Arc fighters are the absolute worst things to recommend to casual players. I've been playing fighting games since SF2 created the genre, and I still feel overwhelmed with the "systems" that go into Arc games.
Trying to learn those games can be a nightmare for people not hardcore into fighters.
On a gameplay level, SFV is waaay more casual friendly. Unfortunately, it's modes and offerings don't support those players very much, and I worry about when/if that's going to change. Hell, I'm even getting frustrated at the game's unbalanced matchmaking at this point.
holy shit!
please tell me there's a video of this!
I understand.
Buy guilty gear Revelator in two weeks. There will be lots of casuals there and it's a great game. It's the closer to SF you'll get, from a casual standpoint.
SFV is almost exclusively composed by people really dedicated to it so it's hard for newcomers.
The casuals gave up the game after a month.
GGxrdR have the best graphics around and a stylish mode for newbies, as well as in depth tutorial and combo showcase. So usually it's better for newcomers to get hooked.
Good Topic.
You guys don't have a place anymore. Capcom doesn't care or want your support. They want to create a small group of competitive minded players that will buy ever stupid costume, color pack, stage & DLC character without question. If your not someone who will be a constant source of revenue for them they don't care. What good is the guy who just buys the game at launch for $60? They wan the guy who spends $500 on the game over the course of a few years.
Stop fear mongering people into not buying the game and it's not upto you to tell us who has a place or not.
If this was actually true why did the game design focus so heavily on making the game accessible to newer players?
The game was rushed to market and wasn't ready to come out. I understand that people are upset over it (and admittedly if you dropped $60 on a game you can't enjoy yet I don't blame you on being upset over it) but this conclusion really doesn't make a lot of sense.
Pretty much nothing was ready at launch and even the high end competitive players couldn't play the game when it came out unless they had someone in the same room as them. The launch was such a disaster you still can't buy the skins/etc you claim they are focusing on selling.
Not everything has some sort of discriminatory objective to it, they launched the game too early, likely do to financials and they for some reason thought the crappy survival mode was an acceptable replacement for arcade mode.
Fact is, there's more to fighting games than playing with other people and getting wrecked. I enjoy how the games look, play and feel. I used to purchase SF and MK on Genesis and SNES, and there was no online play back then.
I can enjoy a fighting game all on my own. I prefer to enjoy the gameplay without the stress of competition. I played hundreds of hours of Tekken and Soul Calibur without a single online match on my record.
If this was actually true why did the game design focus so heavily on making the game accessible to newer players?
The game was rushed to market and wasn't ready to come out. I understand that people are upset over it (and admittedly if you dropped $60 on a game you can't enjoy yet I don't blame you on being upset over it) but this conclusion really doesn't make a lot of sense.
Pretty much nothing was ready at launch and even the high end competitive players couldn't play the game when it came out unless they had someone in the same room as them. The launch was such a disaster you still can't buy the skins/etc you claim they are focusing on selling.
Not everything has some sort of discriminatory objective to it, they launched the game too early, likely do to financials and they for some reason thought the crappy survival mode was an acceptable replacement for arcade mode.
This. I dont get where the "They made it only for the FGC" rhetoric is coming form when EVERYONE was upset about the launch. If they made the game for the FGC you would see features within the game that would suggest that, yet there's nothing that does. It's SF4 features without SP content. I dont know how removing one thing without adding anything else is making a game that caters more to a particular crowd. That's called releasing an unfinished game.
I understand.
Buy guilty gear Revelator in two weeks. There will be lots of casuals there and it's a great game. It's the closer to SF you'll get, from a casual standpoint.
SFV is almost exclusively composed by people really dedicated to it so it's hard for newcomers.
The casuals gave up the game after a month.
GGxrdR have the best graphics around and a stylish mode for newbies, as well as in depth tutorial and combo showcase. So usually it's better for newcomers to get hooked.
If this was actually true why did the game design focus so heavily on making the game accessible to newer players?
