Seriously no one thought a couple of years ago that an NRS game would be considered a better game than a mainline SF, or that Guilty Gear being the best fighting game out on the market would be a unanimous opinion, but here we are.
No you're not understanding this currently. Nothing in SF4 stops you from doing Sako's combos besides your shitty execution, and nothing in Basketball stops me from shooting 3 pointers like Steph besides my fat ass. I pay good money to go to Evo and see Daigo work his magic because he's put in the work that I haven't. If everyone and their mom could do the same, I'd rather stay at home.
here's playstyles amongst characters, though maybe not as much. I think most Ken's Chun's, and Yun's in 3S look identical at this point - maybe it just happened sooner in SFV?
The example is they use at the start is pretty weird. The parry is a v-skill ability unique to Ryu in V, it would be pretty crap if his V-Skill required incredible timing to be useful, when everyone else's has more all around utility. The parries in each game exist in a different context. So the comparison isn't at all equal or fair.
I also really disagree with the idea that execution is fundamental for games to have significant, skill driven moments for players. The most successful esports are games like League of Legends, and these games generally don't have any complexity to their execution of any one individual element. For instance, you can move your character around and execute all of your powers without any specific mechanical requirement to be fulfilled. It doesn't require that base-level mechanical skill-floor in order to drive those moments. Decisions and reactions make those high-level moments, and I feel that's what SFV has attempted to capture.
Could SFV benefit from a higher skill ceiling? Sure, but so too could many other titles benefit from a lower skill-floor. This is why games like CSGO, Call of Duty, League and DoTa have been able to drive strong competitive communities. They are incredibly accessible at a fundamental level, and yet at the same time their skill ceiling is incredible.
Burning vigor atacks in Rival Schools could be done with a single key(bouncer) and the few people I played with were complete noobs and still able to do combos.
Tekken 3 allowed to set convienet shortcust that made it easy to trigger character's coolest moves.
Uhh since when did Tekken 3 do that?
I think he means putting buttons like LP + RP on one button.
The video is spot on. I can't remember the last time I bothered to watch a SFV major. The game is just boring to watch. As a spectator, I want to be in awe of what I'm seeing, to see the limits of a game pushed beyond what I could have imagined. That's why the Daigo parry is iconic. I don't get that with SFV.
I dont like NRS games but Injustice 2 looks way more hype than SFV. AND it's got the bells and whistles to please its casual crowd. Just do that Capcom.
I think he means putting buttons like LP + RP on one button. Which is basically in all fighting games.
You know you're a little too far up your own ass when "Look! Anyone can do combos in this game!" is being touted as a negative.
You know you're a little too far up your own ass when "Look! Anyone can do combos in this game!" is being touted as a negative.
They've even made Tekken 7 easier to play by making throw breaking much easier and adding Rage Arts. But nobody's complained that the game is too easy or that there isn't enough depth. It's actually the best example of making a game easier, making it more appealing to spectators and STILL keeping depth. Part of that is also legitimately good balancing which Capcpom is shit at.I disagree. I think injustice is far more easier and scrub friendly (he even highlights that in the video) than SFV because of the input buffer and long chain combos you can mash out - it's one of the reasons why casuals like it so much. KoF14 also is far more easier than KoF13. Tekken is probably one of those games that hasn't changed much since it's inception and GG is obviously too complex for casuals to play or gain an understanding of.
SFV is a great game to spectate, judging by the stream numbers in tournies and there are a lot of high level players (Daigo, Eita, Fuudo, Tokido etc) that enjoy the game yet they still drop combos but that's just not the narrative at he moment unfortunately. I think what Capcom got wrong was not having enough single-player content for casuals but the execution and battle system has a very solid foundation they can build upon.
Are you shitposting?
Your main point has nothing to do with the video. The video is about the competitive aspect of the game being stale because of easy execution, so no wonder it'll talk about pros and their opinions.
The lack of sales compared to Injustice or Smash has nothing to do with execution or lack thereof. It has to do with production values, fanservice, and content, all things that the game lacked in at launch and in some ways still does today. Injustice is a harder game to play than SFV, both at an entry level and at a high level, but it still sells a lot more because of the love put into it wrt content and things to do.
Tekken's always been a global juggernaut in terms of sales and is a widely considered a hard game.
You either didn't watch the video or didn't understand it. It talks about the game's skill floor/ceiling and execution, in which the game already caters to the casual crowd. And the game is still a sales disaster, so no, implementing what the video states wouldn't change the sales one bit, but would make the game more interesting to play and watch. Think about what you just wrote - Capcom made the game to cater to pros so it's selling shitty, but if what's asked in the video is implemented, it will cater to the pros and sell shitty. Do you see the disconnect? Either it doesn't currently cater to the pros (hence the video), or it does. You can't state both opinions and shit on the video.
