10 Video Game Developers Who Made The Right Decision To Ignore Fans
7. Striving For Mass Appeal - Nintendo/Sora Ltd. (Super Smash Bros. Brawl)
When creating the third installment of Nintendo's iconic fighting franchise, series director Masahiro Sakurai famously decided to move away from the fast-paced, tech-heavy gameplay of its predecessor, Super Smash Bros. Melee.
This resulted in a very different feel to gameplay and a greater emphasis on single-player modes.
The large tournament community may have decried the slower, floatier feel of the game, but casual players appreciated greater accessibility and a wider variety of modes. The Subspace Emissary story campaign (a first for the series) is still remembered with affection.
Brawl was a far broader Smash Bros. than Melee, if just that bit shallower, and became a huge critical and commercial success which helped to extend the Wii's dominance. The prospect of resident puffball Kirby being able to kick seven shades out of ultra-hard mercenary Solid Snake was just too charming to resist.
For Melee fans, as well, there's a happy ending. They may not have got the sequel they wanted but the competitive scene eventually recovered (which may not have happened had Brawl been more competitively-focused), and attendance and viewing figures for tournaments continue to rival the most recent entry in the series, Super Smash Bros. Ultimate.