Perhaps they should rework everything from the ground up and launch Sf VI instead. Take a couple years off and deliver everything that was planned for SFV on day one, and try to improve the game as a service beyond that.
For Capcom, too.That's ridiculous to all the people that are invested into this game and having a great time.
For Capcom, too.
"Oh we made this expensive thing that people didn't really buy. Let's scrap it and make another one!"
Should they really shut down SFV, we will not get a new one for a loooooooong time.
Yes, someone didNobody is saying anything about shutting down SF5 but rather wrapping up S2 and then transitioning over to developing SF6 while taking what they've learned from this.
Perhaps they should rework everything from the ground up and launch Sf VI instead. Take a couple years off and deliver everything that was planned for SFV on day one, and try to improve the game as a service beyond that.
Decent tutorials, interesting single player, something flashy, decent online reward loop and good matchmaking.
Tutorials are somehingg most fighting games struggle with.
Single player has been done well by Smash, Virtua Fighter, MK and Injustice.
Matchmaking is always iffy depending on playerbase but I had good experiences with SFV's and the last gen Tekken stuff.
Guilty Gear and Blazblue have great tutorials. VF as well.
Marvel, Mortal Kombat , Smashand Injustice are great for the flashiness.
Those compinents and a bit of luck can make a game pretty appealing to casuals. Street Fighter V lacks a bit of flash, supers are too rare and the effects aren't too hype, and its single player and tutorials lack a lot. Because of that thevasual competitor and single player gamers don't have much too do and no ways of learning the game well before hoping online.
Nobody is saying anything about shutting down SF5 but rather wrapping up S2 and then transitioning over to developing SF6 while taking what they've learned from this.
So what you're really suggesting is stop working on SF5, and then go into development for SF6 to launch in 4 or 5 years.
How are you even supposed to make a 1 v 1 skill based game appeal to casuals?
Shit's already in the fan so that's pretty much all they can do at this point, really. SF5's ship sailed.
Shit's already in the fan so that's pretty much all they can do at this point, really. SF5's ship sailed.
I was expecting capcom to fix some of the model faces and clipping throughout the game... but looks like this will never be done
Nobody is saying anything about shutting down SF5 but rather wrapping up S2 and then transitioning over to developing SF6 while taking what they've learned from this.
I just realized, do you get to destroy a car in this game?
Who is Ultra David?
You get it bro...This would do a lot more for casuals than an arcade mode would. An arcade mode is going to go one of a few ways, I think, listed from most to least likely:
1. Very barebones in terms of story content, with an 8-12 match ladder and either text-based endings or no endings at all.
This would piss off casuals because it would feel completely insubstantial in terms of having actual motivation to play.
2. Reworking the Character Story mode into Arcade Mode, with the scenes and fights set at appropriate parts during the ladder.
This would piss off casuals and the existing fanbase by potentially creating a larger barrier to fight money, "It only took 3 rounds to get my fight money before this!" but would make the character story mode feel more like a mode with actual gameplay.
3. An arcade mode with new scenes for the openings and endings, similar to the SF4 games.
This is the best case scenario, but I question if Capcom is willing to put the budget needed into it, even if it used illustrations similar to the character stories.
World Tour mode would get around all of that, though, by offering an RPG-lite mode that would feel less finite and more substantial than an arcade mode. Also, there could be an online mode that lets players use their World Tour characters, and since the game is using 3D models, there would be more potential to customize characters both gameplay-wise and visually.
Soul Calibur has always been popular with casuals, and I think the Edge Master modes are a big part of that, and those are more or less the same concept as World Tour.
I don't really agree with the idea of simplifying the moves, and I say this as somebody with terrible execution. Maybe I'm naive but I don't think execution is the biggest issue casual players have with the game.
If SFV had launched with...
- A robust, fun, and rewarding tutorial program/system
- A wide variety of meaningful and engaging single player content providing more ways to earn FM or unlock characters (I.e. beat the game with X character to unlock Y character)
...the game would be much better off.
From there they could have focused on things like improving the netcode or the UI or something. I know there are lots of little things that bug people which have been brought up in this thread already.
But at the end of the day Capcom's eyes seemed to be set on E-sports and the competitive market. When viewing the launch from that perspective I can understand why they did what they did, but it doesn't seem like it was the healthiest way to go.
SF still has the brand power...They just need to add things around the meat and potatoes.You know all this talk of tutorials and easy execution- that's Killer Instinct in a nutshell. It definitely has one of the best tutorials ever in a fighting game. It has auto combos to ease in beginners. It has a pretty bad story mode (no offense Maximilian)... but they added a super robust Shadow Lords mode. On top of all of that... it's free to play.
Yet in comparison to Street Fighter V and the general casual audience... that game is totally irrelevant. It's like trying to make a child take medicine... the casual crowd just does not want a learning curve in their games. The trick is going to be hiding that medicine in the child's food... come up with some kind of fun teaching mechanic where causals won't even realize they're actually learning something.
