Tuesday, April 22, 2025

Keiji Inafune Blamed "Arrogance" for Mega Man Legends' Commercial Failure

On paper, Mega Man Legends had everything going for it: top-of-the-line graphics for its time, fast-paced action, and a cast of fully-realized, marketable characters. And yet, the game was not a hot seller. What went wrong? Where did Mega Man Legends—or Capcom—miss the mark?

In his little-known and largely undocumented 2011 book, What Kind of Decision is That!, Keiji Inafune offered some introspection. Behind the game’s failure, he admits, was a dangerous assumption: that the fans would buy it no matter what.

We recently picked up the book, and while we haven’t delved too deeply into it yet, a portion is devoted to the theme of "arrogance" and how Mega Man Legends fell into that trap. Below are excerpts, translated from page 107.


I’ve come to believe that deciding where to draw the line—when to stop, when to say "this is enough"—can sometimes be an act of arrogance.

I was lucky. I didn’t fall into that trap. Not because I was wise, but because I failed—badly. And I failed with something close to my heart: the Mega Man series.

That failure was Mega Man Legends in 1997. It didn’t sell. And when I looked closer, I realized the reason why: arrogance.

At the time, Mega Man was a massive hit with elementary school children. We were confident—too confident—that no matter what we did, they’d support us. So we changed things. We introduced 3D graphics, added RPG mechanics, and tried to bring in a broader audience: older fans, teens, even self-proclaimed "otaku" who had outgrown the series.

We thought we could have it all. Aim high, and the kids would still follow. But they didn’t.

The reviews were positive. The game itself wasn’t the problem. The problem was that we misunderstood our audience.

We assumed we could move on, evolve past them, and they’d just come along for the ride. We underestimated them. We underestimated their loyalty, their intelligence, their expectations.

And that mistake cost us—big time.

I was called in by my boss. I don’t remember everything that was said, but I remember his words: You can’t change the past. The only way forward is through the future.

So I told myself: If we lost a billion yen, then we just have to earn ten billion.

And we did.

That lesson—about humility, about understanding who you’re really making something for—became the foundation for Mega Man Battle Network in 2001. We went back to our roots. We stopped trying to impress everyone and remembered the joy of making something for someone.

The result? We earned back the love. We earned back the trust. And yes, we earned back the money, too.

But more than anything, we learned never to take our audience for granted again.

There's no denying that the lessons learned from Mega Man Legends' failure laid the groundwork for making Battle Network a hit. Still, Inafune’s affection for Legends never faded. Though the first game struggled in Japan, it found modest success abroad—enough to justify a sequel and a prequel.

While the book doesn’t explicitly talk about Mega Man Legends 3's cancellation, Inafune's words underscore the commercial baggage of the series as a whole. And unfortunately, Legends 3 became a casualty of a lesson learned too late or forgotten. Even a project born of love couldn’t escape the weight of past missteps.

Yet there’s something undeniably special about the series—and the devoted fans who’ve held onto them all this time know it. Whether through a Legacy Collection or, if we’re feeling bold, a remake, maybe going back is the best way forward.

28 comments:

  1. I'm going to be honest, the whole passage up there makes how he handled MN09, and the attempt at starting a Legends successor right after getting funded, even more shocking. Because he made the same mistake again: he took his audience and their goodwill for granted.

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    1. Maybe he got a bit too excited at the possibility of a revival he personally spearheaded.

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    2. Red Ash definitely wasn’t handled the best. It kinda felt like that was the game he actually wanted to make, and MN9 was the canary in the coal mine.

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  2. I really dunno what lessons they learned about legends that they applied to battle network. they added even more RPG elements to battle network, didn't they? or was it that they decided to target elementary school children with the series? what exactly did they learn? battle network was a hit, yeah, but I think legends had very little to do with that, just bandwagoning that went well.

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    1. I'd say that Battle Network is a considerably faster burn than Legends was.

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    2. Battle Network was specifically aimed at the interests of the grade school crowd at the time, yeah. That's what they learned, to cater to the primary demographic instead of catering to periphery demos and expecting the target to buy in just for being Mega Man.

