this post was submitted on 17 Feb 2025
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I don't disagree with the sentiment overall, and of course branding tie-ins were all about the names and not about the game. There's no reason to build a game from the ground up in terms of gameplay when you're leveraging IP. MegaMan is the perfect example of this. Six(!) NES games, even one IIRC after MegaMan X for the SNES was released, that were all little more than slight upgrades to the same gameplay of the original. The game was the brand, so you do just enough to give it some variation, and you're good.
The counterfactual for this is arcade games ported to NES, which were often much more tied to their IP. TMNT 2 is a port of an arcade game released a few weeks after the TMNT 1 NES game, and look at which of those have the same look and feel of the show. The Simpsons games - same thing. Arcade titles needed to be instantly recognizable as a way to throw money at IP. NES titles did not because once you bought the game, you've committed to the IP tie in. Disney did a better job with matching NES gameay and IP, but thats because of their own standards.
Personally, I wouldn't call too much of that innovation or creativity, as it's cosmetic. Some, absolutely, bit not much. Very few companies went in for unlicensed cart manufacturing because of the capital needed. Wisdom Tree, the first company to work out how to get unlicenced carts to work, only made 13 games intended for a niche religious market, and their only SNES title was a reskin of Wolfenstein 3D. Sports games like RBI Baseball saw some of the best success because the requirements of NES licensing meant an approved UI bottleneck, which is where going from sports to NES had such a wide array of options possible.