GhostRecon'' games, the ones with planning and stealth as major elements where the slightest muckup led to the death of your squad, due to the line being blurred between the aforementioned team-based shooters and the "true" tactical ones taking on more actionized elements. Attempts to bring the genre back have had limited success at best, with only an actual ''Rainbow Six'' game in the vein of its predecessors, ''[[VideoGame/RainbowSixSiege Siege]]'', being particularly well-received (and even then it plays more like ''Videogame/CounterStrike'' as a HeroShooter); other attempts marketed as being in the spirit of those games, like ''VideoGame/TakedownRedSabre'', have met with near-universal negative reactions, mostly due to bad gameplay and [[ObviousBeta little polish]]. ''Videogame/{{ARMA}}'' is an exception, with its third game seeing more than six years of support, although the playerbase is comparatively niche and its focus is on realism so extreme, even compared to other tactical shooters, that its engine has been used as a training simulator for actual armies.

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* The unfortunate retail failure of ''VideoGame/UnrealTournamentIII'', backed up by many freeware first-person shooters, has led to the end of commercially released fast-paced deathmatch-centric shooters like the ''VideoGame/{{Unreal}}'' and ''VideoGame/{{Quake}}'' series, with team-based and/or "tactical" shooters like ''VideoGame/CallOfDuty''/''VideoGame/ModernWarfare'', the ''VideoGame/{{Battlefield}}'' series, and ''VideoGame/Left4Dead'' taking their place. ''VideoGame/TeamFortress2'' is one of the few "Quake-like" games released since, and while it is still being supported and heavily-played, it was actually first released in 2007; most everything else in its vein that has come out since ''[=UT3=]'' has been free-to-play (''[=TF2=]'' three years after its initial release, ''VideoGame/UnrealTournament4'', ''VideoGame/QuakeChampions'') or an update on a classic game (''Quake Live''). Not too surprisingly, publisher Creator/MidwayGames, who had been marred with financial trouble for years and had hoped ''Unreal Tournament III'' would revitalize their fortunes, [[CreatorKiller declared bankruptcy just a year-and-a-half later]]. The aforementioned ''[=UT4=]'' could have restarted the genre, but then it didn't attract a whole lot of attention even before Epic Games made a little game called ''VideoGame/{{Fortnite}}'' and ''[=UT4=]'' was left in the dust.''VideoGame/{{Fortnite}}''. Even when [[GenreThrowback nostalgic throwbacks to classic shooters]] came into vogue in the mid- to late-2010s, whether new games with old gameplay like ''VideoGame/WolfensteinTheNewOrder'' or the 2016 ''VideoGame/{{Doom|2016}}'', or games that [[{{Retraux}} emulate the old look on top of it]] like ''VideoGame/{{Dusk}}'' or ''VideoGame/IonFury'', they hewed more towards the earlier period of singleplayer-focused shooters [[FromClonesToGenre back when they were]] still called "''VideoGame/{{Doom}}'' clones", like ''VideoGame/DukeNukem3D'' or the first ''VideoGame/{{Quake|I}}''.
** It could also be said for true tactical shooters in the vein of the older ''VideoGame/RainbowSix'' and ''VideoGame/GhostRecon'' games, the ones with planning and stealth as major elements where the slightest muckup led to the death of your squad, due to the line being blurred between the aforementioned team-based shooters and the "true" tactical ones taking on more actionized elements. Attempts to bring the genre back have had limited success at best, with only an actual ''Rainbow Six'' game in the vein of its predecessors, ''[[VideoGame/RainbowSixSiege Siege]]'', being particularly well-received (and even then it plays more like ''Videogame/CounterStrike'' as a HeroShooter); many other attempts marketed as being in the spirit of those games, like ''VideoGame/TakedownRedSabre'', have met with near-universal negative reactions, mostly due to bad gameplay and [[ObviousBeta little polish]]. polish]], though with the occasional successful release like ''VideoGame/ReadyOrNot''. ''Videogame/{{ARMA}}'' is an exception, with its third game seeing more than six years of support, support before there were even hints of a sequel, although the playerbase is comparatively niche and its focus is on realism so extreme, even compared to other tactical shooters, that its engine has been used as a training simulator for actual armies.
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this refers not to those kinds of games, many of which postdate street fighter, but to the many more experimental fighting games that came before it (Pit Fighter being probably the most famous one).


* As mentioned in the trope description, ''VideoGame/StreetFighterII'' [[TropeCodifier codified so many tropes]] that most people don't even realize how utterly it killed off any FightingGame, especially 2D ones, that didn't largely adhere to them.[[note]]It got to the point that Capcom famously sued Data East over their ''VideoGame/FightersHistory'' game, which they saw as plagiarism of ''SFII'', but Capcom lost simply because the ripped-off elements were considered ''scenes a faire'' (i.e. '''commonplace''' to the genre - emphasis ours) by the time it came out.[[/note]] Game mechanics we take for granted nowadays such as being able to attack before completing a walk cycle, having all of your basic moves available from the outset, lack of stage obstacles or crowd interference, or even just being able to jump high into the air, weren't always standard features of fighting games. Today, it's considered noteworthy if a fighting game breaks just two or three of the rules that ''SFII'' placed down, such as ''VideoGame/{{Bloodstorm}}'', ''VideoGame/{{Divekick}}'', and ''VideoGame/{{ARMS}}''. The few popular fighting games that don't adhere to ''Street Fighter''[='s=] formula usually belong to smaller subgenres, like "spectacle" fighters (codified by ''Franchise/MortalKombat'' and its [[BloodierAndGorier copious amounts of violence]]), 3D "arena" fighters (built by ''VideoGame/VirtuaFighter'', but codified by ''VideoGame/{{Tekken}}''), and {{platform fighter}}s (codified by ''VideoGame/SuperSmashBros'', though it was [[OlderThanTheyThink not the first]]). Games by developers like Creator/ArcSystemWorks and Creator/{{SNK}} still remain popular, but rarely ever to the extent of ''Street Fighter'', ''Mortal Kombat'', ''Tekken'', and ''Smash''.