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  3. I think the biggest hurdle was honestly making yet another Megaman that had nothing to do with ANYTHING established prior. X was very obviously a Megaman game but Legends having different characters, mechanics, setting, plot points and worst of all, little marketing and NO series staples (no boss weapons, changing colors, everything had to be grinded for and there were very little in terms of robot Master or level equivalents) really did do a number.

    I remember as a kid being REALLY confused as to a lot of stuff, like where's the charge shot or the dash or the slide or even the helmet. It few on the people who tried it but if it was Classic or X there I really feel like it would have sold WAY more.

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    1. I'm happy people like it now but being a kid and loving mega man when legends came out even I was thinking what is this garbage. I remember another mega man loving friend of mine rented it from blockbuster and we both went back to playing Mario 64.

      I didn't know a single kid that liked it and remember getting a burnt copy of 2 and not even bothering finishing it. I enjoy them now but I can't understate how much the kids around me did not care for it

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  4. It’s really a shame how the series was treated, and how Legends 3 ended up. I was someone who posted at the Dev Room every single day, and had some of my ideas make it to capcom’s desk (sadly Mecha Duck lost, but was cool to see Capcom even consider it)! But you could tell the higher ups didn’t fully believe in the project… The fact they canceled the paid demo the day it was set to launch was the weirdest move I’ve ever seen. Like, what did they have to lose by releasing that?

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  5. It’s sad that this was the conclusion he reached, but not unsurprising: arrogance is a four letter word in Japan. And honestly, I don’t envy the success and pressure Inafune had even at Mega Man’s modest peak. Money changes people, and rarely for the better.

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  6. If you happen to be one of the Servbots who submitted Devroom entries during Mega Man Legends 3's development, the Neo Devroom contests, or even the Tuttle's Legendary Travels contest and want the art and info of your design(s) preserved, feel free to talk to me. You can find my email on my Profile page.

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  7. But Legends fans will have you gaslit into thinking Mega Man Legends was one of the most successful Mega Man games, rewriting history like they are on a mission.

    I think the problem with Mega Man Legends is that it's... not Legend of Zelda. I don't know why, but it's really hard for Zelda likes to exist next to Zelda. Even if Mega Man Legends predates 3D Zelda.

    Actually I'm just brainstorming and bsing to be honest. I don't know why Mega Man Legends failed. It actually makes no sense to me. It's one of the great mysteries. I personally like the series even more than Zelda, I would say. At least at the time. Zelda has far surpassed it by now for me though. I really don't see what a Mega Man Legends 3 could bring to the table in today's market outside of continuing the story for fans, which is like already a tiny market.

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    1. @NoBacklash

      Idk if Legends is that untenable in the modern market. The success of games like Sonic Frontiers and even Capcom’s own Street Fighter 6 shows the market is eager for historically-unprecedented open world if anything. And I’d argue Mega Man has way more business being open world or Zelda-like than Sonic.

      Though I still don’t think they’d actually make Legends 3. Maybe something slightly adjacent but with the 20XX setting. Or even BN or a whole new series. But not Legends, that’s still a dark horse inside of Capcom.

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  8. I'd say Legends 3 was a casualty of a lesson forgotten. Capcom's output generally around the 2010s was somewhat controversial.

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  9. Man i used to play Mega Man Legends 1 & 2 but never finished both of them.

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  10. As someone who was really skeptical of Legends when it was new and only played it for the first time a couple years ago (and fell in love with it!), this totally makes sense. Back then, it was such a huge departure, but now, I think the market is ready for Legends to return, as long as they handle it all properly, of course.

    Very interesting insight, thank you for sharing.

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  11. Remember: We're beating down on terribly old news.

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    1. Yup, you know the drought is real when we are looking into what Inafune said, not in a recent interview, not in a gaming magazine, but in a very old business advice book mostly unrelated to videogames

      And obviously, because it's about Inafune... it's a free space for Mega Man fans to be bitter about him for no other reason than his greatest project turning out a failure *nearly a decade ago*

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    2. The intent was simply to document the comment for posterity—something that, for English-speaking audiences, had not been recorded until now.

