Wishlist for a Soulcalibur VII?

Nah tekken stays pretty true to what it is. Calibur is the one turning more and more anime fighter. Which is another thing lets not continue doing that.
 
I don't like the anime inspiration either, and imo they must remove character creations from online and put rollback.
 
I want the 25 characters who aren't Haohmaru, 2B, Geralt and Inferno to return. I would like three new original characters but if it means we get Algol and Lizardman maybe they can reduce that to two.
 
I have a feeling for those to be DLCs in a SCVII will be....
  • Li Long
  • Rock
  • Aeon Calcos
  • ZWEI
  • Sophitia
  • Cervantes
  • Raphael
  • Yoshimitsu
  • Hwang
  • Dampierre
 
I don't care how unpopular the idea is, the only thing I wish for in a SC7 is that the character creator be dropped altogether. Not only is it tiresome, old, and stale seeing recreations of stuff like Street Fighter characters, Tekken characters, Mortal Kombat characters, and anime characters, it takes away resources that could be going toward gameplay
 
I don't care how unpopular the idea is, the only thing I wish for in a SC7 is that the character creator be dropped altogether. Not only is it tiresome, old, and stale seeing recreations of stuff like Street Fighter characters, Tekken characters, Mortal Kombat characters, and anime characters, it takes away resources that could be going toward gameplay
It's not so much that this idea that you keep floating is so much "unpopular" as it is indicative of a fundamental lack of understanding for how these games are developed. budgeted for, and marketed. You may very well find it "tiresome, old, and stale seeing recreations of stuff like Street Fighter characters, Tekken characters, Mortal Kombat characters, and anime characters ", but a) how tiresome can it really be for you when you actively have to seek CaS content out? If it doesn't appeal to you....just don't waste your time looking for it, maybe? Even if you're opposed to the occasional random online matchup, that's at best an argument for their not being restricted to non-ranked/player matches, And b) while there is a lot of content out there replicating characters from other games, or anime, they represent only a small fraction of overall creation content. On this site's creation forum alone, there are tens of thousands of creations, and a majority of them are original creations or fairly technically nuanced reference pieces from a vast variety of mediums and franchises. And this site's CaS forums represent only a small fraction of the overall CaS enthusiast numbers.

But more to the point, you are simply mistaken that creation "takes away" from the overall budget of games in this series, whereas the situation is really closer to the inverse. We're talking about a franchise that has long been on a downward trend with regard to its market share of a genre that is itself on a decline and in which all but a handful of IPs struggle to remain profitable as production costs surge year-on-year and reliable sales scale at only a fraction of the same rate. Simply put, without creation as one of the most popular idiosyncrasies keeping this series afloat, you'd be getting the last couple of titles much more slowly, with much lower budgets (and therefor more limited content), or very possibly not at all. The cost of implementing a CaS editor is actually immensely trivial as compared to most other modes and forms of content--and all the more so for the fact that the core editor module and UI has been essentially repurposed with minimal refinements for several games now.

So whatever portion of the final budget it uses up, you can rest assured that creation inflated that budget by much more by virtue of the increase in projected sales the feature adds, which goes into the developer's setting of that budget in the first place--especially where, as here, the developer and publisher are arms of the same company. This utility is born out not only by Namco, a games company that spends about as much on market research as any player in the industry, continuing to stick with the feature, but also the fact that more and more FG series have developed similar features over the last decade.

In short, you're complaining about a feature which you don't have to engage with at all (certainly not at the level you would have to in order to get fed up with the aesthetic trends) and without which you wouldn't have these games, or would have inferior, smaller versions of them. If you want to complain about something taking up an out-sized amount of the budget relative to the value added, you should be looking to the cut-rate, corny, and actually quite tedious single player content. Chronicles of Souls and Libra in SCVI, for example, could have been produced with literally 1/100th of the amount of lame, generic, cheaply produced, cringely-written visual novel bloat and not only have been better off for the streamlining, but may very well have saved enough money for ten extra stages, a half dozen characters, better netcode and platform optimization, and still had enough left over to revise the CaS editor module and doubled equipment offerings. CaS. a feature that is popular with old and new players alike, is not the issue. It's the other dedicated blue ocean features (that is to say, chasing the true casuals) that is the issue. It's not a case of CaS vs. fundamental gameplay depth, or roster and stage variety, or solid builds and optimization. Rather it's all of those things being on one side, balanced against voluminous (but increasingly cheap and underwhelming) single player content on the other.

Anything new to bring up for a Soulcalibur VII?

New character ideas?

If we assume that pre-development planning for seven starts in the next year and a half, as post-release content support for T8 begins to trail off, then the timing may finally be right for a cross-over with the third game in the Final Fantasy VII remake trilogy. We'll probably be seeing the next FF7R game in three years, and three and a half years seems about as good an estimate as any for SCVII. And every one of the last three releases between Tekken and Soulcalibur has had a Squaresoft guest character. Personally I'd love to see Tifa. It may not be the most obvious choice to some, but I think it could work: Tekken keeps inexplicably characters who are armed in a manner better suited to Soulcalibur, so there's a kind if appropriate-feeling parity in going the other direction. Plus, we're overdue for a brawler guest, so two birds with one stone. I'd also be happy to see Kazuya, insofar as we have previously seen Heihachi and Devil Jin fill these roles in past SC games. But I just feel like the SC developers, who have a pretty great track record with adapting wildly different characters into the mechanics of the franchise, could do a lot with Tifa.

