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Move to Trend Killer since ot doesn't kill the genre.


* Referenced in the ''WebVideo/AngryVideoGameNerd'' review of ''VideoGame/StarWarsMastersOfTerasKasi'', where he blames the game for the lack of ''Franchise/StarWars'' fighting games, remarking it was so bad that nobody else was ever willing to try making another ''Star Wars'' game in the genre despite the franchise being, in theory, an excellent fit for it.
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* Referenced in the ''WebVideo/AngryVideoGameNerd'' review of ''VideoGame/StarWarsMastersOfTerasKasi'', where he blames the game for the lack of ''Franchise/StarWars'' fighting games, remarking it was so bad that nobody else was ever willing to try making another ''Star Wars'' game in the genre.

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* Referenced in the ''WebVideo/AngryVideoGameNerd'' review of ''VideoGame/StarWarsMastersOfTerasKasi'', where he blames the game for the lack of ''Franchise/StarWars'' fighting games, remarking it was so bad that nobody else was ever willing to try making another ''Star Wars'' game in the genre. genre despite the franchise being, in theory, an excellent fit for it.
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* Discussed in "[[https://youtu.be/3GXCo-InnpU?si=Wb4Wy1h4IV3tUlXH SAO is a Terrible Game, Too]]" by WebVideo/MothersBasement's , where Geoff points out that the titular video game of ''Literature/SwordArtOnline'' only having 10,000 players at launch would've screwed over the game and the virtual reality [=MMO=] genre in the long run even if it ''hadn't'' [[TheMostDangerousVideoGame trapped people in the game and killed them]]. Modern AAA video games are considered flops if they don't have sales in the tens of '''millions''' within a month of release, as that's when the majority of the total units sold are bought, and even poorly-performing [=MMOs=] have install numbers in the hundreds of thousands. ''Sword Art Online'' deliberately limiting how many people could play it at launch to such a small number, combined with the maximum possible player base (i.e. people who already own the required hardware) still only being around 200,000 people, would immediately kill the VRMMO genre's viability regardless of any other factors.

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* Discussed in "[[https://youtu.be/3GXCo-InnpU?si=Wb4Wy1h4IV3tUlXH SAO is a Terrible Game, Too]]" by WebVideo/MothersBasement's , WebVideo/MothersBasement, where Geoff points out that the titular video game of ''Literature/SwordArtOnline'' only having 10,000 players at launch would've screwed over the game and the virtual reality [=MMO=] genre in the long run even if it ''hadn't'' [[TheMostDangerousVideoGame trapped people in the game and killed them]]. Modern AAA video games are considered flops if they don't have sales in the tens of '''millions''' within a month of release, as that's when the majority of the total units sold are bought, and even poorly-performing [=MMOs=] have install numbers in the hundreds of thousands. ''Sword Art Online'' deliberately limiting how many people could play it at launch to such a small number, combined with the maximum possible player base (i.e. people who already own the required hardware) still only being around 200,000 people, would immediately kill the VRMMO genre's viability regardless of any other factors.
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None


* Discussed in "[[https://youtu.be/3GXCo-InnpU?si=Wb4Wy1h4IV3tUlXH SAO is a Terrible Game, Too]]" by WebVideo/MothersBasement's , where Geoff points out that the titular video game of ''Literature/SwordArtOnline'' only having 10,000 players at launch would've screwed over the game and the virtual reality [=MMO=] genera in the long run even if it ''hadn't'' [[TheMostDangerousVideoGame trapped people in the game and killed them]]. Modern AAA video games are considered flops if they don't have sales in the tens of '''millions''' within a month of release, as that's when the majority of the total units sold are bought, and even poorly-performing [=MMOs=] have install numbers in the hundreds of thousands. ''Sword Art Online'' deliberately limiting how many people could play it at launch to such a small number, combined with the maximum possible player base (i.e. people who already own the required hardware) still only being around 200,000 people, would immediately kill the VRMMO genre's viability regardless of any other factors.

to:

* Discussed in "[[https://youtu.be/3GXCo-InnpU?si=Wb4Wy1h4IV3tUlXH SAO is a Terrible Game, Too]]" by WebVideo/MothersBasement's , where Geoff points out that the titular video game of ''Literature/SwordArtOnline'' only having 10,000 players at launch would've screwed over the game and the virtual reality [=MMO=] genera genre in the long run even if it ''hadn't'' [[TheMostDangerousVideoGame trapped people in the game and killed them]]. Modern AAA video games are considered flops if they don't have sales in the tens of '''millions''' within a month of release, as that's when the majority of the total units sold are bought, and even poorly-performing [=MMOs=] have install numbers in the hundreds of thousands. ''Sword Art Online'' deliberately limiting how many people could play it at launch to such a small number, combined with the maximum possible player base (i.e. people who already own the required hardware) still only being around 200,000 people, would immediately kill the VRMMO genre's viability regardless of any other factors.
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Been 10+ years now.

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* While Anti-TCB existed before, ''Fanfic/TheConversionBureauNotAlone'' codified and popularized the genre, which killed off the [[PlayedStraight straight]] ''Fanfic/TheConversionBureau'' genre by exploring its problematic aspects to the point of discrediting it.

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