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  12. I am not sure I understand his logic.
    If anything, Mega Man Battle Network was the gamble, not Legends.
    Legends was the expected "Take a 2D Shooter Action Platformer and turn it into 3D"
    Battle Network is totally different, RPG game with grid based battles and cards

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    1. Yes, but keep in mind that BN featured elements more familiar to traditional Mega Man than Legends did. We had Robot Masters, Met viruses, and a setting that was likely more appealing—and relatable—to elementary school–aged kids. The battling/trading mechanic was also very hot at the time.

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    2. That's what i like about BN: the setting is really interesting when i first played it as an adult back then.

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    3. It’s the general setting/cast more than gameplay. The biggest upheaval with Legends is probably the lack of “character bosses.” That’s the through line of nearly every Mega Man game, even licensed games like Rockman Strategy and the DOS games.

      Though it’s partly plain bad luck too. I wouldn’t really say Legends is such a greater divergence than any other late 90’s 3D reimagining. But it failed nonetheless, and Capcom scrambled to justify it.

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    4. @Protodude
      I believe the issue in understanding here is, to a lot of Western people, Mega Man is a "legacy" franchise, meaning its' audience doesn't really match the audience they had in Japan, and BN's traditional traits are seen more as surface level to them. Because of this, while Battle Network was a success, people on the Western side of things (fans or not) tend to see it as disconnected from traditional Mega Man, regardless if they're negative or positive about it.

      I apologize if what I added is unnecessary.

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    5. I love Mega Man Legends and all of the Mega Man series but... Whenever people say Battle Network is so distinct because of its gameplay in comparison to Legends I think to myself... Did people ever see RockBoard, Battle&Chase and Mega Man Soccer prior to it? Were those games Mega Man games in terms of gameplay? It's such a weird cope logic. Obviously Mega Man Battle Network is a spin-off subseries, but instead of like using the universe of Mega Man verbatim they made something more... I don't know, conducive to doing that. Then when you say XCM and such are more different to a traditional Mega Man game in terms of gameplay than BN, they then pivot to the lore and established characters (even though it's non-canon). It's like they want their cake and eat it too. Then when you say the established characters are used as a basis for the character designs and themes of Battle Network which makes it more related to Mega Man than Mega Man Legends, they pivot again to gameplay. :/

      I agree with people who say that the biggest disconnect between Legends and classic Mega Man is the fact that it doesn't have the same kind of soul. Again, I love Legends but the musical style is very different, a lot of the appeal in general is very different. It really is closer to something like Zelda. Not just in terms of gameplay but in terms of spirit, especially by the second game. People are on the right track when they think to themselves where are the character bosses, the use of enemy powers and abilities, heck even armors (he isn't even represented with a helmet 90% of the time) among other curious things. It also doesn't help that it presents itself like an alternate universe spin-off with the few reoccurring characters like Roll and Wily being parallels, as well as in universe posters of X series Zero and stuff, but actually isn't one.

      The series just comes off as confusing... even though personally I like it and the bold direction that it took of not being a straight up conversion of Mega Man in 3D. Although, I can see how people who did want a straight up Mega Man conversion in 3D being kind of annoyed that people keep pointing to Legends as that game.

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    6. I lived in Japan for a couple years during the height of Battle Network. The level of market penetration it had in Japan during that time is something we will likely never see here in the US with any Mega Man series. Almost every department/electronics store, arcade, etc. had some type of BN merch in it. It was the face of the entire Mega Man franchise over there in the early and mid 2000s. So much that I couldn't find anything Mega Man that was non-BN related even if I tried.

      I can't speak for now, but at that time the Japanese loved their handheld games and loved card-based RPGs, so BN was naturally a hit. I'm willing to bet most of the kids who played those games in Japan were not longtime fans. Mega Man is a niche franchise, and ironically it's even more niche in the place it was born.

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    7. And as such, it should have been a unique IP.
      Legends should have been a unique IP. I remember feeling at the time "This isn't right" and "This doesn't belong". Still do. For both.

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  13. Ah, I see. This is before Inafune bailed and went on to fail on all fronts due to his arrogance.

    I dunno. Something can be a total commercial failure, but still be much-beloved. And clearly, something resonated, otherwise Legends 2 would never have happened, and Legends 3 wouldn't have been worked on at all.

    That aside, "misunderstanding their audience" is kind of Capcom in a nutshell, innit.

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