Maybe you should read the post a few above yours. Most of those games at least explain what the systems in the games actually do. Street Fighter V doesn't even do that.fucking exactly. people complaining that the game doesn't teach you anything should print this and stick it to their foreheads.
Aren't early access games full price?
Also various items tell you what they do. Sometimes it's not "boosts attack for 3 minutes" but something like "this drink is said to make whomever drinks it as strong as a capra demon for a limited time". Some straight up say things like "prevents estus healing in an area". So while it doesn't tell you "do this now, do this when this happens" it tells you how to use the tools but not so much when or why. You learn how to parry because it says in a note "L2 with shield equipped: Parry" but it's up to you to implement it. SFV says "Press hKick and hPunch to V-Trigger" but doesn't tell you what that means because it's different for each character. And not in a "Camy's kick is different that Ryu's kick" but in a "Nash teleports but Rashid kicks out a wind wall and Karin's hand kinda get set on fire".
Would it be nice for the game to coach you and say this is when you use this, this is when you use that? YES! It'd be very helpful to new players and help grow the community. Guilty Gear Xrd has a bunch of different cancels, like you use it in the air it does one thing, use it when getting attacked it does another etc but the game actually says why you would use them. It's still part of explaining what the mechanic does and it's like a few lines but it helps.
I'm not going to get into the Dark Souls thing because, well, it's not a good comparison for a variety of reasons.
I also am not going to defend SF5 too hard because I a) haven't played it, so I don't know what it doesn't have, and b) have played SF for 20+ years so I'm not really the audience for a basic tutorial, as I lived through an age where they often didn't even have a move list on the cabinet and combos were voodoo magic.
That said, if the game tells you that pressing MP+MK does something, and you do that in a match or training session, are you not given some sort of visual cue? Like your hands zapping with electricity or your feet blazing of fire or doing some move?
Is there a move list in the pause menu?
Maybe you should read the post a few above yours. Most of those games at least explain what the systems in the games actually do. Street Fighter V doesn't even do that.
Shooters attach stats to their guns so that you have an inkling of an idea of how the guns work. Every game mode has a brief explanation of the objective.
LoL has a character select screen that looks like this.
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Where it clearly explains what a characters special moves are.
No one here is asking Capcom to add in videos of how to do combos for every character. No one is saying that they should just show people all of the strategies that exist within the game. They're asking for explanations of basic ass game play elements. Which most games actually take the time to do.
The game doesn't even tell me basic shit like what my V-Trigger does. It would be like if the developers of LoL completely cut off that bottom bar of the picture that tells you what the characters special ability does. Fortunately they were smart enough to put that shit there so the player doesn't have to waste their time figuring out basic shit with trial and error.
If you're telling me, that having an explanation of the V-Trigger that is barely a sentence long will fix your issues with the game and it's explanations...man, I can't buy that. The way people in this thread are making it out, they want FULL explanations of what each move does. Yeah, ok, that's realistic. Let me just put a paragraph under each move because you're too lazy to go to SRK or YouTube. Come on son.
My biggest issue with the tutorial at the beginning of SFV is not that it doesn't adequately explain the mechanics in as much as everything about it just seems so cheap and cobbled together. If I hadn't already read all the chatter about how lacking in content it is and how it feels rushed for release, that opening story/tutorial sequence conveys that sentiment just fine on its own.
They don't have the budget for it. The game barely got made as it is, and only because of Sony.
Rather, why should they?
Let me just put a paragraph under each move because you're too lazy to go to SRK or YouTube. Come on son.
So it's better to not have that stuff?
Why shouldnt they? Other fighting games do, other versions of Street Fighter do it whats so fucking magic about Street Fighter V that they cant?
Players dont want to look stuff up outside the game; they're lazy. But developers who dont want to do the bare minimum arent? Some next level apologist bullshit, oops, I meant "Come on son."
Players dont want to look stuff up outside the game
Yeah, it's the same input for everyone (same for skill and trigger) and stuff does happen. But sometimes it's clear, you press the trigger buttons and *bamf* behind an opponent and know "Oh ok, Nash's trigger is a teleport behind the opponent" but then you have Karin (or Ken, or Ryu etc) where you hit the trigger and your hands glow and it's like "ok... cool?" You then notice that sometimes Ryu hits will shock people, ok, why does that matter? You notice Ken's hadokens are now fire ones. ok. That's the obvious stuff, but it doesn't say what it actually does. It doesn't say in the move list "augments certain moves with fire increasing damage" or "allows you to charge Hadokens for more damage". Some characters have moves that say "(Changes under effects of V-Trigger)" or something like that. But sometimes those moves don't appear to change at all.
The game just doesn't say what this system does for different characters. You get the visual cue (fire hands etc) but it's not obvious what is happening. Even in training, where you have the time to trigger it and try and puzzle it out. Rashid has several moves that apparently change in V-Trigger, but his one is a tornado wall, he kicks it out like a mini super move. You walk into it and get shot out (as in you move fast through it) but it doesn't augment any special move from what I've tried so why does it say it does?. The game has this cool new system that can make each character unique and gives them more options in a fight but doesn't actually say what it does let alone why you would use it and when.
