What Went Wrong With Mighty No. 9?

<p class&equals;"p1">Even if you haven’t had the chance to sit down and play it yet&comma; I’m sure you’ve heard the news about <em>Mighty No&period; 9<&sol;em> not quite delivering the old-school&comma; Mega Man-inspired platforming experience that we all hoped for&period; While many may label it a disappointment&comma; I don’t think <em>Mighty No&period; 9<&sol;em> is explicitly a bad game&semi; it’s more a case of lost potential&period; This missed opportunity got me thinking about how sometimes&comma; even in other industries&comma; promising concepts don’t meet expectations&period; It’s a bit like searching for the <a href&equals;"https&colon;&sol;&sol;onlinecasinozondercruks&period;bet&sol;">beste casino zonder cruks<&sol;a> — you look for the excitement and reliability of a well-designed platform without restrictions&comma; but not every site delivers the experience you’re after&period; This reflection on unmet expectations in gaming and beyond makes me wonder about the specific challenges and compromises that shape the final product&comma; often leaving fans craving something just out of reach&period;<&sol;p>&NewLine;<p class&equals;"p1"><span class&equals;"s1">As I’m sure you&&num;8217&semi;re aware&comma; <i>Mighty No&period; 9 <&sol;i>was launched as a Kickstarter project back in August of 2013&comma; with a target goal of &dollar;900&comma;000&period; <i>Mighty No&period; 9 <&sol;i>didn’t get funded the asking amount of &dollar;900&comma;000&period; Instead the campaign only managed to collect a little over &dollar;4&comma;000&comma;000&period; What was that&quest; That’s nearly four and a half times the asking number of monetary value they needed&period; Damn&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;110390" aria-describedby&equals;"caption-attachment-110390" style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img class&equals;"size-full wp-image-110390" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;07&sol;03120240&sol;IMG&lowbar;2587&period;jpg" alt&equals;"&lpar;Mighty No&period; 9&comma; Comcept&rpar;" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-110390" class&equals;"wp-caption-text">&lpar;Mighty No&period; 9&comma; Comcept&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>One of the biggest questions that comes up when discussing the development of <i>Mighty No&period; 9 <&sol;i>is the one asking where all of the money that backers put into the project went&period; &dollar;4&comma;000&comma;000 is a lot of money to invest into anything&comma; especially an independently developed video game&comma; and upon seeing the final version of the game&comma; a lot of fans&&num;8212&semi;myself included&&num;8212&semi;questioned just where all of that money was used&comma; and was it all used to develop the game&quest;<&sol;p>&NewLine;<p class&equals;"p1"><span class&equals;"s1"><i>Mighty No&period; 9<&sol;i> doesn’t in any way&comma; shape&comma; or form look or play like something that had &dollar;4&comma;000&comma;000 pumped into it&comma; or something that took nearly 3 years to produce&period; I know the game was being developed by an independent studio&comma; but that just isn’t any excuse&period; Just take a look at Yacht Club Games’ <i>Shovel Knight<&sol;i> — a game that shares a striking resemblance to the original <i>Mega Man <&sol;i>titles and&comma; if you ask me&comma; is a game more worthy of being crowned as a spiritual successor to that franchise than <i>Mighty No&period; 9 <&sol;i>will ever be&period; <i>Shovel Knight <&sol;i>and <i>Mighty No&period; 9 <&sol;i>are extremely similar in terms of what kind of games they are&comma; how they were funded&comma; and what  inspirations motivated the production of the games&period; <i>Shovel Knight <&sol;i>was the first game to ever be produced by Yacht Club Games and was completed in a little over a year after it was first announced via a Kickstarter campaign in March of 2013&period; The minimum funding requirement for <i>Shovel Knight <&sol;i>to be developed was just &dollar;75&comma;000 — around 12&percnt; of what <i>Mighty No&period; 9’s <&sol;i>asking amount was — and received a total of around &dollar;300&comma;000 by the end of it&&num;8217&semi;s funding period&comma; which is about 10&percnt; of what <i>Mighty No&period; 9 <&sol;i>received&period; <&sol;span><&sol;p>&NewLine;<p class&equals;"p1"><span class&equals;"s1">I know money isn’t the defining factor when it comes down to developing and producing a video game&comma; but when looking at the difference in the monetary value invested into both of those games&comma; and then comparing the final product&comma; confusion does start to appear&period; If Yacht Club Games&comma; a first time developer&comma; could make a game of such high quality with a budget of just &dollar;300&comma;000&comma; then why couldn’t a team of ex-<i>Mega Man <&sol;i>developers do the same thing&comma; but on a much larger scale&comma; and with a budget of nearly 10 times the amount that <i>Shovel Knight<&sol;i> had&quest; Not only did Yacht Club provide a fantastic final product&comma; they’re still dishing out a load of new content for the game 2 years after its launch&period; By reinvesting their profits back into their game&comma; Yacht Club continue to show their passion for their project&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;110392" aria-describedby&equals;"caption-attachment-110392" style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img class&equals;"size-full wp-image-110392" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;07&sol;03120203&sol;IMG&lowbar;2588&period;jpg" alt&equals;"&lpar;Shovel Knight&comma; Yacht Club Games&rpar;" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-110392" class&equals;"wp-caption-text">&lpar;Shovel Knight&comma; Yacht Club Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>If money was taken out of the equation&comma; where else could developers have gone wrong when developing <i>Mighty No&period; 9&quest; <&sol;i>Well&comma; after such