The one case where a failure was admitted rather than patched
Square Enix dropped Final Fantasy XIV in 2010, switched off the subscription, destroyed the game world in front of its players, and built it again.
Final Fantasy XIV launched in September 2010 and failed. Not received mixed reviews — failed so thoroughly that the then president of Square Enix publicly acknowledged serious damage to the brand.
What came next almost never happens in this industry. In December 2010 the company issued a formal apology, removed the producer, demoted the director, cancelled the PlayStation 3 version already in preparation, and suspended the monthly subscription — that is, stopped taking money for a product it considered unfit. Naoki Yoshida took over, beginning with regular public letters explaining what was being rebuilt and why.
The most interesting part is how the rebuild was staged. On 11 November 2012 the old servers were switched off, and the shutdown was played out inside the story: a small moon falls on the world, the dragon released from it burns Eorzea, and the players' characters vanish beyond time. The failure was neither hidden nor retconned — it was made canon. On 27 August 2013 Final Fantasy XIV: A Realm Reborn released, to a warm reception. By autumn 2021 the game had accumulated more than twenty-four million registered accounts.
The usual response to a failure is a patch and silence. Here they chose the opposite: they stopped the money, named the causes, and destroyed the old version in public.
I do not think it is repeatable. That kind of repair requires an owner willing to fund three years of no revenue, and a corporate culture in which someone can say out loud that the work was bad. Most studios have neither.
As a reference point, though, the case is useful: it shows that the only working way to fix a failed thing is to stop selling it first.
Source: en.wikipedia.org