I'll be waiting for the dlc to come and the price to drop. They deserves to be call out more. Shame it is getting a free pass from many people because its a sony console exclusive.
There is stuff, on the Internet. You're just ignoring it, like the majority of my post. Your loss. I mean, if there is something I don't know I'll just look it up. It's faster than coming online here and complaining about it.
Why should they if it's already on the Internet? Is it because of this?
Well, if players want to know, like I said - they can look it up. Like we did for 3s and like we did for a lot of SF4. The only apologist bullshit here is defending the laziness of people who want the info spoonfed.
But I also think it is a design ethos: not telling you what your Vtrigger does expressly incentivizes you to try things. If it doesn't, it incentivizes you to engage with the community (through friends, message boards or, essentially, promotional material). Keeping you within the game restricts a lot of that. Historically, a lot of the least tutorialized games have the longest life spans (Street Fighter, MOBAs, CS, EverQuest, etc.) and I feel a lot of that is due to the long tail of discovery by the player base and dissemination of information through community. The game not telling you incentivizes community.
There is stuff, on the Internet. You're just ignoring it, like the majority of my post. Your loss. I mean, if there is something I don't know I'll just look it up. It's faster than coming online here and complaining about it.
Why should they if it's already on the Internet? Is it because of this?
Well, if players want to know, like I said - they can look it up. Like we did for 3s and like we did for a lot of SF4. The only apologist bullshit here is defending the laziness of people who want the info spoonfed.
There is stuff, on the Internet. You're just ignoring it, like the majority of my post. Your loss. I mean, if there is something I don't know I'll just look it up. It's faster than coming online here and complaining about it.
Why should they if it's already on the Internet? Is it because of this?
Well, if players want to know, like I said - they can look it up. Like we did for 3s and like we did for a lot of SF4. The only apologist bullshit here is defending the laziness of people who want the info spoonfed.
I haven't seen any Sony apologists. It's all the toxic FGC folks that are defending the game hand over fist. "muh ranked online is fine, stfu with your complainants scrub"
My biggest issue with the tutorial at the beginning of SFV is not that it doesn't adequately explain the mechanics in as much as everything about it just seems so cheap and cobbled together. If I hadn't already read all the chatter about how lacking in content it is and how it feels rushed for release, that opening story/tutorial sequence conveys that sentiment just fine on its own.
Well, if players want to know, like I said - they can look it up. Like we did for 3s and like we did for a lot of SF4. The only apologist bullshit here is defending the laziness of people who want the info spoonfed.
Um...dude, come on. DS does not explain shit. To say that it does completely shits on the ethos and the entire atmosphere of the game. You are alone. LoL explains what the move does, but it might as well say "an attack comes out" because the depth behind what the move does, the complexity is - you guessed it - tucked away on the internet. Riot doesn't explain shit, nor should they. Rather, why should they? The community has already done it. And it comes back to "this is the reality of the competitive games, we have accepted it". Again, CoD might tell you what each perk does, but it doesn't explain why certain combinations are better than others. Again, that's on the internet.
If you're telling me, that having an explanation of the V-Trigger that is barely a sentence long will fix your issues with the game and it's explanations...man, I can't buy that. The way people in this thread are making it out, they want FULL explanations of what each move does. Yeah, ok, that's realistic. Let me just put a paragraph under each move because you're too lazy to go to SRK or YouTube. Come on son.
You heard it here folks, basic tutorials are spoonfeeding and everyone that wants them is lazy and entitled.
Guilty Gear Xrd's tutorial was invaluable for educating me on all of the finer aspects of gameplay that I would have otherwise overlooked. As a result, I was that much more invested in learning them and happily invested more time with that title than I have with any fighting game since vanilla Street Fighter IV.Would it be nice for the game to coach you and say this is when you use this, this is when you use that? YES! It'd be very helpful to new players and help grow the community. Guilty Gear Xrd has a bunch of different cancels, like you use it in the air it does one thing, use it when getting attacked it does another etc but the game actually says why you would use them. It's still part of explaining what the mechanic does and it's like a few lines but it helps.
Um what aren't early access games full price? So they priced it appropriately?
Maybe this is why we don't get in-depth manuals for games anymore. Publishers just got fed up supporting the lazy lifestyle that so many gamers got hooked on.Dont forget, its only spoonfeeding if its included in the game, if you heroically tear the knowledge from the internets still beating heart with teeth made of google searches you're a true world warrior
The thing is, we knew what we were getting Day 1. Capcom made it clear. So if you bought this game thinking you were gonna get a whole lot of content, you fucked up.
For players who aren't at this level of competitive gameplay, how do you make sure the game is still fun for them and encourage them to go online and keep them from getting their butts kicked by more experienced players — or even just provide a good single-player experience? How do you balance those goals?
