AAK said:
You're actually being unfair IMO. Throughout the entire marketing campaign Capcom was always transparent saying that there are always going to be more features added. The gameplay was first shown in 2010 so they were relatively early in development wheras MvC3 debuted its gameplay in June only 7 months away from release so they pretty much had all the gameplay elements down.
It's one thing about being apprehensive, but at the same time you should be open to new advancements in fighting games.
Capcom said there will be default builds for the gems that can be the standard during tournament play. Seriously people, what's wrong with waiting to hear more information about the complete implementation before judging it straight away.
I would agree SFxT is more of a work in progress kind of deal, and yes they have been adding new mechanics progressively, but nothing on the scale of the gem system, which in conjunction with the pre-order day 1 advantage DLC bullshit I don't have to deal with. Good idea. Bad decisions. Games do day 1 advantage DLC and it's frowned upon, and I think in the case of fighting games its even worse.
Like I said, I like the concept, but it's implemented terribly. Autoblock, autotech gems? In the core gameplay? Not available to everyone? That fucks up the very mechanics many fighting games are based upon. That shit is a no-go, especially when it's advantageously available to people who pre-order/buy premium versions or whatnot.
I'm obviously an MvC fanboy, but I don't want to stir shit up here. However I feel the H&H mode is a much better approach to this "customize your experience" kind of thing Capcom is pushing in both titles quite explicitly. I've been rallying for Halo-levels of customized user experiences forever in every genre and these are good steps forward I think. The difference here is H&H is a separate mode from the core experience that takes us into quite literally experimental territory, and I think that's the best approach no matter how hard your trying to push customization in fighting games. H&H is equally as likely to get DLC cards after it releases but I can't really think of what can get more broken than the permanent X-Factor card already in.
If your making experiences customizable, then why aren't you also catering to those who wants the plain jane ordeal as well? Does that not fit within the boundaries of what you deem the customizability of the experience as? It's a design philosophy devs don't understand at times.