MIZIEYA
Soul Of Taki
Are you aware that tactic leads hopelessly to death? Think on it.
According to The Tarot: Death means change.
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Are you aware that tactic leads hopelessly to death? Think on it.
Birmingham UK.Birmingham UK?
Seppuku is fun.Congrats on taking a class on classical japanese literature though.
Seppuku is fun.
Yoshimitsu is fun.
Haikus is fun, yes?
*shows defiant expression like a child*
no es a haiku.
u need a 5 seven 5.
dis might be trolling.
Shut the fuck up, scrub.
Commit harakiri, scrub.
Shut the fuck up, scrub.
>3
The reason is simple: All characters are designed with play-styles in mind. Mitsu's play-style in SC5 did not necessitate the niche that RLC had occupied in the previous games. Mitsu, over the course of 4 games, went from a simple character with a bunch of tacked-on extra stuff nobody really used (because it was bad, or good players couldn't find a place for it), to cutting away that stuff. Because that "extra" fluff existed for 4 games, people became accustomed to it, and, like a mother trying to nurse their child away from a bottle to a cup, there is of course some crying.
You have to understand that a big part of SC5's development ethos is bringing people back to the "playing" part of the game. They brought in tournament players onto PS, and curried the opinions of tournament players the world over. How do you get long term loyal fans? You teach them to invest in the game by making core skills learnable, and hope that the attachment to the process of playing the game vs other people takes hold.
Mitsu, like Ivy, is also a recognizable "franchise" character. You don't need to complicate characters like that, because their main appeal is to draw in newer players and allow them to achieve measured success while learning the game. Elements like stances tend to complicate matters. As is, MST is pretty much useless in SC5, and that was probably left in as a bone to people. What is great about both of these characters is that they STILL hold up at high level play, even if they aren't the best characters in the game. That is masterful design.
Full Disclosure: Mitsu Tournament Main since SC1. I think SC5 Mitsu is just fine as is.
They should give the stance to Pyrrha then kill Mitsu off.
Snip
You know, the fallacy of losing sales by catering to tournament players is just that- a fallacy.
SC5 broke sales expectations and created a new market where there wasn't one before. Tournament players give the game long term exposure now in the form of streams, videos, commentary, podcasts, etc...,which results in trickle sales long after the initial casual sales period boom. While 10 years ago, it might not have mattered what tournament players think; in these times it's completely different.
The gist here is, what kind of customer is a better kind of customer? One who will freak out of the slightest change which is impossible to compensate for (like yours) and abandon your project, with no appreciation for it's depth... Or the customer who will buy from you based on the idea that you are doing as much as you can to make the best game you can? The tournament market is no longer just the tournament PLAYERS anymore either, there are audiences for this kind of thing now. People who will never participate in a tournament now have the values of tournament culture.
This is not to say casual content and aesthetics aren't important- they are. The look, feel and tone of the game is an important part of the attraction, especially for younger players you want to hook into the series.... however, that content is becoming less the focus of the series, and more a gateway drug for the rest of the stuff therein... you know the actual playing part of the game. The notion that fighting games were ever anything more than that is ridiculous. The only reason console versions of arcade games had this extra stuff was as a way to fill out a product- it was never the focus of what the game is.
@IdleMind, thank you for your thoughtful respoonse.
I have to take your word on SC5 breaking sales expectations. I'm not privy to the details.
And I Iagree that Tournament/High level players give the game long term exposure in all the various media. And I also agree that it does matter what high level players think (They are customers too!).
But the problem arises when the game producer is influenced far too much by high level players. I saw a very similar thing happen with the Virtua Fighter franchise. It went from a relatively full fighter VF4Evo down to nothing but a VS mode with an online Vs mode. Sure the high level players are for the most part happy, but with every iteration on the game since VF4Evo more and more casual players were turned off. Yes PS should listen to high level players, and the long term exposure serves to keep the hardcore interested and going, But TBH Casual players can be bribed with good advertising, t-shirts, commerative posters, release of the sound track, pretty stages, guest characters, etc.
Even if there were no inbetween version tournament scenes, Casual players still show up at the next release. In reality Namco just wants to sell the game, as long as the customer doesn't return it they don't care how often they play it.
The loyal casual players who number in the millions will always buy SC unless its starts to lose the fun factor. Hey what happened to Darth Vader and Yoda? Where is Zalasamel and Talim? What! I can no longer do Miturugi's Trooper roll? You mean they dropped Battle Theatre? No more Team Mode? No Seong Mina?, OMG what have they done to Kilik? You can't save replays unless you're fighting online? Oh no... Word gets around to casual players and Namco loses customers. Granted, they may pick up new ones, so maybe things even out, but maybe they don't.
