10 Video Game Developers Who Made The Right Decision To Ignore Fans

7. Striving For Mass Appeal - Nintendo/Sora Ltd. (Super Smash Bros. Brawl)

Solid Snake Mario
Nintendo

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.

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Daniel Bentley has contributed 2 posts since joining in July 2019.