Why Mitsurugi's 'Relic' stance must be reinstated

Kendo insights are cool.....

but this is a game with Demonic swords and Lizard-men...

suspend your disbeliefs.
 
I support the cause, but don't like the reason in the op. A better argument for me would be how the mist stance turned up, it seems to be the stance you should attempt to avoid using. In the earlier days of the game I received messages, asking why I bother / use the stance and that is what it feels now, something you should not use / :
So when all synergy between relic and mist were lost and related relic stance moves / combos, the entire SC 5 mist stance got a bit borked / useless.

Edit: SC6 Mitsu: Mist stance removed. Sigh. :sc2mit2:
 
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.

@IdleMind I don't want my post to be offensive in any way, but I respectfully (seriously respectfully) see the opions in this post as Exactly what the problem is. For example your reference to Mitsururgi still holding up at high level of play. Your reference to long term loyal fans is also well intentioned but part of the problem.

First this might be a shock, but out of the millions of customers that buy each rendition of Soul Calibur, only a small percent of them care about or event get to anything that looks like high level play! How characters perform, or the usefulness of moves or balance in High level play is simply not a concern for the vast, vast, vast majority of Soul Calibur customers.
One of the downsides of being casual, is usually they don't complain in forums, or in social media. They won't send Namco and e-mail, or post something on 8way because there very disappointed in what happened to SC5, they simply won't buy it, or if they bought it they'll return it, and make sure not to purchase the next.

The notion of catering to long term loyal fans is a forked road, there are the long term fans that play some version of Soul caliber regularly and there are the long term loyal fans that will always buy a new Soul Calibur whenever one is released. IdleMind, these are usually not the same ppl. The group that plays Soul Calibur regularly perhaps (weekly or daily) is a small percentage of the customers that buy Soul Calibur. Namco should not let these ppl have to much say so in the next version of game. The other group is the group that will always Buy the next version of Soul Calibur, but they only play it casually, maybe during family get togethers, during vacations, or when they're in a very I'm-in-the-mood-for-some -Soul-Calibur kind a way. These ppl number in the millions. These are the ppl that Namco should not offend.

For the millions of casual players that purchase SC when ever a new one is released, these ppl love the story mode, they love the music, the stage art, the background stories on the characters, the rich move sets that are so reminiscent of familiar styles, the love the drama of the Soul Calibur series. TBH these ppl could careless about what happens during high level play or at tournaments. Character balance, frame advantage/disadvantage, etc have no meaning for the vast number of Soul Calibur purchasers. The high level/tournament types are the minority in this case. They have very different goals for the game than the casual-playing majority. The casual-playing majority types that like Mitsurugi, like his samurai story, and they are very much aware of his cliche Samurai moves that are found in Anime, Manga, classic sword flicks etc. When Nameco cuts these moves from Mitsurugi, they have offended a much larger crowd than the relatively small high level players/tournament types. From a sales pointed a few Namco can afford to completely loose the high level players/tournament types. Its the loyal casual players that buy millions, high level players number is the 1000's , casual players number in the millions.


If Namco wants to see sales go down, then they should listen to the wants and needs of the high level/tournament players. Who usually only care about character balance, the utility of moves in the movelist, lag in online, and a bare bones Vs. Mode. If Namco wants to see sales go up then listen to the Loyal casual players, who will alway buy the next version of Soul Calibur as long as it continues to be fun, have a great story mode, have the great music, and stages, and the rich set of fun moves that each character can do. Cutting cool moves from Mitsurugi, or Raphael, or getting rid of beloved characters like talim, Yung Sun, Zalasamel, etc, will cost them sales. I'm pretty sure SC V did not sell as many units and SC IV. I noticed when Namco took the trooper roll away from Mitsurugi, I barely forgave them for that, now they've butchered my favorite Samurai and as a loyal casual player, If I don't hear news of restoring Mitsurugi to his former greatness and bringing back beloved characters that were just dismissed, I can say for certain that SCV will be the last Soul Calibur I buy, but SCIV will probably be the Soul Calibur that I play, when I'm in a Soul Calibur mood.
 
They should give the stance to Pyrrha then kill Mitsu off.
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@SinseiPo: You can't just keep expanding the move list and char list, never removing anything. That would become unmanageable at some point.

Also I am fairly sure everyone wants a balanced game, I don't think the players giving suggestion to the devs, said to remove relic, but mentioned e.g. that these relic moves had little utility, and then ps decided what needed to be done.

 
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.

 
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
 
@IdleMind, thank you for your thoughtful respoonse.

No problem.

I have to take your word on SC5 breaking sales expectations. I'm not privy to the details.

You can find them in the Namco sales yearly report, which is publicly available.

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!).

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.

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.

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.


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.

They do care how often you play it, because recurring players are stronger indications of recurring customers. That is marketing 101.

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.

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.

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.

Obviously.

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.

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?

So PS simplifying or watering down , cutting move lists, or trimming the roster ultimately has the opposite effect on "loyal casual" players.

Again, sales data does not support this.

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).

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.

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?

It was aimed at bridging the gap, as described to you above. It has been very successful at doing so.

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

Speaking for high level players, this is completely the opposite of how we feel. Again, this doesn't take into account system level changes.

, 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.

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.

PS reinstate Mitsurugi's Relic before its too late....... LOL

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.
 
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.

