How would you direct a SC game?

pixel-bitching.

Is my new favourite term.

So, to attempt to get things set back on track, how would I direct a SC game?

First off, I'd (by which I mean, me and the team I would inevitably have) have to decide upon a multitude of things - What messages do I want to give to the players? What feelings am I trying to conjure up here? What kind of experience am I trying to provide for people, and how can I achieve those things?

I think that's far more important than simply deciding which mechanics I would revive/introduce, or how many characters should be in it, because the emotions the game makes you feel are what keep you playing. Is the focus on intrinsic or extrinsic rewards? Is the gameplay rewarding enough at all? Am I meeting the expectations of the fans?
What kind of game do I want to make?
By that, I don't mean "A 3D weapons-based fighting game". I mean, do I want a game that will leave people thinking? Or is it going to be for simple entertainment values? Do I want something to enrich people's lives, or just a shallow, albeit fun, beat 'em up?

It's only once you've figured out these core aspects - The philosophies and emphatic values - that you can REALLY being to craft the game. You can't start making something without knowing why you're doing it. Or if you're doing it for the right reasons.

After that, well, I'm a fan of modular design myself. Which is to say that I'd focus on building the things that best represented the raw ideals of my vision, as well as delivering the most basic and functional gameplay elements.*
In lame man's terms - I'd start with the basic fighting engine. Once that was built, I'd experiment with the extra, flashier mechanics - JG, Soul Crush, etc etc.

*Obviously the artists would be busy during the pre-planning stage. Even as the basic values of the game are decided, there's going to be things they can do. Programmers too.

Once THAT is done and dusted, only then would I focus on the online capabilities, and carry on with all the extra gameplay modes and other bells and whistles - Story Mode, CaS, Practice, Arcade etc as well.

As long as the core mechanics and values are in place, everything else is extra. Important extra, granted, but still extra.
 
You know, a better idea might be, go to tournaments and events, gain knowledge of programming, systems, aesthetics, modes of thought, become excellent at extrapilatory thinking so that, in the odd event you ever meet the game developers, they actually listen to you and then share the thoughts and concerns of the dev team, and then you realize months later after the game comes out, you really had a hand in it and actually influenced their thought process with your well thought out criticisms of the flaws of the series, and made helpful and funny suggestions while developing a rapport with the company.

Or you know, keep fantasy-booking like it means something.

-Idle
You absolutely miss the point of this thread. This is just idle chatter; just a fun topic for the sake of it. There is no ulterior motive to bash SC5. There is no fantasy to contact the developers and get them to follow the direction of a single fan. I thought it would be fun to hear what other people would do with the series if they had control. That is it.

It's worth noting that your method of influencing game development is darn close to being the remote fantasy you accuse other people of chasing after. In the best case scenario, you'll have a minuscule effect on a game's development. A much better way is to learn programming or modeling (or another talent used in game development), and then actually make a game yourself (either alone or in a team). And I'm sorry for shattering your dreams, but going to fighting game events is a pretty horrible way to learn anything about programming.

As you quoted yourself in that one article, a good designer is one who actually has experience doing hands on work on a game.
 
It's worth noting that your method of influencing game development is darn close to being the remote fantasy you accuse other people of chasing after.

Except that is exactly what happened in Sc5 and I will rub it in peoples smug faces until I get tired of doing so :)
 
Well within my smaller personal gripes on the series as it is now, I would -if ever given the chance to hypathetically- go back to what made SC good again. SC5 wasn't bad at all because there was effort clearly put in but the changes made just distorted the entire basis of the game and messed up the story. Now it just doesn't feel like a SC game by itself anymore.

I would go back and review everything then assign myself to the story and aesthetics of the game along with its over all design.I would like to review the look compared to the mythos and demand that the path of the game's theme and atmosphere be established and tightened up. I'd be much more strict on how far the game moves towards the barriers of the genre and try to apply more inspiration from direct history then fantasy for plotlines and design. I'd do more personal reearch and present a thesis on what the world should be like while closing all the loose gaps created by characters trying to stray from it and reboot or reinvision them for consistancy. I'd want this series to feel like we've gone back in time like game of thrones rather then look like self-cosplaying anime archetypes cartoonishly fighting each other. Though the biggest responsibility would be finding a better way to tell the story so its easier to follow rather then making it an optional long tidbit of trivia like most of the character backstories are. I'd have it told like a lost legend the way God of War does it.

Meanwhile if possible I'd have a larger portion of the team work on gameplay tweeks and then come together to trade progress reports then I'd suggest what innovative additions they'd consider adding but before getting it finalized I'd pitch a survey and ask the current gameplay be reviewed by players and ask what they'd like to see changed or inspired.

I would leave CAS mainly where it curently is, review it, change minor things and then add onto it later progressively after release. I'd promote DLC bundles but negotiate if it should be free. I dont feel CAS needs its own area of work during development outside just including it in the game and tie it with single player but as I said; worry about it last or after release.
 
I'd go back to the roots. IMO Soul Calibur V is perhaps the worst in the series in terms of content. 3 different versions of arcade mode is pretty ridiculous.

I wouldn't make a Soul Calibur VI, but rather a extension/true prequel to Soul Calibur V. Because obviously there were alot of unexplained things and occurrences that took place that left me like "wth?".

How did Raph become dumas/the new nightmare?
Is Viola Amy? How did Raph and Amy separate (I think we all know the answer to the first part since Viola and Raph have their own pre-fight dialogue).
How did Patroklos learn laido?
What happened to Cassandra?
Why did Kilik choose to become the new edge master?

