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** Following the underwhelming release of ''VideoGame/Anthem2019'', many fans quickly assume that EA deliberately forced [=BioWare=] to make a shoddy looter-shooter game to ride on the live-service trend. In actuality, the issue is a bit more complex according to a Kotaku insider report. On one hand, EA did mandate the use of Frostbite engine, which wasn't optimized for [=RPGs=], and didn't provide much technical support. However, EA also provided 6 years of development time, which is more than double that of industry standards, and it was [=BioWare=] who was responsible for the poor management and bad creative decisions. Most importantly, it was [=BioWare=], not EA, who wanted the game to be an online multiplayer game and not a single player [=RPG=]. In short, while EA didn't give the right tools for [=BioWare=] and seemed hands-off to a fault, many of the bad decisions rested almost entirely on [=BioWare=]'s shoulders. Ironically, EA's real error was being entirely too ''lenient'' as actual ExecutiveMeddling, which they were formerly accused of doing, ended up salvaging the game (or at least saved years worth of time and tens of millions of dollars).

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** Following ''VideoGame/{{Anthem}}'': EA got the underwhelming release bulk of ''VideoGame/Anthem2019'', the blame for the maligned game, with many fans quickly assume that EA deliberately forced [=BioWare=] to make a shoddy looter-shooter game to ride on people accusing the live-service trend. In actuality, the issue is publisher of forcing Creator/{{BioWare}} of making a bit more complex according to a Kotaku insider report. On one hand, ''VideoGame/{{Destiny}}'' copycat. EA did mandate cause some problems during the production, forcing them to use of the Frostbite engine, which wasn't optimized for [=RPGs=], was poorly made to create an RPG and didn't provide much technical support. offering little support, as it was more interested at the time in creating the FIFA games. However, EA also provided 6 years the majority of development time, which is more than double that of industry standards, and it was ''Anthem'''s production problems had came from [=BioWare=] who itself. Not only did EA actually gave them 6 years to make the game, which was responsible for later extended to 7, but EA also interfered very little with the poor management and bad creative decisions. Most importantly, it was [=BioWare=], not EA, who process of the production. The studio itself had little idea of what they wanted to do and was constantly scrapping ideas and going back to the drawing board, stuck 5 years in pre-production, during a time of intense stress on which many people took sabbaticals for their health or just plain quit because they couldn't take it, and all the ideas of the game to be an online multiplayer game and not a single player [=RPG=]. In short, while EA didn't give the right tools for came from [=BioWare=] and seemed hands-off to a fault, many of the bad decisions rested almost entirely on [=BioWare=]'s shoulders. itself. Ironically, EA's real error was being entirely too ''lenient'' ''too lenient'' towards [=BioWare=] as actual ExecutiveMeddling, which they ExecutiveMeddling was the reason why the game's few saving graces, most notably the flying mechanic, were formerly accused of doing, ended up salvaging the game (or at least saved years worth of time and tens of millions of dollars).even present.



* ''VideoGame/{{Anthem}}'': EA got the bulk of the blame for the maligned game, with many people accusing the publisher of forcing Creator/{{BioWare}} of making a ''VideoGame/{{Destiny}}'' copycat. EA did cause some problems during the production, forcing them to use the Frostbite engine, which was poorly made to create an RPG and offering little support, as it was more interested at the time in creating the FIFA games, as well as even borrowing some more experienced developers to move to those projects. However, ''Anthem'''s production problems had came from [=BioWare=] itself, and EA actually gave them 6 years to make the game, which was later extended to 7, and interfered very little with the creative process of the production. The studio itself had little idea of what they wanted to do and was constantly scrapping ideas and going back to the drawing board, stuck 5 years in pre-production, during a time of intense stress on which many people took sabbaticals for their health or just plain quit because they couldn't take it, and all the ideas of the game came from [=BioWare=] itself.