As for new original characters, I think we're long overdue for some more grounded weapon types again, after a too-long period of only getting energy sword wizards as completely new styles. I think a north asian, turkic or eastern European steppe warrior with either a saber, a khopesh, kilij, or shamshir could be fun. Or maybe a new Chinese character with a meteor hammer? A more teutonic warrior with a bec-de-corbin? I don't know, just something with a more down-to-earth design and weapon. We just don't need another character on the Necrid-Tira-Algol-Zwei-Azwel spectrum of weapons that are either energy blades, impractical atrocities for handling, or both.
 
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I admit I was wrong about the whole "CaS takes away from resources" thing. I still don't want SC7 to have creation.

I'd rather that CaS be removed in favor of bringing back the regular characters' outfits from all the previous entries they appeared in as well as bring back all the extra modes from SC2 and 3. Custom characters are nothing more than clones of regular fighters, so what's the point of having it? SC6 should have never had this mode at all, they should have focused on gameplay and SP modes.

Sorry, I'm so frustrated and angry right now
 
Yeah character creation was a mistake.

They should have at least keep it in sp mode only, but they just flooded that shit everyone including online and even rank modes. What were they thinking, have no idea never understood that

Even Crapcom was smart enough to not include it in in SF6 every online mode
 
I admit I was wrong about the whole "CaS takes away from resources" thing. I still don't want SC7 to have creation.

I'd rather that CaS be removed in favor of bringing back the regular characters' outfits from all the previous entries they appeared in as well as bring back all the extra modes from SC2 and 3. Custom characters are nothing more than clones of regular fighters, so what's the point of having it? SC6 should have never had this mode at all, they should have focused on gameplay and SP modes.

Sorry, I'm so frustrated and angry right now

But the thing is, this is not an either-or, zero-sum scenario. In fact, I think the only way you are ever going to get an entry that features old customs from all of the cast's previous appearances is in a game that is taking CaS seriously. For a number of reasons. First off, those kinds of content appeal especially to those with an interest in CaS more so than the ultra-hardcore (plenty of hardcore players like CaS, but I think it falls off a little when you are starting to talk about dedicated tourney players, whereas semi-hardcore and casual players are all over the place on whether they like CaS).

At the same time, having invested in all of those assets, there's really not much reason to just add the creation, since the editor itself is typically a passingly small portion of development time and resources, so if you've already got a huge head start on creation variety because of everything you took the time to recreate from previous games, it would be a huge waste of extra mileage not to add it all to CaS and satiate that part of the fanbase's thirst for more creation assets. The two things you are talking about actually dovetail together probably more than any two other parts of the development package, so I'm just a little confused why you regard them as opposite poles of the possible development priorities spectrum.

What doesn't dovetail with having the kind of content you want is too much priority on single player modes. That's precisely what we got with SCVI and that is in my opinion a significant part of why the game, despite a number of strong points, was unable sustain a thriving scene. That's what you get when you orient your fighting game product too much towards the casual side in search of blue ocean sales. That single player content was seriously low effort and embarrassing, but there was a lot of it. And though it may have made the longterm-but-not-hardcore-players segment of the fanbase--and the lore nerds in particular--cream in their pants, it didn't do a whole lot for core assets. Which includes both CaS and the type of alt outfits you are talking about. Libra and Soul Chronicle are really where the budget was blown.

As to gameplay, though, even if I didn't find it was my favorite entry in that respect (just didn't like a lot of the character gimmicks, and I think that the number of different gameplay systems is starting to get a bit muddling, even for longterm players), it still is a very rich and mechanically deep entry. In fact, movesets and tactical depth have both arguably never been deeper. And yet despite this, it's also one of the better balanced entries, imo.

Anyway, I think you're looking at this all wrong, no offense. What we need next is a game that prioritizes fundamentals: solid gameplay, competent netcode and matchmaking, roster size, asset size (in terms of character designs and stage selection), great visuals and art design, robust CaS, a healthy selection of modes that aren't just lazy vehicles for cut-rate visual novel talking heads. They did the reboot thing, and now my hope, though I think it's unlikely, is that they create something like Tekken Tag Tournament for Soulcalibur: a competetive-focused, technically excelling entry that caters to those who want a focus on the gameplay and gameplay content, with a de-emphasis on the casual and on story content. I've speculated myself in the past about what such a game could look like. But in truth, I know it's a likely pipe dream in modern market.

Yeah character creation was a mistake.

They should have at least keep it in sp mode only, but they just flooded that shit everyone including online and even rank modes. What were they thinking, have no idea never understood that

Even Crapcom was smart enough to not include it in in SF6 every online mode

Another possibility is allowing CaS in ranked, but only allowing reskins/alternative outfits of the main cast, while prohibiting custom characters. Or only allowing custom characters if they have the same height/reach classification of the default character for their assigned weapon style. There's a lot of ways they could approach online to allow for creation to be present without tredding on the gameplay balance.
 
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