5 seconds in google, come on
nonsense. i had shitloads of fun being a mashy scrub in gg and i have friends who still play them casually as fuck and have fun
5 seconds in google, come on
nonsense. i had shitloads of fun being a mashy scrub in gg and i have friends who still play them casually as fuck and have fun
I did google it, isn’t there a more exact figure? “More than 50k” is pretty lame, like they have something to hide.
Edit: Looks like the other article was already posted
I thought there was something more recent with sales numbers but I may have been mistaken. This is the only thing I have with them saying they were pleased with the sales. There was a stream archive that said it would patched if it sold well and since a patch is being worked maybe thats proof too? I can imagine that not being able to get it out on PC before they complete the update hurting them too.
shoulder shrug…
Why is this thread PsychoJosh vs. the world now?
He wants that Death Cargo hate x attention. Or people to do the research for him.
Lets stand first in line for his game Duck. I can be EMP, you can be Triforce.
and it’ll look exactly like this, come storm or high water.
he’s just saying things a variety of people don’t want to hear
There’s really no evidence that SkG had below expectation sales tho’.
I was never mad at him myself.
Not terribly unusual for the exact numbers to be hidden, at that.
And remember a game can meet sales expectations and still be a horrendous failure. (as our example shows)
Alright then. I’m just wondering.
Competitive games reach wide audiences because of accessible content. Pressing buttons is fun (this is why people play Tekken). Lots of content (Soul Calibur, Mortal Kombat), fills a niche (Arcsys games) or good marketing (Marvel 3).
Hitting more of these checkboxes is a good way of getting a competitive game to sell. SC1/2 are unbelievably difficult to play competitively, but people bought those games because of the story and to build towers against their friends. Making basic low level actions exciting and fun, and content that a low level player can enjoy (either because its fun, or because of separate fun content that is not part of the competitiveness) will help make it successful.
God help me I just helped Cabbagepots.
By SC1/2 do you mean
Star Control, StarCraft, or SoulCalibur?
He’s talking about Soul Calibur, I love building towers in Soul Calibur.
well it was a tiny bit rhetorical I admit
StarCon, StarCraft and Soul all are similar in that they have exciting/fun basic play and fairly unforgiving advanced play.
That should be the model anwyays of course.
LOL. Soul Cal has almost always had problems at high level play. SC2 had Step~G and had issues with too many safe attacks and too many good lows. SCIII lacked polish since it didn’t get arcade playtesting (they eventually released SCIII Arcade Ed that did fix the issues). SCIV had slow gameplay and balance issues (Amy, Algol, Hilde’s ringouts). SCV might be the most competitive that the series has ever been however the scene is plagued by casual players dropping it due to how the game was “3rd Striked.”
Sounds like you’re answering a post I didn’t make
As an aside on soulcalibur, especially with 1 and 2, those things weren’t discovered right away.
It’s not unusual for a glitch discovery (3G, step-G, roll cancelling) to massively change, for better or for worse, play at various levels.
how often does things turn out as intended when it comes to character testing? I realize things get discovered but let’s say out of ten how close does a character get to being a character developed by the creators and not a character broken by the players.
That’s a pretty broad question, but basically its a question of the ‘openness’ of the design and the amount/time/level of play.
ST is gonna stay more true to original intention than MvC2, just because your options are so much more limited. Something like marvel is impossible to test effectively.
In a similar way if good dedicated players are working over a period of years to figure out new things for a game, they’re going to eventually figure out some things that seriously weren’t intended.
Edit: Should add, ‘unintended’ isn’t automatically ‘bad’, it can go either way ><
I don’t know about AH, but GG isn’t that hard to pick up and have fun mashing with. Sure it gets tougher once you get to a higher level but it’s not as hard to get into as a lot of people think it is.
Though I think part of that reputation came about because it seems like some GG players get their dicks hard telling non-GG players how “hard” the game is. Doesn’t help the scene any though.
I’ve developed asymmetric competitive games (not specifically fighting games), and for the most part, you have a good idea of how the tools you designed will be used. There will be the occasional curveball, though.
What’s the point of this thread? Asking this guy about the design or shitting on each others games?