Ask me a question about fighting game design

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Other than a few aesthestics here and there, what is the reall difference between Street Fighter and Mortal Kombat? I know they have similar gameplay and concepts however there are some differences that only I wish to know about, can anyone tell me the techincal details that both games have? What is the difference between eastern and western fighting games?

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So you want someone to write down all the differences? Why not just play them both? I’m sure you’ll be able to find plenty of differences on your own, like how MK has a block button, rather than holding back on the stick to block in SF.

I think it’d be more interesting to talk about why the differences exist and how they affect the gameplay than to just list them.

I guess but I am not that good at it, what are the differences and why do they exist in the series?

That doesn’t count. You can’t just add a “why” to your question and expect it to be answered.Your question didn’t change at all.
There’s a lot of differences between the games, on many different levels. Asking such a broad question almost makes it seem like you’re one of those guys who starts threads to ask other people which game he should play.
Besides, what are you gonna do when someone actually takes the time to write it all down for you? You’re just gonna say: “Ok, thanks.”?

If you really want to get into this, you gotta be way more specific. If you get to interview the president, you wouldn’t ask him: “What’s the difference between Democrats and Republicans?”, would you?

well, learning how normals or pressure are designed differently could potentially help someone understand neutral or whatever more, similar to someone playing better when they come back from learning a different game/character archetype

definitely a really broad question, though

Which has better mass market appeal?

Balanced highly competitive deep fighting game?

or

Broken, gimmicky, masher/spammy fighter with the illusion of depth and complexity?

Which will get you more sales?

None
What has more market appeal is this logo

http://www.livingps3.com/wp-content/uploads/2011/05/capcom.jpg

Combined with this Logo

http://www.downtheroadshow.com/wp-content/uploads/2012/05/marvel-logo.jpg

Or this logo

I guess big name brands sell.

*looks at SFxT and TTT2

Sometimes anyways.

TTT2 sold well dumbass.

And surprisingly enough, so did SFxT.

I’m making a fighting game right now. My objective with this game is to create a fun 3D arena brawler in the vein of Tech Romancer and the first SoulCalibur. I’m placing casual gaming fun first and competition second. I just want the game to feel good and be fun to play above all else, and it uses items and comeback mechanics.

With that said, what are some steps I can take to leave it open to competitive gaming? I do want the option for it to be played competitively to be there even if it isn’t the main focus of the game.

exact numbers being missing, most estimates show TTT2 doing maybe 15% of what T6 did, and like a 1/10th what TTT1 did. That’s not good sales for a Tekken game.

Neither of which sold badly. In fact, SFxT is pretty much the poster child for a game which, thanks to it’s branding/heritage, sold better than it probably should have.

Also, are we playing the VGchartz game again? I love this one.

You’re just making up shit now.

No seriously. I looked it up.

The online charts aren’t 100% reliable of course, but they generally show T6 selling ~3.9 million copies (give and take a few hundred thousand) and TTT2 selling around 410K (give or take a few tens of thousands). The TTT2 numbers could be doubled, and sales would still be a failure for Tekken games.

TTT1 sold over 4 million, just for comparison.

even doubling the low number and halving the high numbers, TTT2 did terrible compared to just about every other Tekken game.

400K would be amazing for a Touhou game, or a XBL/PSN rerelease but it’s really really awful for Tekken.

You can say it all you want it is still wrong. You’re offering no proof just crazy ass shit from your head.

The source here is Namco:


840,000 units in Japan and Europe.
Probably didn’t do so hot in the U.S. though.

US sales are usually on par with or slightly above JP/europe, that number would imply about 1.7 mill total sales.

That number (which is admittedly several times the number I found) is okay, but still half what previous tekken games moved.

50% drop in sales is still ‘bad’.

Those other numbers are just as wrong as your Tekken Tag 2 sells.