SFV is pretty trash as most have said, and will probably decline in popularity after EVO. Capcom really shot themselves in the foot by releasing a half-assed title, then they complain about a lack of sales.
Smash is where all the action is right now, it has a thriving community that is growing leaps and bounds. It's far more approachable for casuals as well in my uninformed opinion.
SFV is pretty trash as most have said, and will probably decline in popularity after EVO. Capcom really shot themselves in the foot by releasing a half-assed title, then they complain about a lack of sales.
Smash is where all the action is right now, it has a thriving community that is growing leaps and bounds. It's far more approachable for casuals as well in my uninformed opinion.
I think the only way it happens is indeed with a bigger player base. Dota 2 is even more obtuse than a SFV in its mechanics but due to how many people play there's still a lot of newbies around that you can fumble around with while youre all learning.The game design essentially removed barriers so semi-beginners could become intermediate players more easily. The whole "making the game more beginner friendly" focus isn't completely true. Although they made the game easier for less devoted players complete casuals who have troubles doing super moves or aren't not sure how to special cancel will likely not even notice these changes. There's way, way more gradations in skill level in Street Fighter than just beginner -> intermediate -> pro.
I actually don't think it's possible to gain a lot of new beginner players and turn them into decent players without turning the game into something like Smash Bros. level of complexity (and I'm not including Melee in this). The amount a player has to learn to not get obliterated immediately facing a random online opponent is dozens of hours of learning and that probably applies to every 2D fighter out there that, again, isn't Smash Bros. And those hours of learning just mean you won't get perfected, you'll still probably lose.
I guess if you could get convince tons of people to flock to your game that haven't played Street Fighter one could learn to mash SRK and take out the completely new players, a la the first month of vanilla SFIV. Of course, that did only last about a month.
This. I dont get where the "They made it only for the FGC" rhetoric is coming form when EVERYONE was upset about the launch. If they made the game for the FGC you would see features within the game that would suggest that, yet there's nothing that does. It's SF4 features without SP content. I dont know how removing one thing without adding anything else is making a game that caters more to a particular crowd. That's called releasing an unfinished game.
people have travel and hotel plans based around events featuring this game.
But no, please, delay it for arcade mode. So you can play 8 cpu opponents in a row.
I think the only way it happens is indeed with a bigger player base. Dota 2 is even more obtuse than a SFV in its mechanics but due to how many people play there's still a lot of newbies around that you can fumble around with while youre all learning.
The only way SFV would get such a population boost is if it went f2p itself though. Not sure I see capcom doing that yet.
This thread has made me rethink getting the game when it's cheap. Even USF4 was too much for me; I would get destroyed online
This thread has made me rethink getting the game when it's cheap. Even USF4 was too much for me; I would get destroyed online
Does SF:V have someone with a youtube channel making videos easing people into learning?
Something like Purge's channel in dota 2 or HDStarcraft was that to some extent at one point.
That's not what stops people from wanting to become FGC amateurs trying to go online and improve. Lack of desire not lack of tools. That shit is already out there if you want to seek it out.
That's not what stops people from wanting to become FGC amateurs trying to go online and improve. Lack of desire not lack of tools. That shit is already out there if you want to seek it out.
That's not what stops people from wanting to become FGC amateurs trying to go online and improve. Lack of desire not lack of tools. That shit is already out there if you want to seek it out.
I don't think Guilty Gear is approachable for casuals at all. Xrd has some insanely deep mechanics and systems compared to a game like SF.
This. I dont get where the "They made it only for the FGC" rhetoric is coming form when EVERYONE was upset about the launch. If they made the game for the FGC you would see features within the game that would suggest that, yet there's nothing that does. It's SF4 features without SP content. I dont know how removing one thing without adding anything else is making a game that caters more to a particular crowd. That's called releasing an unfinished game.
SFV is pretty trash as most have said, and will probably decline in popularity after EVO. Capcom really shot themselves in the foot by releasing a half-assed title, then they complain about a lack of sales.
Smash is where all the action is right now, it has a thriving community that is growing leaps and bounds. It's far more approachable for casuals as well in my uninformed opinion.