@IdleMind, again thank you for you patience and thought out responses. I can now see where you're coming from. And it is one of the valid positions on the drawing board at many gaming producers right now. Will it work? Ahem... I think the jury is still out. For instance,

Let's accept the premise that Namco is meeting and exceeding sales expectations. Then why fix what's not broken? Obviously the customers are happy, Namco is meeting and exceeding sales expectations, why screw with a winning formula in the name of system level changes :-) Sure McDonalds throws in a promotional item every now and then, but basically its sticks with the Big Mac, Quarter Pounder and that red box of Fries. They don't mess with the formula, for fear that sales might go in the other direction. If the Soul Calibur formula has been successful starting with SC II, then why would Namco try to fix it? Why not just rely on new players that are now old enough to buy the game when the next release is due? You know if things are working, sales are good, why even chance messin it up. Also IdleMind it is very possible to meet and exceed sales expectations and lose large amounts of customers. Everyday thousands of ppl become old enough, or becomes rich enough buy and play the game.
Maybe its the constant influx of brand new faces that allow Namco to meet and exceed sales expectations. Perhaps they lost a million old customers when they dropped team mode, battle theatre, cut roster etc from SCIII, but maybe than gained 1.5 million new customers. So maybe doesn't Namco give a !@#K about the million old customers they pushed away. I guess that's a luxury if you've got it like that.

I agree, yes we do want the game to be easy to play but hard to master. This is what attracts noobs and high level players alike to fighting games in the class of Soul Calibur. In fact this is the only place where you actually 'Unite the Fanbase' because they(noobs and pros) are playing the same game, but outside of that, you would be chasing something that can't be done. In actuality casual players don't bite (on that addictive aspect of the game). They don't have the appetite for more and more and higher and higher level of play. On the other hand the one-day high level players and one-day tournament level players bite (on that addictive aspct of the game) because they do have the insatiable desire to get better and know more they get into the advantage/disadvantage scensarios, mastering of all combos, frame counting etc. The true casual player doesn't even want to master the game, no matter how accessible or simplified it is (because by definition they are casual players!!!!) and they have other games to play :-) Any attempt to make a game that will completely satsify hardcore, high level, tournament players will ultimately push away casual players. Its a noble goal but in practice there are very very very few successful examples (Chess comes to mind though). Yes we do want game that you can start out as a noob and have enough meat in it to play tournament level. But some noobs want nothing to do with tournament level. To the contrary, they want storylines, rich characters, game modes, nice intros, and endings, cool music and awesome looking weapons and artwork. Perhaps Namco has been able to drop this kind of content from one version of SC to the next and meet sales expectations (but if they are doing it, its because they are getting new customers all the time) not because the original customer is buying it, because they're not. As Namco's Project Soul cuts stuff from the game they lose customers, but they also gain new customers with every release, maybe those two numbers cancel each other out :-)

Instead of trying to please both the loyal casual player community (which numbers in the millions) and the loyal high level/tournament level player (which numbers in the thousands) Maybe PS should produce a Soul Calibur "Tournament Edition" which is a stripped down version of whatever the current version of Soul Calibur happens to be at the time. A version that cuts move lists, slices rosters down to size, dispenses with all of the other unnecessary game modes, glitz, eye-candy, music, intros, endings, customizations, and all the rest of the unnecessary baggage that superstar soul calibur players despise. And just give the high level players a VS mode offline and VS mode online, with a practice mode that shows frame data, advantage/disadvantage scenarios, and the ability to record moves, and a greater emphasis on character balance. This way PS could release a game that everyone would buy, and then for those who want to really get good they could buy the 'Tournament edition" Think of all the benefits. Those with the tournament edition would never have to worry about noobs, or spammers, or casual players that don't know how to play. :-) LOL Certainly any Soul Calibur player that would buy Soul Calibur "Tournament Edition" imagines him or herself as a hardcore player. Then we could leave the casual version of Soul Calibur to the noobs, casual players, and those of us who just want to have fun without mastering all of the nuances of the fighting game engine :-) On the other hand in the tournament edition, PS could keep cutting and optimizing movelists and character rosters until players were down to just the bare essential roster, perfectly balanced uncluttered by extra game modes and features. Maybe under those circumstances Namco would listen to a Casual Player and reinstate Mitsurugi's Relic.

Soul Calibur VI (Movelists and Character Rosters Restored) featuring new story mode, team mode and battle theatre

Soul Calibur VI "Tournament Ed" (Tournament approved movelists and character rosters, optimized balance and netcode)
 
I don't see why they got rid of it. If it's a shitty stance from a competitive standpoint, high-level players just won't use it, while people who just love dicking around online will enter random-yet-hype-as-all-hell Relic staredowns, waiting to see who will strike first. And who knows? Maybe someone would figure out how to make Relic viable in high-level play.
 
Having 2 separate games, one for casual, the other for hardcore, wouldn't that only further put pressure on an already pressured PS to barely release a game in time as it is?

We all know sc5 was rushed, imagine how much worse things could have been if they had to make TWO games?

I agree with Idle completely. Given the time frame, the earthquake that devastated Japan, and SC5 STILL turned out to be this good?

Lets pretend for a minute that they tried to make sc5 like sc3, in the sense of having a SHIT ton of styles, SHIT ton of modes, etc. That would have meant that they would have had virtually no time at all for balance and glitch testing.

Well, the funny thing is, Sc3 ended up being an unbalanced glitchy clusterfuck. They tried to do in that game what you're suggesting and look how that ended up.

They focused on the things that truly mattered in a FG for sc5. If I want good SP content, then I play something else.

If you like older game modes, why not just play the older SC?
 
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