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** Following the underwhelming release of ''VideoGame/Anthem2019'', many fans quickly assume that EA deliberately forced [=BioWare=] to make a shoddy looter-shooter game to ride on the live-service trend. In actuality, the issue is a bit more complex according to a Kotaku insider report. On one hand, EA did mandate the use of Frostbite engine, which wasn't optimized for [=RPGs=], and didn't provide much technical support. However, EA also provided 6 years of development time, which is more than double that of industry standards, and it was [=BioWare=] who was responsible for the poor management and bad creative decisions. Most importantly, it was [=BioWare=], not EA, who wanted the game to be an online multiplayer game and not a single player [=RPG=]. In short, while EA didn't give the right tools for [=BioWare=] and seemed hands-off to a fault, many of the bad decisions rested almost entirely on [=BioWare=]'s shoulders. Ironically, EA's real error was being entirely too ''lenient'' as actual ExecutiveMeddling, which they were formerly accused of doing, ended up salvaging the game (or at least saved years worth of time and tens of millions of dollars).


* The late Gunpei Yokoi, famous for creating the Nintendo Game and Watch, Famicom/NES, the Game Boy/Game Boy Pocket, and the ''Metroid'' series, was solely blamed for the failure of his last Nintendo creation, the Virtual Boy. Yokoi wanted to wait until technology improved before releasing the Virtual Boy, namely the addition of color screens, but Nintendo pulled the project out of his hands and rushed the product to store shelves before it was complete, to fill the gap between the end of the SNES, and the beginnings of the Nintendo 64. After its failure, Yokoi was blamed for the entire fiasco. Though despite the common myth that still floats around to the day, Yokoi's resignation wasn't because of the Virtual Boy's failure, he had actually planned to retire ''earlier'', but postponed it because he felt like if he left immediately after its financial flop, it would leave no question he resigned because of it.

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* The late Gunpei Yokoi, Creator/GunpeiYokoi, famous for creating the Nintendo Game and Watch, Famicom/NES, the Game Boy/Game Boy Pocket, and the ''Metroid'' series, was solely blamed for the failure of his last Nintendo creation, the Virtual Boy. Yokoi wanted to wait until technology improved before releasing the Virtual Boy, namely the addition of color screens, but Nintendo pulled the project out of his hands and rushed the product to store shelves before it was complete, to fill the gap between the end of the SNES, and the beginnings of the Nintendo 64. After its failure, Yokoi was blamed for the entire fiasco. Though despite the common myth that still floats around to the day, Yokoi's resignation wasn't because of the Virtual Boy's failure, he had actually planned to retire ''earlier'', but postponed it because he felt like if he left immediately after its financial flop, it would leave no question he resigned because of it.



* Reggie, president of Nintendo of America, is a mix of type 2 and 5. Reggie is blamed for not improving the Wii's infrastructure, for withholding potentially good games for the Wii, and is also blamed for not releasing ''VideoGame/EarthBound'' on the Virtual Console, or ''VideoGame/Mother3'' at all outside of Japan. Reggie hardly has any influence over what he can do to Nintendo as a whole since the true big boss of Nintendo is the people over at Nintendo of Japan, where they can decide on what to do with the Wii and what games other regions can receive (while Reggie can have a say on whether or not consumers in his region can get a certain game, he does not have a say for every game). As for Earthbound's case, the reason it took until 2013 to be re-released outside Japan is because Nintendo simply believed there was no interest for the game.
* In ''VideoGame/FireEmblemAwakening'' fandom, before the game was officially brought to the USA, some unofficial translations made the [[BloodKnight Henry]] x [[NoSocialSkills Olivia]] ship extremely popular due to Olivia apparently going "ICanChangeMyBeloved" on Henry. Then the game was released in the West, and the fans went ''berserk'' at how their ship was "ruined" and "made uncute" by the apparent AllGirlsWantBadBoys swing the supports took. '''Then''' Japanese-speakers showed that the translation most shippers based their preferences on was... not entirely accurate anyway. Oops.