a long period of time working on the game&comma; the team may have lost their spark of passion that drove the project in the first place&comma; or maybe somewhere down the line&comma; the team realized that they just weren&&num;8217&semi;t able to build the game to the standard that was expected of them&comma; leading them to lose faith in the project&period; Man&comma; even a member of the development team was quoted saying that the game was &&num;8220&semi;better than nothing&&num;8221&semi; when reacting to the first wave of reviews the game received by critics&period; Keiji Inafune said &&num;8220&semi;we&&num;8217&semi;ll do it even if it doesn&&num;8217&semi;t sell&&num;8221&semi; when asked about the possibilities of a potential sequel to <i>Mighty No&period; 9&comma; <&sol;i>showing his doubts in the game’s success&period;<&sol;p>&NewLine;<p class&equals;"p1"><span class&equals;"s1">During the 3-year-long development period that Keiji Inafune and his team spent working on <i>Mighty No&period; 9<&sol;i>&comma; the crew was simultaneously planning and working on a variety of other games&comma; which could have been a defining factor for the downfall of the project&period; I honestly think that by doing this the team was spreading themselves too thin&comma; especially as one of the games&comma; <i>ReCore&comma; <&sol;i>is a game on a much larger scale than any of the other games the team was working on at the time&period; As well as working on a multitude of different games at the same time&comma; Comcept were also working alongside a number of other studios&comma; co-developing each game with each respective company&period; Working with such a wide range of studios and working on so many different games at the same time may have lead the team to getting flustered with their workflow&comma; frequenting having to change what game they were working on and alongside what team&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;110397" aria-describedby&equals;"caption-attachment-110397" style&equals;"width&colon; 2486px" class&equals;"wp-caption alignnone"><img class&equals;"wp-image-110397 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;07&sol;03120044&sol;Screen-Shot-2016-07-25-at-9&period;52&period;52-p&period;m&period;&period;png" alt&equals;"Screen Shot 2016-07-25 at 9&period;52&period;52 p&period;m&period;" width&equals;"2486" height&equals;"394" &sol;><figcaption id&equals;"caption-attachment-110397" class&equals;"wp-caption-text">&lpar;The games that Comcept have been working on since the announcement of Mighty No&period; 9&comma; Wikipedia&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p class&equals;"p1">With all that speculation&comma; until a statement is released&comma; nobody truly knows what went on during the development of <i>Mighty No&period; 9<&sol;i> apart from the people that worked on it&period; For all we know&comma; it could’ve just been a really stressful time for the team because they couldn&&num;8217&semi;t get the results they wanted&comma; which led to the creation of a game that was overall a less-than-average experience&period; It&&num;8217&semi;s a shame because <i>Mighty No&period; 9 <&sol;i>had so much potential to bring the <i>Mega Man<&sol;i> style of platformers back to the modern market&period; Seriously&comma; it’s so close to being a great game&comma; but it just falls short at almost every single idea it had&period; It just tries to do so many different things to differentiate itself from the <i>Mega Man <&sol;i>series while trying to retain everything that made <i>Mega Man&comma; <&sol;i>well&comma; <i>Mega Man&period;<&sol;i><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;110393" aria-describedby&equals;"caption-attachment-110393" style&equals;"width&colon; 1920px" class&equals;"wp-caption alignnone"><img class&equals;"size-full wp-image-110393" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;07&sol;03120145&sol;IMG&lowbar;2594&period;jpg" alt&equals;"&lpar;Mighty No&period; 9&comma; Comcept&rpar;" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-110393" class&equals;"wp-caption-text">&lpar;Mighty No&period; 9&comma; Comcept&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>It&&num;8217&semi;s a true shame that <i>Mighty No&period; 9 <&sol;i>turned out the way it did&period; Not only did it disappoint a large number of fans anticipating the release of the game&comma; it changed the way that a lot of people look at crowdfunding when it comes to video games&period; Investing money into something that doesn’t yet exist was always going to be a risky move&comma; but when promising statements are made&comma; it gives the investor some sense of security as to where their money is going&comma; and what final product they’re going to receive at the end of the project&period; I’ll have to admit that I’ve always been a slight bit wary when it comes to crowdfunding video games&comma; and games like <i>Mighty No&period; 9<&sol;i> are almost proof that my cautiousness is valid&period; Crowdfunding isn’t always bad&comma; though&period; In fact&comma; in a lot of circumstances&comma; crowdfunding is a fantastic way to allow smaller development teams to bring some absolutely phenomenal ideas to life&period; Games like <i>A Hat in Time<&sol;i>&comma; <i>Yooka-Laylee&comma; The Banner Saga&comma; <&sol;i>and <i>Shovel Knight <&sol;i>are all games that have had a light shone upon them in the form of Kickstarter campaigns&period; They are all proof that&comma; sometimes&comma; even though it could be a huge risk&comma; investing your money to bring an idea to life isn’t always such a bad idea&period;<&sol;p>&NewLine;<p>If you&&num;8217&semi;re still in need of shooting some lemons&comma; you could always pick up the <em>Mega Man Legacy Collection<&sol;em>&period; Yeah&comma; you should go and do that instead of buying <em>Mighty No&period; 9&period; <&sol;em><em>Mighty No&period; 9 <&sol;em>had some really ugly lemons anyway&period; Ugly lemons&period;<&sol;p>&NewLine;

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