What was exactly hard for you in the game?
Not the game's fault at this point. Just because you can't do the things doesn't mean the games are flawed.
Like when do you as a player realize that shit is on you?
Every single character is basically all shoto moves. I am not seeing how Injustice is harder than SFV ... only if you go to the pro side of stuff, which I can't say anything about it.
Tekken is not hard ... everyone can make moves come out and have fun playing.
Again, you might be talking about pro stuff, which is not what I am talking about. Because the only people who cares about the pros is the pros.
Both games have insanely low skill floors. Which means everyone can do the flashy stuff. This is how you focus on spectacle or casual audience, not with sponsors or whatever.
BUT A PRO GAMER LOOSES HIS ARTISTIC EXPRESSION !
...play another game then if this is so important to you =P
I said they are focusing on the pros but trying to make it accessible.
And that the video wants to make it more focused on the pros and less accessible.
The dude in the video was dead when he managed to do the Daigo parry so easily in SFV.
I was jumping and cheering when I finally managed to make the Daigo parry in SFV.
So except for the lag stuff, I don't see how anything he mentioned would benefit the majority of the paying audience of the game.
"git gud"
Guess what, most people don't want to work at getting enjoyment out of a game. FGC is in the extreme motherfucking minority here and you just need to accept that.
Hopefully Capcom learns their lesson. Who am I kidding. MvCi looks to be SFV of Marvel.
I realize that they don't want to do it and my point is still that it's on them. You get out what you put in.
That's fine, but when the games sell poorly don't be surprised when franchises are killed off.
That's fine, but when the games sell poorly don't be surprised when franchises are killed off.
SFV didn't sell poorly because of the inputs lol.
Tekken is still advanced and doing it's thing in Japan and elsewhere outside of the U.S. KOF is huge in South East Asia and South America. This whole bullshit about people not liking advanced game play is blown out of proportion.
High Level Yun's and Chun's don't happen often in competitive 3rd Strike as people like to claim and even still, there is a huge variety because the mechanics rely more on player ability than character matchup/ability thus leaving a huge source of variety.
Like you can compare Nitto and Boss and see a huge difference.
Like Compare Sugiyama's Necro to PinoA7 or Pierrot's Remy to YOU's. Urien players like RX and RB, Makoto players like Kuroda and Tominaga.
Matter in fact the 3rd Strike Youtube page has player showcases that show the differences between so many players' styles.
And never forget in 3S you can pick a Yun or Chun but it doesn't stop shit like this from happening.
That's not what people are saying. We're saying "people who are better at doing combos should be able to consistently beat people who are worse at doing combos". Otherwise there's no point to competition.
Not saying it did. I'm saying it sold poorly because there wasn't enough meat there for casual players.
...which possibly could have been fine if the inputs were more streamlined to help newcomers get into competitive play. As it is right now, there's nothing there for normal people.
Not saying it did. I'm saying it sold poorly because there wasn't enough meat there for casual players.
...which possibly could have been fine if the inputs were more streamlined to help newcomers get into competitive play. As it is right now, there's nothing there for normal people.
Don't blame the game for your mistakes. Messing up and losing because of it is not exclusive to fighting games you know? I mean basketball players still miss shots, baseball players still strike out, musicians still miss notes, football players still miss kicks. Just because the other player was able to hold it together better than you does not mean that the game is bad it just means you couldn't hold your composure.The timing of executing combos. Being able to reliably do what I want to do in a match. So fucking frustrating to know how I should have won a round but fail to do so because I dropped a combo or mis-timed a punish.
You still see this by Pro players too. Rounds lost due to dropped inputs. It's fucking dumb.
Doesn't everyone start out as a normal person though?
Every single character is basically all shoto moves. I am not seeing how Injustice is harder than SFV ... only if you go to the pro side of stuff, which I can't say anything about it.
Tekken is not hard ... everyone can make moves come out and have fun playing.
Again, you might be talking about pro stuff, which is not what I am talking about. Because the only people who cares about the pros is the pros.
Both games have insanely low skill floors. Which means everyone can do the flashy stuff. This is how you focus on spectacle or casual audience, not with sponsors or whatever.
BUT A PRO GAMER LOOSES HIS ARTISTIC EXPRESSION !
...play another game then if this is so important to you =P
I said they are focusing on the pros but trying to make it accessible.
