Numerous games have faced disastrous failures, yet publishers have found various ways to resolve and defend them.
No publisher can guarantee the success of their game at launch. Even with blockbusters like Elden Ring, the confidence is not absolute. Elden Ring's publisher, for instance, only dared to hope for 5 million sales, which is one-third of the actual figure now. This is understandable given the multitude of factors influencing a game's fate. However, instead of taking responsibility, many publishers provide relatively weak excuses, even becoming ironic memes for gamers. The following cases are prime examples.

Fury - Gamers' Disdain for Defeat

2007 witnessed the MMORPG genre booming, especially after the impact of World of Warcraft. Hence, Auran, an Australian game developer, alongside its colleagues, created Fury, an MMORPG focused on PvP. Fury aimed to differentiate itself by immersing players in a fierce battleground where skill determined victory or defeat.

However, Fury suffered a catastrophic failure, prompting Auran's CEO to comment: 'Players hate losing. Fury failed to provide an environment where gamers could spend 200 hours in PvE. Many PK defeats resulted in blaming the game.' This defense garnered much criticism for Auran at that time.
Duke Nukem Forever - Unfair Player Evaluations

Duke Nukem 3D, released in 1996 by 3D Realms, remains one of the most influential FPS shooters in gaming history. 15 years later, its successor, Duke Nukem Forever, was launched with high expectations from gamers.
However, contrary to fan anticipation, the feedback Duke Nukem Forever received from experts and gamers alike was devastating. The reaction from the game's publisher was noteworthy, attributing the negative reviews to biased assessments from players and experts influenced by competitive pressures.
Overkill's The Walking Dead

Overkill's The Walking Dead, Starbreeze Studios' flagship project from 2015-2018, turned into a nightmare during its production. A comprehensive report from former employees revealed that the game was developed directionless, lacking many fundamental features.

Following its market release, Overkill's The Walking Dead suffered a catastrophic failure. CEO Bo Andersson was subsequently dismissed by the board, and an email he sent the next day essentially blamed his staff. The content was blunt: 'Personally, though I've lost all my money, gone through a divorce, and lost custody. Working 100 hours a week for Starbreeze for 2-3 years and keeping employees employed, but this is what they repay me with'. In response, employees criticized the blame-shifting, asserting that Andersson spoke as if he had no responsibility.
