I'd like to think I wouldn't change much, but whenever I go back and play an older Soulcalibur game it's very apparent there is something missing from both IV and V.
I would focus on providing content that newer players would actually enjoy playing, whilst learning a little about Soulcalibur along the way. Online is intimidating and keeping motivation whilst learning the basics is difficult for some, especially while they've got win ratios constantly telling them their place and nothing to tell them why they are there and what they are doing wrong.
Chronicles of the Sword is what kept me playing SCIII long after I stopped having friends, and without that I wouldn't be close to what I am today. Creating characters and playing through a story with them was very engaging, and during that time, I at least learnt the fundamentals.
- I would take a leaf from the Gauntlet mode from Broken Destiny, but perhaps less full-on. Teach players how to deal with certain key moves of the opponents they face throughout the mode, but in the context of an actual fight (rather than in controlled instances where they just repeat the attack over and over until you respond to it correctly).
- Also, a specific thing I liked about CotS was the optional and difficult regular character towers. An optional challenge on every level that reminds you that you have more to learn, and provides a sense of accomplishment when it is eventually overcome, but never hindering progress.
- I would not use leveling, stats, or weapon abilities however. Stats and abilities just provide you with exploits to falsely overcome challenges where knowledge of the game should be the solution, and those based on the appearance of your character simply cause people who want to progress through the mode feel like they can't create and use a character they want.
Also, these create differences between a standard match and the tutorial, which makes it more difficult to learn the 'real' game by this mode.
- CaS mode specific unlockables provide incentive to play the mode as well as a sense of progression, but doesn't interfere with the main game.
Other than that I wouldn't care what the mode entailed so long as it was fun, and long enough to teach what it needs to. CotS was great, but rehashing old ideas is not always the best option.
That handy section with written explanations of the mechanics from SCIII was also incredibly helpful to me back then.
To me, SCIII's story mode was the best so far. While the same significant events often occurred each time, the branching paths still gave it some depth and made it engaging to play. Importantly, each character's personality and goals are defined, so I knew who the cast were and why they were involved.
(A little feature I'd've liked to see in the context of SCIII's story mode would be a option to write stories for your own characters... It's all text... just put in some generic You got Soul Edge!/You got Soul Calibur! scenes for the end... but yeah, unnecessary...)
SCV's story mode was a mistake. Aiming to include voice acting and so many cut-scenes restricted the overall content, and left even somebody who had played previous Soulcaliburs questioning why some older characters were still important to the story, and having little concept of the personalities, motivation and backstories of the newer characters.
Fighting games
need new players. Without new players, eventually there are no players. Single player modes and tutorials help keep people invested to a point where they can actually understand and enjoy the gameplay. I've tried to introduce several people to this game, but CaS can only keep someone interested for so long, and after that they're left with a complex and confusing game that's very difficult for me to teach, and they can't even understand why they're losing. It didn't last long.
The biggest problem for me however is one I don't have a solution for, which is why I haven't mentioned it until the end... (I'm about to not know what I'm talking about so... yeah.)
A while ago I watched some tournament footage of SCII, and it was so fast-paced and just great to watch. SCV by comparison is slow and predictable. I know next to nothing of SCII, but at a glance it seems to be due to cancels and delays... the mind games being played are far more visible perhaps?
I dunno, but going by what I've seen watching SCII... If there was re-release with online, I'm not sure I'd come back to SCV even with the lack of CaS. To me, that faster-paced, bluff-heavy gameplay is far more interesting.
Note how in SCII you had to utilise more than 4 attacks. (...That's not fair really... an example from WGC would probably been better)
It's probably just a matter of personal preference but--well... I could go on SCV right now, but all I want to do is buy, play and learn SCII, but in the end, I'm settling for SCIII. I can't explain it as much as I try but, whenever I look at an old SC it's like I realise how much I hate SCV.
If I could figure out a way to solve that, I'd've written it here.