And that the video wants to make it more focused on the pros and less accessible.
The dude in the video was dead when he managed to do the Daigo parry so easily in SFV.
I was jumping and cheering when I finally managed to make the Daigo parry in SFV.
So except for the lag stuff, I don't see how anything he mentioned would benefit the majority of the paying audience of the game.
Exactly. Eita's Ken is far more offensive than Momochi's defensive Ken and even Punk's Karin is very different tab Justin Wong's in terms of play style.
Yeah it is a fun video everyone laugh and pat on their backs ...
but this is actually pro players, a ridiculously small minority, being sad that they are not being the focus of a game.
booo hooo
If you focus on just the evo people you will not sell enough to make street fighter 6. IF anything they might manage to get the money more from tournament sponsors than actual pro player sales.
There are way more people who spectate (as in watching evo) and there are WAY more people who paid for Injustice and less competitive Smash games.
Expanding your audience is awesome and franchises evolves with time.
Skill floor, skill gap... whatever. The problem is what Capcom is doing is trying to send everyone into the esports. You either focus on Diego or you focus on selling the game to a larger audience. I would have voted on selling the game to a larger audience, this video clearly wants them to sell shitty and focus on the pros, which was EXACTLY what killed the genre on the first time
http://quinonesanibal.deviantart.com/art/Giving-the-client-some-options-98210859Code:[IMG]http://i.imgur.com/ta9HI4Y.jpg[/IMG]
why cant i have an option to make ryo like that
like custom fighters in smash
having more options is better
Something something get gud.listen
you can't plink with karin on a gamepad without clawing or some other stupid shit.
that is my problem okay, i literally can't do most of her better combos.
I wouldn't get your hopes up, seeing as Capcom already reiterated that they're standing by SFV until 2020. Plus abandoning SFV now would end up killing the CPT. I'd even do an avatar bet that they'll continue past this season.It's always a good reminder that the reason why SF5's gameplay is like it is because of all the complaints about SF4's gameplay. It's only been a year and people already forget how badly these were bitched about:
- Tight links in SF4 were made more lenient with the buffer
- SF4 having a lot of option selects means Capcom is specifically weeding them out in SF5
- SF4 lets you play quite defensive, SF5 grts rid of most of the tools enabling this
- Dragon punches were considered too good in SF4, now you barely see them
- Releasing ultra and super versions in an era where most of the world had no arcades
I'm not even sure they were trying to make a more casual/spectator friendly game so much as trying to address some really specific complaints in the gameplay.
I've been saying that it's pretty sure the best Capcom can do with Street Fighter is wrap up SF5 with the current season and add an arcade mode and then start working on an SF6 for the next gen of consoles. Maybe they'll have ideas on how to evolve the series.
There's no plinking in SFV.listen
you can't plink with karin on a gamepad without clawing or some other stupid shit.
that is my problem okay, i literally can't do most of her better combos.
It's always a good reminder that the reason why SF5's gameplay is like it is because of all the complaints about SF4's gameplay. It's only been a year and people already forget how badly these were bitched about:
- Tight links in SF4 were made more lenient with the buffer
- SF4 having a lot of option selects means Capcom is specifically weeding them out in SF5
- SF4 lets you play quite defensive, SF5 grts rid of most of the tools enabling this
- Dragon punches were considered too good in SF4, now you barely see them
- Releasing ultra and super versions in an era where most of the world had no arcades
I'm not even sure they were trying to make a more casual/spectator friendly game so much as trying to address some really specific complaints in the gameplay.
I've been saying that it's pretty sure the best Capcom can do with Street Fighter is wrap up SF5 with the current season and add an arcade mode and then start working on an SF6 for the next gen of consoles. Maybe they'll have ideas on how to evolve the series.
Something something get gud.
There are plenty of players how there who play Karin on a pad are able to consistently land just frame tenko -> just frame orochi combos.
The only way to better your execution is practice.
But being able to do tricky combos is never going to make someone better at the game. It just allows them to get more out of the situations that they get to do damage.
There's no plinking in SFV.
listen
you can't plink with karin on a gamepad without clawing or some other stupid shit.
that is my problem okay, i literally can't do most of her better combos.
Whatever you want to call Karin's just frame links then. Same shit
Sirlin is specifically talking about inputs and execution though, while Core-A video and Bornfree interviews are going way more in depth about mechanics, interactions and general game flow.I don't agree with Sirlin about everything, but I think his remarks from his design overview of Street Fighter 2 HD Remix are true and relevant: