I am ready to start the petition
Alis, Rolf, and Nei from the Phantasy Star RPGs.
Jack from Anarchy/Madworld
Sam Gideon from Vanquish
Vyse from Skies of Arcadia
Dude from ESWAT
Yakuza 4's main cast (or at least Kiryu)
Big Bo from Binary Domain
I am ready to start the petition
I think the problem with the higher-priced model with FGs is their target demographic. (Look at the jokes yesterday about playing UMvC3 being the leading indicator of unemployment) Something like GalCiv3 is a very niche game and there's less price sensitivity due to that, but fighting games can and have had some measure of casual success. Price the game that high and you've completely ditched the casual players and poor people... so who is left?I don't think the DLC model works well with niche genres like fighters- outside of cosmetic DLC.
I don't think DLC sells well enough to justify a FTP/cheap base game model.
That said, FG fans are hardcore and fanatical, so high prices for games can work as a base package.
I bet if DOA5 sold as a pre-order for $100 with all DLC/expansions and future DLC as part of the package, people would have bought that. (the GalCiv3 model)
Tekken 7 could work with this model.
I don't know why you're so ready to ditch the casual playerbase. I can see why you would not like having the game changed to make it more suitable to them at the cost of skills you've learned over the years... but they pay the bills. No mass-market game can survive on its competitive playerbase alone. I agree with you about the characters (you have no idea how irritated I was when I found out the two characters I played in Soul Calibur 4 were not even in SC5!), but that sort of roster bloat can create its own problems at all levels of play. How do new players figure out who they want to play? How do competitive players learn all these goddamn match-ups?DEATH;107113817 said:That's the thing though... Again, we go back to the casual vs. competitive scene. Many casuals played T3 at home and doesn't have any kind of idea how Tekken was played for reals, that's why you see those complaints after some casuals get THE ARCADE EXPERIENCE.
The identity of Tekken is already stamped...Casually, It a fighting game with deities, wrestlers, ninjas, MILFs, schoolgirls, martial artists, animals and robots wrapped together in a crazy but happy tourney. Casuals and competitive wise, it's not a good idea to cut characters. Sebastian, maybe... but Miharu?
Competitively, It's a hard game, but it's a fighting game that gives you so much freedom that each people can play the same character yet play them so different.
Movement in general isn't the problem. On the basic level, everything makes sense. ff to forward dash, bb to backdash, u to sidestep foreground, qcf/dp to crouchdash, you can even have an idea on what input it is. The only thing I could tweak though is the backwalk. TRev was good, just a minor tweaks but it can go miles.
The real problem is making those casuals to take off the nostalgia glasses and actually make them play right. Many have this false idea on how to play Tekken, especially those "I want Tekken 3 back Harada!" people that you see on GameFaqs/Kotaku/Everywhere. The thing is, even if you put a robust tutorial, if the word on the street is nobody wants to play the game, there's a big chance that that guy won't play the game.
This is why it's more important IMO to just showcase the game. Show people that others play the game, and they play it the right way. This is why streams are important. This is in full effect on the eastern side of the globe where people can watch Mastercup or just frequent to arcades where people are playing. We don't have that luxury here in America, that's why streams, especially tourney streams are important.
I also believe the same way that people will stop believing that VF is a hard game when the game is actually showcased decently, kills all misinformation, and actually have events that fully showcase the game and the people who plays them.
Again, what changes? Look, You don't want to change something just for the sake of change. You look for what people loved on the game and fix what they didn't like, and the thing is... most of the things that some newbies hate, they finally love when they actually learn the game. In a sense, why would you change something if that something isn't the problem in the first place? I would worry more about how to make people play the game right, which is why the fight lab is there.
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I just noticed... Harada and Tekken team is actually adding T4 elements in the game. Those breakable floors, walls and balconies act like those breakable stuff on T4 stages.
! If anything, it might make people feel worse about playing, knowing that you have to lightwaveplinkdash with 100% accuracy to play the game "properly".
Probably in the Smash threads.Where have I seen this argued before?
Wow, I saw the trailer and instantly dismissed it as vaporware. You mean I might actually get to play this?
There is a demo hidden in the youtube video description, you can play it right now, but it only has 5 characters.
Edit: http://z2.smeenet.org/HyperDBZsample.rar
I think the problem with the higher-priced model with FGs is their target demographic. (Look at the jokes yesterday about playing UMvC3 being the leading indicator of unemployment) Something like GalCiv3 is a very niche game and there's less price sensitivity due to that, but fighting games can and have had some measure of casual success. Price the game that high and you've completely ditched the casual players and poor people... so who is left?
I think FGs need the F2P model more than most other genres, not less. The increase in the playerbase would be a huge win for everyone involved. Character DLC performs well (even if it pisses off a chunk of the core playerbase), I think the real issue with it that development costs are too high, and it's too much effort for someone to switch characters on the fly (this isn't a MOBA). Frankly, I think more FG developers should do what Namco did with Tekken Revolution did -- experiment with F2P, recycle your assets, and invest in some better netcode holy mother of God. That's the biggest reason why most FGs wouldn't work as a F2P game -- the online experience just sucks.