How are you even supposed to make a 1 v 1 skill based game appeal to casuals?
The game also has "demonstrations" for every character. It's like a 10 step lesson that goes into detail on a few aspects of V-Skills etc. It's still not a great tutorial, but I don't even think a lot of people looked at it.
You get it bro...
SFV has to become an RPG for casuals, and separate the MP for the hardcore.
You make a fighting game an RPG with modes, a leveling system, items/character customization, that rewards playing for long hours.
Don't get why Capcom doesn't get it...They literally did it already with SFA3 lol, and the 3D fighters like Virtua fighter 4 Evo and Soul Calibur are great inspirations to take ideas from.
So yeah, must just be about budget.
The only re-release SFV needs is the one where they put Ibuki's move set back to the one she's had since the 1990's...
Just saying...
I'm not talking about the vortex, leave that shit out, I'm talking returning her to her original move set.
I mean, Ken is in the game, did they take away his ability to throw a hadouken or dragon punch?
No. No they didn't.
What about Chun Li? Does she still spinning bird kick?
Yes. Yes she does.
Bring back real Ibuki Capcom and maybe I'll buy some DLC from you.
Because whatever the fuck you have in SFV right now is not Ibuki... And there's a word for that: lame.
#NeckBreakerMeIfOld
Well, we can argue about how good it is, but it's not just how to do it. It goes into some details.But what they need is better lessons on fundamentals. Not just how to do them, but when.
You know all this talk of tutorials and easy execution- that's Killer Instinct in a nutshell. It definitely has one of the best tutorials ever in a fighting game. It has auto combos to ease in beginners. It has a pretty bad story mode (no offense Maximilian)... but they added a super robust Shadow Lords mode. On top of all of that... it's free to play.
Yet in comparison to Street Fighter V and the general casual audience... that game is totally irrelevant. It's like trying to make a child take medicine... the casual crowd just does not want a learning curve in their games. The trick is going to be hiding that medicine in the child's food... come up with some kind of fun teaching mechanic where causals won't even realize they're actually learning something.
Sadly, you only get ONE first impression.
It's too late for this game. Maybe years from now, when/if they make SF6.
OMG...Those games were so good to just progress through all the groups stories. It was amazing with each trio from each school having there own personalities. Amazing that that's a Capcom game.Don't forget the crazy amount of content the Rival Schools games got.
I don't like the way KI plays or the cast outside of like 2 or 3 characters though.
The game also has "demonstrations" for every character. It's like a 10 step lesson that goes into detail on a few aspects of V-Skills etc. It's still not a great tutorial, but I don't even think a lot of people looked at it.
OMG...Those games were so good to just progress through all the groups stories. It was amazing with each trio from each school having there own personalities. Amazing that that's a Capcom game.
Honestly, I think they are very well capable of making SF something amazing for hardcore and casual, this was a financial decision. Nothing else makes sense. In 2018 when it's more fleshed out, only then will we be able to say whether it was worth it or not.
I think releasing a beta would have made Capcom enough money but that's speaking from ignorance. Currently though, I think my release a FTP version with just Ryu/Chun is the best way to win back casuals, just don't blow the load too early on it, wait until the game is beefier.
A lot of suggestions, but I think just calling SFV early access and releasing at $40 digital only would have been enough for almost all of this backlash to be done with. Then once the game had a bunch of content, release to retailers. Hardcore would have probably even double dipped. And none of this bad word of mouth.
You get it bro...
SFV has to become an RPG for casuals, and separate the MP for the hardcore.
You make a fighting game an RPG with modes, a leveling system, items/character customization, that rewards playing for long hours.
Don't get why Capcom doesn't get it...They literally did it already with SFA3 lol, and the 3D fighters like Virtua fighter 4 Evo and Soul Calibur are great inspirations to take ideas from.
So yeah, must just be about budget.
Are people really serious about wanting easy mode or one button specials, arts...etc in SF game???!
What SFV needs is contents not to simplify it, if you want more accessible fighting games you can buy something other than street fighter. Also if complexity is the issue here then how the hell did SF4 sell almost 8mil copies when everyone around can confirm SF4 had Harder execution barrier than SFV.
Also if complexity is the issue here then how the hell did SF4 sell almost 8mil copies when everyone around can confirm SF4 had Harder execution barrier than SFV.
Execution is a huge part of the satisfaction for me, so this isn't appealing at all for my own tastes. There is no good fighter that doesn't have some sort of mastery behind it. Even in Smash, you have to master the movement, which is more difficult than combo/input execution in Street Fighter, yet it's still deemed casual friendly. Comparing it to chess is like comparing chess to boxing. Chess isn't meant to have depth in the execution department, as it's appeal lies in other places.
I'm not exactly the casual market though.