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* As mentioned in the trope description, ''VideoGame/StreetFighterII'' [[TropeCodifier codified so many tropes]] that most people don't even realize how utterly it killed off any FightingGame, especially 2D ones, that didn't largely adhere to them.[[note]]It got to the point that Capcom famously sued Data East over their ''VideoGame/FightersHistory'' game, which they saw as plagiarism of ''SFII'', but Capcom lost simply because the ripped-off elements were considered ''scenes a faire'' (i.e. '''commonplace''' to the genre - emphasis ours) by the time it came out.[[/note]] Game mechanics we take for granted nowadays such as being able to attack before completing a walk cycle, having all of your basic moves available from the outset, lack of stage obstacles or crowd interference, or even just being able to jump high into the air, weren't always standard features of fighting games. Today, it's considered noteworthy if a fighting game breaks just two or three of the rules that ''SFII'' placed down, such as ''VideoGame/{{Bloodstorm}}'', ''VideoGame/{{Divekick}}'', and ''VideoGame/{{ARMS}}''. The few popular fighting games that don't adhere to ''Street Fighter''[='s=] formula usually belong to smaller subgenres, like "spectacle" fighters (codified by ''Franchise/MortalKombat'' and its [[BloodierAndGorier copious amounts of violence]]), 3D "arena" fighters (built by ''VideoGame/VirtuaFighter'', but codified by ''VideoGame/{{Tekken}}''), and {{platform fighter}}s (codified by ''VideoGame/SuperSmashBros'', though it was [[OlderThanTheyThink not the first]]). Games by developers like Creator/ArcSystemWorks and Creator/{{SNK}} still remain popular, but rarely ever to the extent of ''Street Fighter'', ''Mortal Kombat'', ''Tekken'', and ''Smash''.
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* ''VideoGame/ResidentEvil4'', while highly successful and acclaimed both in its time and now, has been [[http://www.gamespot.com/resident-evil-4-hd/videos/great-games-terrible-legacy-resident-evil-4-6402604/ blamed]] for killing, or at least hastening the demise of, the SurvivalHorror genre in the '00s. This is largely due to its status as the FranchiseOriginalSin for the ''Franchise/ResidentEvil'' series, introducing many shooter-esque gameplay elements that would take over later games in the series, which other survival horror series would copy until, by TheNewTens, most "horror" games were basically action shooters with creepy-crawlies and gothic atmospheres. However, [[VideoGame/ResidentEvil7Biohazard the seventh]] and [[VideoGame/ResidentEvil8Village eighth]] games, as well as ''VideoGame/{{PT}}'' (albeit [[VideoGame/SilentHills its full game]] being canned) and several indie productions (notably ''VideoGame/AmnesiaTheDarkDescent'' and ''VideoGame/{{Outlast}}'') have formed a movement of harkening back to the genre's roots.

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* ''VideoGame/ResidentEvil4'', while highly successful and acclaimed both in its time and now, has been [[http://www.gamespot.com/resident-evil-4-hd/videos/great-games-terrible-legacy-resident-evil-4-6402604/ blamed]] for killing, or at least hastening the demise of, the SurvivalHorror genre in the '00s. This is largely due to its status as the FranchiseOriginalSin for the ''Franchise/ResidentEvil'' series, introducing many shooter-esque gameplay elements that would take over later games in the series, which other survival horror series would copy until, by TheNewTens, most "horror" games were basically action shooters with creepy-crawlies and gothic atmospheres. However, [[VideoGame/ResidentEvil7Biohazard the seventh]] and [[VideoGame/ResidentEvil8Village [[VideoGame/ResidentEvilVillage eighth]] games, as well as ''VideoGame/{{PT}}'' (albeit [[VideoGame/SilentHills its full game]] being canned) and several indie productions (notably ''VideoGame/AmnesiaTheDarkDescent'' and ''VideoGame/{{Outlast}}'') have formed a movement of harkening back to the genre's roots.

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Misuse


* UsefulNotes/TheGreatVideoGameCrashOf1983 is called that for a reason. Caused chiefly by an [[SturgeonsLaw overabundance of competitors]] in a fledgling market and competition from superior micro-computers, with [[TheLastStraw the straws that broke the camel's back]] being an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door for the holidays]], it killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later. That's how badly it crashed.

to:

* UsefulNotes/TheGreatVideoGameCrashOf1983 is called that for a reason. Caused chiefly by an [[SturgeonsLaw overabundance of competitors]] in a fledgling market and competition from superior micro-computers, with [[TheLastStraw the straws that broke the camel's back]] back being an [[PortingDisaster awful port]] of ''VideoGame/PacMan'' for the UsefulNotes/Atari2600 and an ''VideoGame/ETTheExtraTerrestrial'' game for the same console that was [[ObviousBeta quite obviously]] [[ChristmasRushed rushed out the door for the holidays]], it killed the home console market in the United States for about two years. Perhaps more importantly, it effectively wiped out North American game/console development, to the point where it took over two decades to fully regain the ground that had been lost to Japanese competitors. There wasn't a successful game console from an American company between the Atari 2600, which died around 1983, and the Microsoft UsefulNotes/{{Xbox}}, released in November of 2001, ''eighteen years'' later. That's how badly it crashed.

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