That’s basically my definition. SFV definitely doesn’t cater to those people. The game seems to be about hooking people who would be more hardcore, yet turned off by high execution barriers that force them to spend what they would consider to be too much time in training just to learn basic things like BnBs.
That is the really strange thing. The game seems geared towards people like me that are very very long time players and actively interested in doing well and learning but simply don’t have the time always to get down REALLY strict timing (1 frame stuff) and commit it to muscle memory. But…I’d buy the game anyway. So…what’s the REAL hook there? I don’t disagree with changing from 1 to 3 frames and actually find MK to be a VERY accessible game when it comes to BNBs and just combo-stuff in general…but the approach for this game and its target seems so…random and weird.
As a kid, I also would rather play SF with my brother and my homies too than play Arcade mode. Arcade mode eventually gets boring; there is an expiration once you accomplish all that needs to be accomplished. But that doesn’t mean AXE arcade mode entirely. There is still a place for Arcade mode, especially in Street Fighter.
Like I said, Akuma for example brought interest in the game. His legend was birthed from Arcade mode. It’s been proven that ppl like bosses & secret bosses. People like bonus stages and mini games that break away from the monotony of another 2 out 3 fight. In SF2, I learned how to anti-air very well because of the Barrel bonus stage. Sean’s Basketball Bonus Stage was a quick fun parry drill, and then throws you back into the game to apply what you learned without being thrown to the wolves of human competition.
Capcom could’ve creatively made bonus stages in a SFV Arcade mode that teaches new players how to punish properly, how to crush counter, how to use their characters V Skill effectively. You could argue that Training mode can do this too, but the presentation just isnt the same; and when approaching new players, you have to make learning interesting and inviting. Give players fun single player activities that carry over into playing better competitively online…
I genuinely think the early plan for SFV was to be F2P with easier inputs (3 frames, no more charges, fewer 360s) combined with a very strong tutorial and challenge system. It was meant to CREATE a generation of hardcore fighting fans.
Then something happened, it became 60 dollars, and they missed launch with the learning tools.
Capcom is a very careful and conservative company. It could just be that the execs got cold feet when they saw the projected early financials and panicked.
Very possible. This is the first real SF without an arcade release so it would have made sense to perhaps pursue a different model. I do wonder what triggered a lot of the decisions made and the reasons for certain things getting axed or delayed or whatever.
I do look forward to the story mode coming because, as the OP asks, I am indeed an SF vet that gets enjoyment out of single player. Sometimes after a long day of work I don’t want to be bothered with playing at 100% and just want to relax and throw fireballs. Arcade mode is great for that. It’s like being a Nascar driver…I assume those guys just drive sometimes for the joy of driving and aren’t doing 200 mph constantly.
Arcade mode And best of 3 round CPU matches is just a must in any fighting game like it or not its been a staple ever since street fighter 1 and mk came out even the first KI
That’s complete nonsense.
You get born as a hardcore competitive player or what?
Casuals today are the professionals of tomorrow, even though not many make the transition.
You kill your casual player base, you kill the future of your game and your scene.
It’s not about learning bad habits or getting good for me when I mess around in these modes. I do like playing these modes from time to time for fun. If it is done right with an epic boss fight, then I get an enjoyable experience. I also enjoyed the world tour mode from alpha 3 a lot. I feel that the presentation and fun aspect from previous games are lacking in SFV. I do like fighting games that give you the full experience, offline and online. There has to be a balance so that both casuals and hardcore players get what they are looking for. That’s how everyone wins, and the game sells, and meet sales target. However, that’s not the case.
How is that possible if not many make the transition? It’s probably worse to piss off hardcore players by neglecting what really matters in order to please a few casuals who will play for a week and move on to something else.
The best practice is to not neglect either. Give everyone what they want and then you have a complete product that reviews well, has good word of mouth, sells well, and meets the demands of the current core Street Fighter fanbase while bringing new players into the fold.
Even though the story-mode only takes like four minutes, I’ve only beaten it once and that with Ryu.
Any time I start up SFV I’d much rather just go straight online and play real matches.
I am looking forward to the new story-mode in June for sure though, and I will eventually get around to the character-stories that currently already are available sooner or later.
The “same three” still discussing “casuals and story mode” again? Yippee…
The “casuals” are not the lifeblood of Street Fighter [LOL!]. It’s the real fans, and it would be nice if “casuals” also came to appreciate the gameplay like we do, because all we do that they don’t is actually understanding the game and finding it very enjoyable.
Have a good week, everyone.
Could be. I don’t think F2P would be a good plan for SFV because SF is acknowledged as the premier fighting game and F2P is normally reserved for “indie-territory” projects.
I would like to see a “light”-version of SFV too, with like 2 random characters every day and with full online play, so people could install the game for free and try it out as much as possible while also balancing out any freeloaders, and once these “casuals” found a character they wanted to play regularly, they could purchase the full game — 60$ is in no way an unfair price for this game in my book.
I’m not particularly fond of just speculating so I’ll leave it at that, as far as my input is concerned.
Cases where a game was completely scrapped and then rebuilt with the resources given isn’t all that uncommon.