Game modes
- I'd bring back the tutorial mode from Soul Calibur III, because that tutorial mode was just godly. It could turn casual players into competitive players. In fact it I think it was on par with VF4EVo's tutorial mode. You didn't need a guide or forum to learn how to play.
- I'd combine weapon master mode and chronicles of the sword into something new. Talim, Zas, and Yun-Seong would be unlockables through this mode as well as weapons, hidden stages, customization parts, money, titles, and costumes from previous SC games.
- Customization mode would pretty much stay the same as it is, but just have more of a selection and diverse clothing. It's piss poor in Soul Calibur V.
-keep legendary souls for challenging CPU fights.
-A true story mode like it is with Soul Calibur V that involves most of the cast kinda like MK9.

Gameplay
-Remove Critical edge (Sorry, but im still iffy about supers in 3D games).
-Bring back soul charge
-Return game pace back to soul calibur II.

In terms of gameplay I wouldn't revise to much besides what I mentioned above, but I'd seriously revive character movesets. In Soul Calibur V characters have so little compared to their previous counter parts. Ivy is a example of this; Soul Calibur IV she had 4 stances, now she has none. Yun-Seong wasn't in V, but he's another good example. Soul Calibur II he had like 3-4 stance and in Soul Calibur IV he somehow ended up with just his crane stance.
 
How did Raph become dumas/the new nightmare?
It's just the same 3D model, which is supposed to be hidden under a mask, which itself is hidden under a helmet. I find it funny how people think it actually means something.
How did Patroklos learn laido?
Styles memorized by Soul Calibur.
What happened to Cassandra?
She's in Astral Chaos.
Why did Kilik choose to become the new edge master?
He was Edge Master's apprentice for the whole series. I think it was always pretty obvious that it would happen eventually.
- Customization mode would pretty much stay the same as it is, but just have more of a selection and diverse clothing. It's piss poor in Soul Calibur V.
What are you talking about? It's better than it's ever been.
-Remove Critical edge (Sorry, but im still iffy about supers in 3D games).
-Bring back soul charge
-Return game pace back to soul calibur II.

No. You have absolutely no idea of what you're saying. Stop right there.
Ivy is a example of this; Soul Calibur IV she had 4 stances, now she has none.

Holy shit, I must've been really bad to never notice a fourth stance.
______________________________________________
And last but not least:
-keep legendary souls for challenging CPU fights.
Quoted to emphasize the hilarity.
 
How did Raph become dumas/the new nightmare?
Is Viola Amy? How did Raph and Amy separate (I think we all know the answer to the first part since Viola and Raph have their own pre-fight dialogue).
How did Patroklos learn laido?
What happened to Cassandra?
Why did Kilik choose to become the new edge master?

Unconfirmed.
Raph just woke up in a dungeon. S'all we know.
He trained with Setsuka in Istanbul.
Dragged Sophitia into Astral Chaos. Chilling with Night Terror and launching her own line of fragrances, possibly.
Because Edge Master.
 
In terms of gameplay I wouldn't revise to much besides what I mentioned above, but I'd seriously revive character movesets. In Soul Calibur V characters have so little compared to their previous counter parts. Ivy is a example of this; Soul Calibur IV she had 4 stances, now she has none. Yun-Seong wasn't in V, but he's another good example. Soul Calibur II he had like 3-4 stance and in Soul Calibur IV he somehow ended up with just his crane stance.

It's important to remember that throughout the series- every character has had their move sets changed slightly- SCV - if I recall was basically about making it simpler or more easierly accessible for new comers...

So, with the next installment of SC- we can all expect even more changes to familiar faces.

As an aside.

If I were directing a soul calibur game i'd play around with the idea regarding mimics- giving the user an option of up to 6 characters that they themselves choose to make their own tailored mimic - as well as having the bog standard mimic in the roster. But more importantly: to get the Team to figure out how viable such an idea actually is.

The more I play Elysium, or Edgemaster- for instance - the more I realise that sticking to one character is a bit of a boor, I'm just loving variety.
 
Sounds like your nostalgia goggles are a little too tight on you. I take it you just got into SCV/you didn't play it that long? Regardless, welcome and hope to see you around.

I bought it day one and played it for quite sometime. After the patch I rarely played it and just stopped when VF5FS launched. Now I just recently bought it on PSN trying to get back into it I suppose lol.
 
1: Forget "Soul Calibur Legends" ever happened.
2: Remember rule #1.
3: Bring back past characters.
4: Make a story-mode with more cut scenes and a thought out story (No incest)
5: Have background stories that are explained in the story mode. These are to be detailed and make sense.
6: Button check in player select.
7: Keep the critical edges and the flow of SCV.
8: Bruce (fucking) Campbell.
9: Remember #8.
10: Younger looking Ivy (your welcome)
11: Nightmare should be an all powerful bad ass (In story mode).
12: Patroklos is an asshole... Deal with it (It's why he is so cool).
13: ...
14: More DLC and Patches.
15: Replays are to be able to be uploaded to "YouTube" in game.
16: Better Training Mode. (The fact that by touching the right thumbstick changes everything, is annoying.)
 
Better Training Mode. (The fact that by touching the right thumbstick changes everything, is annoying.)

I'm continually surprised by the lack of this complaint. Unless you change your button configuration specifically to avoid such troubles, it is shockingly easy to hit it with slide inputs and then ruin everything ;_;

Well, at least for those of us using controlpads. It's almost like no one playing on a pad ever goes to Training Monde, sadly.
 
TBH I'd leave it to the original creator to decide how he wants to direct SC. I mean this is his work that I believe many of the SC veterans/fans grow up and respect.

But of course there's more to it. I wish Project Soul was well funded to form their own company and Namco Bandai were to give their Soul Calibur intellectual property to them so they can make SC they way they want w/o being under Namco's control.
 
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