I don't know why you're so ready to ditch the casual playerbase. I can see why you would not like having the game changed to make it more suitable to them at the cost of skills you've learned over the years... but they pay the bills. No mass-market game can survive on its competitive playerbase alone. I agree with you about the characters (you have no idea how irritated I was when I found out the two characters I played in Soul Calibur 4 were not even in SC5!), but that sort of roster bloat can create its own problems at all levels of play. How do new players figure out who they want to play? How do competitive players learn all these goddamn match-ups?
I do agree with you that high level play should get more exposure, but there's an issue there too. If a player sees a new tactic or strategy in something like Starcraft 2 or DotA 2, they can go and replicate it and try to make TEH BIG PLAYZ!!! in their own games. It may be ill advised and badly executed, but they can do it. You see some crazy movement or a hype combo in a game like UMvC3 or TTT2... that player is going to have no chance of ever replicating that! If anything, it might make people feel worse about playing, knowing that you have to lightwaveplinkdash with 100% accuracy to play the game "properly".
It's funny that you say that it applies to VF too, as the series went through a rather significant change going from VF5:R to VF5:FS. So many older players hated the change to how throws worked, as they made throw breaks much easier on the defending player. The old system had it so that characters had 3-6 throw breaks total, and the inputs were different for each character (out of a shared pool), and the most important breaks were different for each character (4P+G against Kage, 3P+G against Jeffry, 6P+G against Wolf, 5P+G against Shun, etc.) It's a skill that's both very important and very difficult to learn, as you need to have the dexterity to input multiple throw breaks in a short window and the discipline to do it consistently in defensive situations (which were rather frequent).
There's a problem with this system though... new players are not going to wrap their head around it, at all. It takes a fair bit of time to explain, especially if you start getting into the nuances between the different defensive OSs (double throw escapes, triple/quadruple throw escapes, evade throw escape guard, etc.). That and it's discouraging for a new player to get thrown all of the time, whereas they can never throw a more experienced player (Tekken has this problem too, heh). What they did in VF5:FS was to streamline that system so that throw break inputs are universal -- everyone has throws that break on 4P+G, 5P+G and 6P+G, and everyone's most damaging throw is broken on 6P+G, and everyone's least damaging throw is on 5P+G. You can also hold this input indefinitely, so timing is not nearly as critical. Did experienced players hate this change? Absolutely! Did it suddenly change the game to not be VF anymore, even with one of its core systems overhauled? No. It didn't completely negate their past experience -- it's just that now the gap between elite players and not-so-top players has narrowed, and it's a mechanic that newer and more casual payers can actually get on their own without grinding thousands of matches (although it still takes a fair amount of experience to get even the simpler inputs more consistently).
There's one huge thing that's being missed, though -- all of these changes are good, but not only do you need to make changes to bring back the less hardcore players (without pissing off your core playerbase so much that they leave!), but they also have to be aware enough of the changes to want to come back. And at some level, once some of those people leave, they're gone for good.
Where have I seen this argued before?
Probably in the Smash threads.
Excellent Adventures with K-Brad and Infiltration is up!
https://www.youtube.com/watch?v=NKgE4_Oxa0o
Capcom always blames everything on the fans. It is even our fault that Megaman got canceled. Apparently folks didn't want it enough. I don't trust those claims for a second.
I only use crossover counters in chip damage emergencies. I love how he does that.
That was what I was referring to.Fun fact: Morrigan can flight cancel her crossover counter.
That was what I was referring to.
Though I wonder if she can fly cancel Dark Harmonized...
Oh really? Interesting.I should clarify: she can flight cancel it before the actual attack.
I just saw an Iron Man win. Pretty hype imo.Texas Shodown doesn't seem very hype this year.
Wasn't Yipes supposed to be there? And a bunch of other people? What happened to Curleh south?
Texas Shodown doesn't seem very hype this year.
You know, I wouldn't mind this either, but I think the backlash would still be enormous for basically unlocking on-disc content. Maybe if it was F2P it'd go over a bit better.I wouldn't mind character DLC where you could play every character locally, but if you wanted to use them in matchmaking or basically play online, you had to buy them. It'd solve the tourney problem, and let people see if they want to buy the character or not.
So basically... you want on-disc DLC.Yeah, that's kinda like the idea we had going on in one of our many "how to f2p fighting games?" discussions: unlock every character for training mode.
Unlocking them for local play would probably be a bit too much, I think: if we're thinking about tournaments, then selling an "everything unlocked" version or licence for them would be a neat thing, and too crazy now that companies are realizing that caring about those things is nowadays actually not a bad idea.
LOL that was so fucking random xD I thought I got one of the gag endingsHigh point of the stream was drunk terumi stumbling around china only for Ghost Bang to come up and talk shit
But all of that has nothing to do with the subject: we were talking f2p here. There's no disc nor DLC.
I was talking about a complete version, or a special licence aimed at tournament organisers.
Tony Cannon ‏@Pond3r Apr 5
#SSBM has closed the gap with #MVC3 from -17% to -9% in just one week! Register this weekend to save $20
An oldie that I just discovered now
Nope.Did the Ultra goodies happen yet?