It might be silly for me to post this with the next update coming within three days (because apparently that's when updates for a month come out, at the very end of the month jesus Capcom), but what gets me nowadays is how slowly improvement is coming to the game. I'm well past being surprised that the game was launched incomplete and often broken, but after more than three months I don't understand why the game is still in such a bad state. The store isn't fully up, Fight Money challenges (coming "shortly after launch" IIRC) aren't up, the simple arcade mode that was in demo stations is still absent, the netcode is still fundamentally broken, we still have no access to the stage variations that were in the story mode at launch, and so on.
Sure, we have two new characters, a new stage, and servers kind of work now, but for a game Capcom knew they were releasing unfinished this is an absurdly minimal improvement. At launch I figured at worst we were two months behind from the state the game should have launched in (cinematic story mode excepted), but we're approaching double that amount of time and it's not even close.
Smash is probably one of the best examples of a PvP-focused game that also has a lot to offer to the non-hardcore, PvE-focused crowd.
KI is providing constant updates, yes. But Smash 4 already ended DLC support back in February (& judging by the Bayonetta patch, possibly ending balance updates as well) while NRS is only considering Kombat Pack 3 as far as we know. Granted, you could make an argument for the NX port adding more content, but that's one big if.Smash 4, MKX, and KI are perfect examples of developers providing content for both casual and hardcore players with everyone ending up happy. Not to mention their consistent updates and them constantly adding new content. I feel those three games are the gold standard this gen when it comes to fighting games.
I like SFV (even though I haven't played it in a while), but Capcom has really dropped the ball in comparison.
KI is providing constant updates, yes. But Smash 4 already ended DLC support back in February (& judging by the Bayonetta patch, possibly ending balance updates as well) while NRS is only considering Kombat Pack 3 as far as we know. Granted, you could make an argument for the NX port adding more content, but that's one big if.
They might not have been outright contemptuous, but indifference and poor prioritizing clearly made it look that way.
Capcom had a choice to make. They could either wait until May/June and actually release the game with story mode, challenges and tutorials and the like to offer a complete and well rounded package. Their rushing the game out in the state it launched at was a clear sign that they didn't think that stuff was as important as the CPT.
For all his talk of wanting to "reset" the franchise and broaden the audience, the game should NEVER have launched without that stuff. They put all that effort into making the actual gameplay more accessible but didn't do nearly enough to offer tools for new players to learn the game, or even just enjoy it in ways other than getting their asses kicked online.
And really, considering how I've seen so many apologists saying that complaints about the barebones release are just pointless whining, I can't say I'm surprised Capcom didn't realize how important the offline/single-player stuff was. The fallout has exposed VERY clear contempt for more casual players from many in the core audience.
The game design essentially removed barriers so semi-beginners could become intermediate players more easily. The whole "making the game more beginner friendly" focus isn't completely true. Although they made the game easier for less devoted players complete casuals who have troubles doing super moves or aren't not sure how to special cancel will likely not even notice these changes. There's way, way more gradations in skill level in Street Fighter than just beginner -> intermediate -> pro.
I actually don't think it's possible to gain a lot of new beginner players and turn them into decent players without turning the game into something like Smash Bros. level of complexity (and I'm not including Melee in this). The amount a player has to learn to not get obliterated immediately facing a random online opponent is dozens of hours of learning and that probably applies to every 2D fighter out there that, again, isn't Smash Bros. And those hours of learning just mean you won't get perfected, you'll still probably lose.
I guess if you could get convince tons of people to flock to your game that haven't played Street Fighter one could learn to mash SRK and take out the completely new players, a la the first month of vanilla SFIV. Of course, that did only last about a month.
I think the only way it happens is indeed with a bigger player base. Dota 2 is even more obtuse than a SFV in its mechanics but due to how many people play there's still a lot of newbies around that you can fumble around with while youre all learning.
The only way SFV would get such a population boost is if it went f2p itself though. Not sure I see capcom doing that yet.