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* Reggie, Reggie Fils-Aime, former president of Nintendo of America, is a mix of type 2 and 5. Reggie is was blamed for not improving the Wii's infrastructure, for withholding potentially good games for the Wii, and is also blamed for not releasing ''VideoGame/EarthBound'' on the Virtual Console, or ''VideoGame/Mother3'' at all outside of Japan. Reggie hardly has had any influence over what he can do to Nintendo as a whole whole, since the true big boss of Nintendo is the people over at Nintendo of Japan, where they can decide on what to do with the Wii and what games other regions can receive (while Reggie can have a say on whether or not consumers in his region can get a certain game, he does not have a say for every game). receive. As for Earthbound's [=EarthBound's=] case, the reason it took until 2013 to be re-released outside Japan is because Nintendo simply believed there was no interest for the game.
* In the ''VideoGame/FireEmblemAwakening'' fandom, before the game was officially brought to the USA, some unofficial translations made the [[BloodKnight Henry]] x [[NoSocialSkills Olivia]] ship extremely popular due to Olivia apparently going "ICanChangeMyBeloved" on Henry. Then the game was released in the West, and the fans went ''berserk'' at how their ship was "ruined" and "made uncute" by the apparent AllGirlsWantBadBoys swing the supports took. '''Then''' Japanese-speakers showed that the translation most shippers based their preferences on was... not entirely accurate anyway. Oops.



* The original launch of ''VideoGame/FinalFantasyXIV'' was a disaster due to several factors. The original director, Tanaka, took the heat for the game's failure, though many people also failed to realize that Square-Enix themselves also had a hand in the game's failure. Likewise, [[MemeticMutation "Playstation 3 limitations"]] was everyone's favorite punchline for why the game couldn't have bigger zones or more complex graphics. In reality, the Playstation 3 had a ''pitiful'' 512MB of RAM to work with[[note]]The Playstation 3 had its RAM pool divided in half, so the game actually ran with only ''half'' the amount of RAM[[/note]], which barely had anything to do with the processing power of the console's graphics. The developers went on to say that the low amount of RAM prevented them from having a more complex UI, something they were able to do once they dropped support for the console in mid 2017.

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* The original launch of ''VideoGame/FinalFantasyXIV'' was a disaster due to several factors. The original director, Tanaka, took the heat for the game's failure, though many people also failed to realize that Square-Enix themselves also had a hand in the game's failure. Likewise, [[MemeticMutation "Playstation 3 limitations"]] "PS3 limitations"]][[note]]carried over from [[VideoGame/FinalFantasyXI its predecessor]]'s "[=PS2=] limitations"[[/note]] was everyone's favorite punchline for why the game couldn't have bigger zones or more complex graphics. In reality, the Playstation 3 UsefulNotes/PlayStation3 had a ''pitiful'' 512MB of RAM to work with[[note]]The Playstation 3 had with[[note]]and with its RAM pool divided in half, so the game actually ran with only ''half'' the amount 256MB of RAM[[/note]], which barely had anything to do with the processing power of the console's graphics. The developers went on to say that the low amount of RAM prevented them from having a more complex UI, something they were able to do once they dropped support for the console in mid 2017.mid-2017.





*** On the other hand, Creator/AiKobayashi doesn't nearly receive such a huge InternetBackdraft in the Japanese version, which most fans consider to be an appropriate approach to the character.

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*** On the other hand, Creator/AiKobayashi doesn't nearly receive such a huge InternetBackdraft backlash in the Japanese version, which most fans consider to be an appropriate approach to the character.


** Website/{{Smogon}}'s critics near-universally hates on Sleep Clause as "another of Smogon's stupid rules". Sleep Clause is in fact an official rule created by Game Freak, you can find it in just about every console ''Pokémon'' battler. The only clauses specifically created by Smogon are those dealing with Evasion, Moody, and One-Hit KO moves.

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** Website/{{Smogon}}'s critics near-universally hates hate on Sleep Clause as "another of Smogon's stupid rules". Sleep Clause is in fact an official rule created by Game Freak, you can find it in just about every console ''Pokémon'' battler. The only clauses specifically created by Smogon are those dealing with Evasion, Moody, and One-Hit KO moves.



*** Also, Team Ninja's director, despite getting a lot of the blame, is in fact a Metroid fan (even contributing along side Jessica in celebrating the series' 25th Anniversary) and in an interview criticized Sakamoto by pointing out that anyone who said something else would be more effective (most notably, they were against the controversial control scheme) were shot down instantly by him.

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*** Also, Team Ninja's director, despite getting a lot of the blame, is in fact a Metroid fan (even contributing along side alongside Jessica in celebrating the series' 25th Anniversary) and in an interview criticized Sakamoto by pointing out that anyone who said something else would be more effective (most notably, they were against the controversial "single Wii remote" control scheme) were was shot down instantly by him.