With Street Fighter V, there will be a tutorial for beginners in there that teaches the very basic stuff. From there, people can go into the [arcade mode] and play the character stories and immerse themselves in the world of Street Fighter V.
I don't know the exact number of people who are actually asking for this, but I can say that after we announced the game, left and right when I was meeting with press and media, they'd be asking, "What are you going to do with the story mode?" And then my Facebook and Twitter accounts were getting bombarded with people asking me what's going on with the story. Honestly, I was expecting people to ask about new battle mechanics, but really the main voice was asking, "What's going on with the story?"
Street Fighter is almost approaching its 30th year, and I've been working on the brand for a very long time, and so ... I reached this point where I had two feelings in terms of the story. One, it's like there's some regret for not maybe paying a little more attention to this in the past. But the second feeling is, "Wow, this many people are really interested in the story content!" It's a mixed bag of feelings.
No offense, but no it doesnt. It "incentivises" you to Google it, which is clearly what the developer expects you to do in this case. I also dont buy your argument that ignorance incentivises community, especially ignorance of something as basic as move properties. Emergent gameplay would take care of that so adding a further pointless layer of ofbustication serves no purpose, theres also the fact the the longest lived gaming communities historically are for games with perfect information where the entire meat of the discourse and community was due to emergent play, tactics and strategy.
The game doesn't even tell me basic shit like what my V-Trigger does. It would be like if the developers of LoL completely cut off that bottom bar of the picture that tells you what the characters special ability does. Fortunately they were smart enough to put that shit there so the player doesn't have to waste their time figuring out basic shit with trial and error.
once the online is working properly (is it, now?), this will all blow over.
lol.
People criticised it at first, but Killer Instinct ended up having one of the best and fairest business models I've seen. I had hoped more companies would incorporate something similar - it especially seems like it would be a perfect fit for Street fighter. $60 is just too steap for the content available
Where's the arcade mode?
This fellow gets it. Capcom managers really soiled things up.
I actually think Capcom is one or two major flops away from leaving the AAA gaming business. They wouldn't have released the game in this state if they weren't hard up for cash this quarter. Their retail presence is really light this year and it shows.They always say the same BS with exclusivity deals.
I am really enjoying SF5 despite it missing several basic single player modes and I think the actually fighting engine and game is excellent, but why jump on SF5 with the trend of being incomplete when it seems to be a trend this generation? Battlefront, WWE2K15, Titanfall, Evolve, Rainbow Six(?). Not making excuses for Capcom, but I am guessing one of the reasons they wanted this out sooner rather than later so people could learn the fundamentals and mechanics. Guessing they want customers to treat the game as some sort of investment and they wanted to start garnering money earlier than scheduled? Also, isn't that MGS5 in the OP's avatar coincidentally? Wasn't that game practically incomplete also? Chapter 2 for example, the copy and paste side/main missions, very few bosses, and no online until a later date?
It would be nice to know what the V-skills do since for half the cast its not obvious at all. I don't think that's unreasonable.
IMO training mode in fighting game really don't matter even if they teach you all the nitty gritty you will still crumble in front of an experienced player. Cause he/she has more fundamental knowledge, know how to play under pressure, knows spacing etc. Fighting game is a 1 on 1 thing. If you lost then you lost because of you. Just gotta keep playing to get better. You can go through even the most detailed training and have a 50% win ratio without experience. If you are not willing to put in the time and learn they this genre is not for you. It's a very competitive genre and if you can't handle the pressure of losing and learn from your mistake then seek another genre. I am not trying to be harsh but it's the truth sorry.It's a battle of wit and reaction. Out thinking your opponent under pressure and quickly. And that comes with time. So if you want to get good in one day sorry but that's not gonna happen and you are wasting your time.
IMO training mode in fighting game really don't matter even if they teach you all the nitty gritty you will still crumble in front of an experienced player. Cause he/she has more fundamental knowledge, know how to play under pressure, knows spacing etc. Fighting game is a 1 on 1 thing. If you lost then you lost because of you. Just gotta keep playing to get better. You will not go through even the most detailed training and have a 50% win ratio without experience. If you are not willing to put in the time and learn they this genre is not for you. It's a very competitive genre and if you can't handle the pressure of losing and learn from your mistake then seek another genre. I am not trying to be harsh but it's the truth sorry.
again I agree that the tutorial should have went over the V systems a lot more than "here's how you do it...okay bye" (hell V Reversal is never even explained to you). Maybe even explain at the very least what Ryu's does. However beyond that, it is impossible to teach player beyond that. For one each character is different and even within in that have different methods are having some success, meaning there isn't one way to play a character as most of the time the intended way is forgone for some crazier shit. That discovery is apart of the genre. That is what makes a game have depth.
I want to word this in the least douchy way possible but I feel like many don't get what makes a great fighting game breathe and grow. Again the tutorial could have been better but beyond a more indepth look into the BASE tools...ehhhhhhh