sorry
me too
sorry
me too
Local Scene: Use **Word-of-Mouth **either in real life or cyber-space if you want to see increased interest in this game. I did something similar in my club. Its pretty much video-game enthusiasts at my college and luckily a good amount of members enjoy fighters. I suddenly started playing skullgirls week one and people were curious about the game. I Advertise what the game was and what started from two people (Me and a friend) i know locally who enjoy the game we roughly have 9-10. We would stream a tournament (we did for Brawl -_- don’t ask that game is Casual gold-mine) but so far it seems unlikely at the moment. I notice patterns… Some local areas are decent numbers while others not so much.
Online Scene: A BIG factor is the absence of** Lobbies**. This really hurts the replay ability online and honestly should be on the list of priorities. Makes streaming online tourneys difficult as well. Online-mode as a whole needs more polishing as of now. Another one is the PSN online matchmaking. I been having consistent matches on XBL but psn tier list set-up makes things really difficult to find an opponent.
Majors Scene: This is GOOD news as it seems the entrant numbers seems to be healthy and are usually getting KoF13 territory numbers. Issue is that mirror matches are really common which can kill hype. Skullgirls being on major streams can be a good thing for exposure, but can be bad on first impressions for a person not following the game.
Improvements needed: Needs MORE characters to increase the variety, and tweaks to the game mechanics. I am well-aware of the patch coming as well and I am glad for that. PC release should also steam up more interest. Hopefully after patch is finished that dlc characters are being focused on to help keep more interest in this game. If the Roster-size are noticeably larger by evo 2013 then I can see this game picking up alot more steam.
-Sorry if some of the things sounds blunt, but this is just what i consider the general over-view of how Skullgirls is doing in the grand-scheme of things in terms of people actually playing it and why they do/don’t
Side Note: Lets try to avoid having a negative vibe on this. Skullgirls is still alive and breathing and be glad for this :rock:
When was this 2002? LOL. Lets keep this in the present please.
I’ll be moving to Japan soon and there’s always those two Japanese PSN lobbies that are usually active around 10am UTC that give me hope for some players over there
Upgrade Online Modes
Add More Characters
Popular Weekly Videos Attention
Evo Game
These are our goals.
It’s a brand new IP with a small cast of non-estabilished characters (yet). Considering that, I’d say the overall scene is doing pretty nicely, specially in majors. As long as people keep going to majors and the game starts being updated with characters and such, we should see a healthy growth of the scene.
As for my scene, a couple of friends of mine are trying to push the game to the mainstream Brazillian scene, no results yet, though some big name players are starting to dig it.
It’s definitely not as big in Chicago as I’d like, but a decent chunk of our Marvel players have expressed interest in it after the patch drops.
I never had a scene, I haven’t really touched the game as off late as I’m waiting for the patch to be released. Hopefully I can get a few more people to play when I finally get a region, and a few more when the game gets stuff like lobbies and a decent training mode.
Skullgirls has the best elements from every game that we love, but I think the problem is that it isn’t bringing anything new to the table; it is simply compiling and polishing stuff that we have already seen before. One of the reasons that people aren’t leaving established games for Skullgirls is that Skullgirls doesn’t offer anything the established games don’t, and players aren’t going to devote time to making a lateral move. The limited character roster on launch doesn’t help, but I don’t think Skullgirls is going to gain much traction until it becomes something more than a better version of what we have already seen.
This seems ironic when the vast majority of modern popular fighting games are sequels of some kind of another. Skullgirls has original characters, several unique features such as the IPS, custom assists, team size options in an assist based game, unique art and animation style, in addition to the good points from other games as you’ve mentioned. It offers something that other fighters don’t not only because of those unique aspects but because the games those good points come from had their own flaws, or limitations that Skullgirls deals with differently.
[offtopic] Take AE, how many original characters with different styles are in that game and how many of them are just the best from what we’ve already seen in previous game? Same with UMvC3, KOF, Smash, MK… [/offtopic]
I disagree that originality is what is holding back the scene from growing, or maybe I disagree that it’s the lack of originality. I think it’s far more likely that character loyalists from other fighting games are hesitant to pick up a game where they do not immediately identify with a character, or have no solid foundation of experience with previous versions of the character to use in a new system.
Not gonna lie, this game should not have been released in its current state. The game should have had better online modes and more characters at launch (at least 16) and all of the changes present in this upcoming patch should have been in the game already.
HEY! >:(
You shouldn’t tell people your secret tech!
Half the stuff that the patch changes weren’t even known issues until the game was weeks old, even with playtests you can’t find the same bug/balance issues as opening the game up to tens of thousands of people. On top of that, the game is $15, from a small dev team and a publisher with few major fighters under their belt; and vastly better than SFxTK, which was released around the same time for four times the price. The game has some issues, yes, but the overwhelming majority of them are being addressed in a free patch barely two months after release. Don’t act like people got ripped off.
I agree with this. I personally dropped UMVC3 precisely because I couldn’t find three characters I liked who could play well with each other, and that game had a cast of 48. This game has only eight, and a lot of people don’t even play charge characters so Parasoul is out and Ms. Fortune requires more dexterity and execution than most people have. Luckily I found two characters that appeal to me (well, technically I found three but Parasoul is a charge character and I never play those).
-Hornet Bomber wasn’t supposed to have invincibility as an assist. This was found on DAY ONE
-The IPS system was originally supposed to be more restrictive but for whatever reason they decided to be more lenient… now they’re changing it back when they should have left it alone in the first place.
So those are both two major fuck ups that should and could have been prevented before the game was even released. They weren’t even just stumbled upon, they were known by the devs before the game even came out.
And 15 dollars is quite pricey by XBLA standards. There are many other games for 15 dollars that are bigger, more polished and have greater replay value than Skullgirls.
And SFxTK represents the bottom of the proverbial barrel, you should not use that as a benchmark quality. Let’s face it, this game plays like a poor man’s Marvel 3 which gives people no reason to play it at all.
First off, you brought up Guilty Gear.
Second, you shouldn’t speak on things your don’t know about.
Guilty Gear wasn’t at EVO until 2003 with #R
It was an EVO game until 2008 where it was dropped for low entries in 2007 due to much of the GG community wanting to playing AC (Japan onlyat the time, needed to import and moded PS2s) when EVO was running Slash.
In 2008, they gathered together to create a large sidetourney at EVO, where they earned their spot back as a main game in 2009.
So yeah, know what you’re saying before you say it if you don’t like to be corrected for being wrong.
Oh come on.
Current state of the scene?
The game is two months old, this is not a question that should be asked.
It’s like there’s no actual scene building, there just has to be 500000 people playing it online or 420000 scrubs to bypass in whatever stupid 3 month old tournament calls itself a major without any work behind it.
If you only have three people in your scene you cherish the fuck out of those people and keep playing it. This whole process is a slow and steady one. Just don’t lose your motivation, don’t be an obnoxious fanboy (always respect other communities), and keep on playing what you love.
It took six years for Melty Blood to get into Evo, and that was by a miraculous vote in.
I say SG gets in next year without much a problem, though I hate how Evo ‘makes or breaks’ games now in the wrong way.
if only everyone in the fgc understood this.
I don’t play SG, but last saturday I went to my local arcade and the SG cabinet there was empty the whole day along with the VF5 cab.
I was surprised though, it’s a saturday, small guilty gear/gundam tourney was going on as well and usually those same people play/hype up SG.
Pretty weird to me.
Dude**, *you have a Skullgirls cabinet ***?
Fuck outta here, I want pictures.