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** Whenever the ''VideoGame/NBA2K'' series gets bad publicity, many jump to blame EA - even though it's Creator/TakeTwoInteractive that makes the game. EA ''does'' have a competing series in the form of ''NBA Live'', which largely goes ignored.


* Similarly, Square's ''VideoGame/SecretOfEvermore'' is often despised by fans who believe the urban legend that the U.S. got it instead of ''VideoGame/SeikenDensetsu3''. In fact, the development of one had nothing to do with the other (especially because the former is an American game and thus incapable of interfering with any Japanese game's English localization). It turns out that the U.S. got ''VideoGame/ChronoTrigger'' instead of ''Seiken Densetsu 3''.

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* Similarly, Square's ''VideoGame/SecretOfEvermore'' is often despised by fans who believe the urban legend that the U.S. got it instead of ''VideoGame/SeikenDensetsu3''.''VideoGame/TrialsOfMana''. In fact, the development of one had nothing to do with the other (especially because the former is an American game and thus incapable of interfering with any Japanese game's English localization). It turns out that the U.S. got ''VideoGame/ChronoTrigger'' instead of ''Seiken Densetsu 3''.''Trials of Mana''. ''Trials of Mana'' would later receive an official localization in 2019.

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*** Another example of his hands being tied by the system he works in is related to the extended development of ''VideoGame/KingdomHeartsIII'' - initially, it was being done using the Luminous engine (an in-house engine), but Square-Enix made them use Unreal Engine 4 in 2014, which resulted in them having to scrap production and restart.
** What wasn't known until fairly recently was the TroubledProduction and TeethClenchedTeamwork that went on with the ''VideoGame/KingdomHearts'' series - a surprising number of it isn't actually Nomura's fault:
*** One critique of some Disney worlds (Especially ''Disney/{{Tangled}}'' and ''Disney/{{Frozen}}'') is that several of them are "Retellings" of the movies in question. This is actually ''Disney'''s fault - Disney had some pretty strict rules on how their characters can be portrayed, which resulted in some worlds having much more creative freedom than others.
*** One of the reasons behind ''VideoGame/KingdomHeartsIII''''s extended development was actually ''Pixar'''s fault - Nomura insisted on their inclusion, and Pixar took roughly ''a year'' to get back to Square-Enix on whether or not they even had permission.

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* ''VideoGame/{{Anthem}}'': EA got the bulk of the blame for the maligned game, with many people accusing the publisher of forcing Creator/{{BioWare}} of making a ''VideoGame/{{Destiny}}'' copycat. EA did cause some problems during the production, forcing them to use the Frostbite engine, which was poorly made to create an RPG and offering little support, as it was more interested at the time in creating the FIFA games, as well as even borrowing some more experienced developers to move to those projects. However, ''Anthem'''s production problems had came from [=BioWare=] itself, and EA actually gave them 6 years to make the game, which was later extended to 7, and interfered very little with the creative process of the production. The studio itself had little idea of what they wanted to do and was constantly scrapping ideas and going back to the drawing board, stuck 5 years in pre-production, during a time of intense stress on which many people took sabbaticals for their health or just plain quit because they couldn't take it, and all the ideas of the game came from [=BioWare=] itself.



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* ''VideoGame/ScottPilgrimVSTheWorldTheGame'' is infamous for having gotten [[KeepCirculatingTheTapes delisted]] from online stores, but whose fault is it? Many will point fingers at Music/{{Anamanaguchi}}, because of music licensing issues or such, [[http://twitter.com/anamanaguchi/status/1108482067761979398 but Anamanaguchi themselves will tell you that's wrong]]. If your next instinct is to blame the author of ''ComicBook/ScottPilgrim'', Bryan Lee O'Malley, [[https://web.archive.org/web/20180225012502/https:/twitter.com/radiomaru/status/763496255024574464 guess again]].


* Both Sony and Superbot Entertainment of ''VideoGame/PlayStationAllStarsBattleRoyale'' have gotten much ire for its roster that omits much-requested characters like [[Franchise/MetalGear Solid Snake]] in favor of more contentious choices like [[VideoGame/DMCDevilMayCry Reboot!Dante]] and [[Franchise/MetalGear Raiden]]. However, many of these characters are from franchises that, while almost exclusively released on the Playstation line, are owned by third party publishers. Even if Sony and Superbot wanted to add Classic!Dante or Solid Snake, Capcom and Konami [[ExecutiveMeddling would use copyright laws to ban their inclusion]]. In fact, the inclusion of Raiden was made by none other than Creator/HideoKojima himself.