For the Casual player, the more flash and features the better, for the high level player: screw the flash and eye candy we want balance , a good lobby, and solid net code LOL. I disagree that Casual players (in general) care (very much) about balance, what they care about is characters they identify with for one reason or another, and how fun it is to play with that character. Single player experience is of major importance to most casual players.
Here's another realization about "loyal casual" players: In general they never become high level /tournament level players no matter how simplified or accessible the characters become.
So PS simplifying or watering down , cutting move lists, or trimming the roster ultimately has the opposite effect on "loyal casual" players.
You are also right that Namco should not just continue to add moves. Let's take SC IV's Mitsurugi for example. Although they took the trooper roll and a few other nice moves from his SC3 persona, he was still kind-a functional. in SC5 PS could have left him alone, Mitsururgi didn't need any new moves(or animations for that fact).
The casual player would have been happy with new stages, new music, new customization options, maybe bringing back team mode, or adding Kratos from the God of War series. SC5 couldn't have been aiming at making the "Loyal Casual Player" happy because they cut movelists, they cut character rosters, they cut story mode, they cut the gallery, they cut the slide shows, they cut extras, they cut the kewl detailed movie endings for each character, but they bolstered online features, online play and netcode. SC5 is obviously aimed at high level/tournament type players. And if that's not the case, who was PS aiming at by butchering SCIV?
TBH, By PS butchering the movelists of many of the characters and butchering the roster of characters, the game is less deep for the high level/tournament types
, and less fun for the loyal casual customers. If Namco made money on SC V that's very good, but they could have made much much more money if they had left the move lists and roster alone, if they had a bigger and more grandiose story mode, if they had brought back team mode, and provided the awesome movie ending for each character. If they had the nice full movie intro like SC II, SC3 and to some extent SC IV. Instead little by little PS is dropping features and functionality from the Soul Calibur game, catering more and more to high level players and tournament types. Eventually Soul Calibur is going to go the way of Virtua fighter, and be nothing more than an online VS mode with tight net code and good lobby. And sales will no longer be in the millions, but the hundreds of thousands. That's the trajectory that Soul Calibur is on, that's the trajectory that most fighting games are on.
PS reinstate Mitsurugi's Relic before its too late....... LOL
But where do we download the sales expectations?You can find them in the Namco sales yearly report, which is publicly available.
No problem.
You can find them in the Namco sales yearly report, which is publicly available.
I agree with this but not with the reasoning. Not all ideas and opinions are relevant and equal. In this case, it's really more of a probability equation. A tournament player may or may not know what they are talking about; but the odds are statistically higher because of a dedicated learning of the game and it's elements, therefore the odds of a tournament player being able to think broadly about the game as opposed to "what they want" in particular is higher as well.
Bribery is pretty much something we agree on. The problem is unification of the fanbase, because that is the goal. Let me explain it to you:
If you have a game with very distinct features that are so different they create their own strong fanbases, like we have with casual and competitive types in Fighting Games, you are creating a true no-win situation for yourself as a designer. Eventually as those fanbases will diverge to such a degree that you cannot please any of them even as you try.
How do you solve this? Well as we go in this dissection of the position you hold, I'll make that more clear.
They do care how often you play it, because recurring players are stronger indications of recurring customers. That is marketing 101.
Given that the content amount in that vein has been going down since SC1, and the sales have been exceeding expectations for each game, I'd say this doesn't actually matter.
Obviously.
Actually these two things are at odds for different reasons that you think. If you introduce a player to playing the game by showing them flash, and that flash is so far divided from what the game actually plays like as you learn it, you create a cognitive dissonance and a gulf between the player base at large. If what you learn at "noob" level still has resonance as you learn the game, be it from casual modes, movelists, or characters, you create more loyal players because progress is ADDICTIVE. SC5 for example has a MUCH HIGHER median level of play than any other SC. That's because unlike previous SC's, they don't have to unlearn things they learn at low level play, they simply refine *how* to use them.
Now imagine how much more unified the playerbase would be if ALL elements of the game fed into this greater whole, not just movelists. What if Story Mode not only told a story, but taught you how to play? What if those CaS parts you really love to use to customize your character were dependent on learning the game?
Again, sales data does not support this.
This doesn't take into account system-level changes which necessitate giving characters a look over and fine tuning them into the new engine. So this is not applicable.
It was aimed at bridging the gap, as described to you above. It has been very successful at doing so.
Speaking for high level players, this is completely the opposite of how we feel. Again, this doesn't take into account system level changes.
An impassioned speech, but in no way supported by the actions of the dev team, or the sales data, really. In the end sometimes we sacrifice short term profit for long term investment. Even as a game curtailed by marketing pushing it out the door 3 months too early, with 2 months of slowed work time due to the earthquake, it is still a huge success.
If they do reinstate it; it will be because they think it's the right thing to do for the game, not because a casual player asked for it.