That’s what happened with Dark souls 2, it was barely pieced together in time for the release date. Hell Overwatch is the result of Blizzard completely scrapping their next potential WoW MMO as it was deemed “not fun or doesn’t meet their standards” and then remaking it into what it is now.
Its a decent possibility that the current state of it’s content wasn’t their intent to begin with.
I usually play arcade/story modes on fighting games just once with every character to learn about the lore. I wasn’t disappointed with SFV’s story mode because I was only interested in the dialogs (and in the fighting money). I’m looking foward to the complete story mode to learn more about the lore.
The truth is: once you start getting good (or at least decent) in fighting games, 1 player modes becomes boring. I’m not against them, but I don’t mind if I don’t have them.
I play on PC and must say that the port is good, it doesn’t have FPS drops or save datas being corrupted like MKX’s pc port. All the problems with the game (lack of content, long loading times, trash lobbies) are also present on the PS4 version. Of course, people wanting to run the game in toasters will have problems.
When you’ve suffered as much blood loss as this community has sometimes you need an infusion to avoid death.
Indie Territory projects like 5 out of the 5 largest and most profitable games on earth. I forgot how Indie LoL and Dota were, selling out the staples center was really a thrifty move.
Your book sucks. That’d put SF in league with games like world of tanks for exploitative pricing in a fremium context. 60 dollars is an arbitrary price point based on selling boxed copies in wal-mart. It’s not the actual equivalent cost for content, it’s just a market standard for one specific distribution channel. SF is also not remotely worth 60 bucks right now.
Everyone flipping out over the “cancer” post, when there was ONE word before it that make a bit of a difference.
I personally don’t give a shit if the FGC thinks that us casuals are “cancer”, but the numbers are proven. This what happens when you put your main focus on the small % of the competitive scene.
You have to realize that it is us casuals that breathe life into a fighting game. So if you fail to cater to us casuals, your massive consumer percentage and a large portion of your revenue, your sales numbers will go down.
Firstly, casual players are more important than what people realize. Most importantly, because we’re a large consumer percentage, we will generate the most revenue for you. People will buy a game if it is appealing to them. However, if your game lacks features to attract your buyers, they will most likely pass on it. Secondly, casual players turn into hardcore players. Every SF fan and competitive player started as a casual who got introduced to SF (and I’m talking about ALL games, not just SFV). And with more experience, those “casuals” turned into competitive players. That’s how you strengthen the competitive scene, but luring a large number of casuals. And they will filter themselves out if they want to go competitive or not.
Yes, us casuals are looked down upon. I know i get a few dirty looks when I tell people that I care more about SF’s lore, story, content, characters, and development than about frames, EVO, or all that stuff. But we are NECESSARY. As much as us casuals have given SFV a bad reputation, there is no denying that we have something to do with those low numbers (both sales and reviews)
In response to the bolded statement, here are the raw financial numbers again.
We do appreciate gameplay, but that is only ONE aspect of a fighting game. There are other aspects of a fighting game that are just as important too other than gameplay. We can easily appreciate how easy and fun the game is, but if it lacks stuff other than “great gameplay” it won’t sell.
One could argue that MKX catered to the majority of the casuals with their content, while SFV catered to the competitive scene with their gameplay. Now which game was better? Which game is more fun? That’s all subjective. We could argue for days about which game is the most fun, or has better gameplay, or online capability. But at the endo f the day, it’s all based on people’s opinions.
What isn’t subjective is the numbers. That is fact. MKX sold more units than SFV. Why is that? Maybe content? Maybe story? maybe hardcore eye-candy in the form of violence and x-rays that just make us cringe. But regardless, MKX so far has been the more successful fighting game both financially and in reviews to both critics and users.
I’m not familiar with LoL and Dota, but I know Counter-Strike is not F2P and it’s perhaps the most popular of all competitive FPS games.
I see that there is still a great deal of spunk in you, but I’ve already vented off any steam I had but I’m sensing that you’ve still got something to prove but personally I’m not interested, and no, my book does not suck.
I appreciate your passion, but I don’t think you have a real insight into how business actually works. Of course if you ask Capcom they will probably tell you how they’d love to fit a whole bunch of bonus content in, but the thing is that there is a financial budget and a time schedule to follow in projects like these.
You could argue that MKX has less time than SFV spent on gameplay, which often gets undermined to a ridiculous extent in discussions like these.
Every successful thing doesn’t have to be imitated - there are a plethora of genres in music besides “contemporary pop”, and while “pop” is the best-selling it doesn’t mean that “jazz” should try to imitate “pop”. Perhaps instead, the “pop”-crowd can learn to appreciate “jazz”.
I think all this negativity surrounding SFV from community members has been absolutely shameful - I’m not directing this at you as I understand your worry for the franchise, but I think it’s way, way, way too soon to worry, and secondly I think it’s reasonable to expect SFV to do really well, despite the shitty response from a good amount of so-called “casual players” - I’d personally label quite a few of those as traitors from within the community, but that’s another matter…
Okay, thanks for reading! That’s my stance on it and I hope to see you discuss amongst yourselves but I don’t really have anything more to add at this point.