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* Both Sony and Superbot Entertainment of ''VideoGame/PlayStationAllStarsBattleRoyale'' have gotten much ire for its roster that omits much-requested characters like [[Franchise/MetalGear Solid Snake]] in favor of more contentious choices like [[VideoGame/DMCDevilMayCry Reboot!Dante]] Modern Dante]] and [[Franchise/MetalGear Raiden]]. However, many of these characters are from franchises that, while almost exclusively released on the Playstation line, are owned by third party publishers. Even if Sony and Superbot wanted to add Classic!Dante Classic Dante or Solid Snake, Capcom and Konami [[ExecutiveMeddling would use copyright laws to ban their inclusion]]. In fact, the inclusion of Raiden was made by none other than Creator/HideoKojima himself.



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* Fans of ''Madou Monogatari'' typically finger Sega as the reason why no rereleases or remakes will ever come out for the series, instead putting all their focus on making more ''VideoGame/PuyoPuyo'' games. In reality, the series was more or less split in half due to legal reasons: Compile eventually bought back the ''Madou Monogatari'' name, but the characters were tied to the ''Puyo Puyo'' brand, hence ''Sorcery Saga'' using an original cast.


* Nintendo got mis-blamed in a big way in December of 2013 when an update by Google to YouTube's copyright algorithms caused videos to get unnecessary copyright claims from not just Nintendo, but other major gaming companies like Square Enix, Capcom, and Ubisoft, and even claims from non-gaming sources like Hasbro and Japanese record labels started to pop up. Why did Nintendo catch most of the blame for a YouTube problem? Because unfortunately the first documented cases of this problem occurring seemed to happen with video makers who specialized in Nintendo coverage, with the news that this was a wide spread issue across all of YouTube with many different companies not becoming as well known until later.

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* Nintendo got mis-blamed in a big way in December of 2013 when an update by Google to YouTube's Website/YouTube's copyright algorithms caused videos to get unnecessary copyright claims from not just Nintendo, but other major gaming companies like Square Enix, Capcom, and Ubisoft, and even claims from non-gaming sources like Hasbro and Japanese record labels started to pop up. Why did Nintendo catch most of the blame for a YouTube Website/YouTube problem? Because unfortunately the first documented cases of this problem occurring seemed to happen with video makers who specialized in Nintendo coverage, with the news that this was a wide spread issue across all of YouTube Website/YouTube with many different companies not becoming as well known until later.



* As it turns out, ''VideoGame/{{Superman 64}}''[='=]s glaring faults and ridiculous storyline were mandated by the license holders, meaning that most of the errors ''weren't [[Creator/TitusSoftware Titus]]' fault'', as shown by [[https://www.youtube.com/watch?v=pirnxPT8ogA ProtonJon's LP (opening of level 4)]].

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* As it turns out, ''VideoGame/{{Superman 64}}''[='=]s ''VideoGame/Superman64''[='=]s glaring faults and ridiculous storyline were mandated by the license holders, meaning that most of the errors ''weren't [[Creator/TitusSoftware Titus]]' Creator/{{Titus|Software}}' fault'', as shown by [[https://www.youtube.com/watch?v=pirnxPT8ogA ProtonJon's LP (opening of level 4)]].

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* The original launch of ''VideoGame/FinalFantasyXIV'' was a disaster due to several factors. The original director, Tanaka, took the heat for the game's failure, though many people also failed to realize that Square-Enix themselves also had a hand in the game's failure. Likewise, [[MemeticMutation "Playstation 3 limitations"]] was everyone's favorite punchline for why the game couldn't have bigger zones or more complex graphics. In reality, the Playstation 3 had a ''pitiful'' 512MB of RAM to work with[[note]]The Playstation 3 had its RAM pool divided in half, so the game actually ran with only ''half'' the amount of RAM[[/note]], which barely had anything to do with the processing power of the console's graphics. The developers went on to say that the low amount of RAM prevented them from having a more complex UI, something they were able to do once they dropped support for the console in mid 2017.

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