They lowered the execution barrier significantly, in retrospect it probably would have made sense to bring back EO from CVS2's later versions so people could do moves right off the bat.
I haven't played played the latest version of Smash Brothers that much but is it really so shallow now that you don't have to learn the game in order to win? I find that difficult to believe, I played the series pretty extensively until the latest version but when I played online I got eaten for breakfast.
The basic mechanics of DOTA 2 are not difficult. You point and click. Clicking and ability then clicking again is a lot easier to do then a Shoryuken.
This isn't to say anythingin regards to the game's skillcaps (I haven't played much DOTA 2) but at the basic level of controlling the game it's easier to pick up and play DOTA2.
This is probably the most noob friendly and accessible Street Fighter after Street Fighter 2. The focus on neutral game, lack of Ling combos, high damage output, and universal V Skill and V Trigger mechanic that's way easier to do that FADC shenanigans from SFIV. They definitely did a silly move by not adding Arcade Mode, they really could have just added the extra fights on Story Mode and make that Arcade Mode. But luckily Arcade Mode isn't a big deal for me.
It's interesting, I just went back on to get the storymode and survival mode fm that you get for free due to the store not being up.
People aren't interested in fighting people who aren't good anymore. No one takes rematches, people will do the quickest most efficient combos in order to end matches faster when they realize their opponent isn't as skilled.
In making the core loop of the game "win above all else" they really have alienated the rest of the populous. Unless you are planning on dedicating 100% of your gaming time to SF5, there's nothing there for you. You're either winning online or you're scrambling to get through as many scrubs as you can in order to continue winning online against players that matter.
It really is a "casual gamers need not apply" situation. It also means unless you have people in your physical life who are interested in playing SF5, the likelihood that you're going to actually learn from playing online is very very small.
Capcom has made the ultimate tournament game, and now, 4 months later, it seems like the only ones who can hang are people who are willing to dedicate their lives to it.
I don't have that kind of dedication, so I think I'm done with this game.
Accessibility has nothing to do with the things you list though, casual players weren't going "Oh, FADC is so complex, I won't bother to get involved" - they never cared in the first place.
Like, most people here probably aren't or haven't ever been high end wow raiders, so if I start saying "Oh this xpac was more noob friendly because it didn't require you to line up your cooldowns with this trinket proc and wait for it and then scumbag vengeance on your tank and...' etc etc, it doesn't actually mean anything because the barrier for entry for you is "I don't want to play wow and be a raider" not "This mechanic involved in raiding is beyond my desire to learn"
The basic mechanics of DOTA 2 are not difficult. You point and click. Clicking and ability then clicking again is a lot easier to do then a Shoryuken.
This isn't to say anythingin regards to the game's skillcaps (I haven't played much DOTA 2) but at the basic level of controlling the game it's easier to pick up and play DOTA2.
MOBAs are also team activities, you've got friends with your back and to share the burden of skill. I think most of the 'casual' longtime street fighter fans are perfectly capable of doing something like a fireball or dragon punch or ultra or combo or whatever. Not the SUPER advanced stuff of course, but that's not the same. The amount of learning frame advantages and linker windows and what every single move looks like for every single matchup though? that's another level that you're not going to invest in if you don't want to be seriously good. It's not just that this is obtuse, it's that it's not fun to learn for most people that aren't already invested in that scene. With a moba you're learning it together with people you are already friends with most likely ( I doubt the solo queue super super beginner low ELO/MMR/whatever dota community is particularly large either).
Accessibility has nothing to do with the things you list though, casual players weren't going "Oh, FADC is so complex, I won't bother to get involved" - they never cared in the first place.
Like, most people here probably aren't or haven't ever been high end wow raiders, so if I start saying "Oh this xpac was more noob friendly because it didn't require you to line up your cooldowns with this trinket proc and wait for it and then scumbag vengeance on your tank and...' etc etc, it doesn't actually mean anything because the barrier for entry for you is "I don't want to play wow and be a raider" not "This mechanic involved in raiding is beyond my desire to learn"