and I was recently in Japan so I saw first hand…arcades everywhere WOW. Heaven.
I thought T6 was the hot shit in Japan right now.
Wrong, it’s “independent,” as in indy games. It’s just that doujin(whatever) is the hip word amongst anime nerds. GGXX is published by a major company, hence it is not one.
ya T6 was getting “some” love but it was all about VF5. Wow ppl aren’t kidding when they say that VF is like a cultural phenomenon over there.
My problem with alot of the new games is first i have to find a copy of the game. Then even if im a fan and would love to try and learn it, now iv got to go out and convince others to as well. Its easy to get one person to try a game but to get a scene playing it and staying with…around here thats just impossible :shake:. Its hard enough to find games of st/3s/mvc2.
Doujin fighter is basically a fighting game made by someone independent… although “amateur” is what doujin means, it could also refer to as a game made by someone not from a gaming company. Hence doujinsoft.
on the contrary, gg is the deepest fg in the scene, and in tendency the doujin fighter arent, and your so called anime style, sf3 is a game with anime style too, the art its not related with the term, as some people stated, doujin means fanmade or selfpublished, the fact that the people call gg or ah doujin it only denotates the ignorance of the people who doesnt knw about what are they talking
as coum said its only to you
because they are ignorants
puting that apart, i try to play every game that comes out specially if i find it interesting, i really enjoy the fighting games, i practically only play fg so i try to have diversity, of course i have my favorites (GG, HNK, T5, SC3, VF5) so they are the ones that i play more, but is nice to have other games to play when i need a feel of change, and for supporting the industry with my little grain of salt secially for the companies tha make the games that i enjoy
Fighting game fans are very hard to satisfy, and many times they are very unreasonable with their demands. No one believed that SFIII was a great game when it hit the arcades. Why? Because sometimes people confuse a solid game with fan service. For every fan who can appreciate the subtlties in moves and properties, or new character design, there outnumbered in comparison to people who would rather see new costumes, new characters, etc.
Many many times fans believe they are constantly paying for the same game. A few years ago I was reading Gamefaq reviews of 2nd Impact, many were quite old and dated back to the time when the game was released. It is a nice capture of time, because many thought this game was the SAME game as New Generation. They added tons of new stuff to the game, but many fans just never noticed. The same goes for SF II or even GGXX. Most people just aren’t going to bother to look at the differences between Slash and Reload, let alone GGXX or GGXXAC. They simply believe they are paying for the same game with reworked backgrounds, and maybe a new character thrown in. Only hardcore fans actually know the big differences between CE and Turbo, or even SSF2 and SSF2T.
Fighting games are very complicated, because you want the game to be good, but mathematically balanced. It’s not an easy thing to do, because physics, hitboxes, moves, ranges, hit properties, and frame data play a big part. Yeah the hardcore fan is going to know that a jab has lost it’s linking ability, or cancelling moves have been reworked in the new upgrade, but casual players aren’t going to look that deep. Every hardcore fan was a casual gamer, and turning a casual fan into a hardcore fan is a random transformation.
Casual fans have the numbers, and the numbers equate to profit. Hardcore fans have the commitment, but the numbers aren’t very high. However a hardcore fan is going to play the game for years and try to discover new things, while the casual fan is just going to shelve the game after a month. It’s a very hard call to make. You can’t blame a company for going in either direction.
I do beleive an evolution of sorts is happening. As netcode becomes more efficient, and the role of online gaming becoming ever more pervasive, I believe that developers can now patch games without having to keep rereleasing them. I work in Application support, and it cost clients less money to have patches pushed out to their system, rather than have them repurchase a new release off the shelf. Games are software, so they will definitely follow this trend. At least I hope they are smart enough to do this
dude you know I have tenka right…i’ll bring it at the next sweat whenever we all get off our asses and have one.
I’m just quoting a very relevant post I made earlier today. (This year Evo is going to have the completed arcade SF4, the latest build of in-development SFHD, some playable showing of Tatsunoko/Seahorse vs. Capcom, and the 2nd North American loc test for BlazBlue. Pretty off the wall.)
I’ve commented on this before:
http://forums.shoryuken.com/showpost.php?p=4172234&postcount=15
Long story short: casual gaming is where the money is. Hardcore gaming won’t die. Just don’t expect it to be as prevalent as 15-20 years ago when the market was majority hardcore gamers.
Hey, history likes to repeat itself, maybe hardcore gamers will spawn in the next 20 years or something.
Wired editor Kevin Kelly said that to be successful, you only need 1,000 true fans. The gist of his argument is that, at least for artists, if you can find 1,000 “true fans”–fans who will buy everything you make and bookmark your eBay page–they will support you indefinitely. I wonder if that phenomenon has any effect in other industries, like game development. One of the reasons I started this thread is because I wonder if the big companies are aware of their “1,000 true fans”, the people who post on these boards and show up at tournaments and buy Street Fighter artbooks. I guess the big money is really in casual gaming, but what does that mean for “hardcore” gamers? Will big game companies drop out of the running entirely, or muster an unprecedented corporate concern with their cult fans and continue to support the hardcore market?
It sounds like what Kelly is talking about is a scenario where you don’t have a team numbering in the hundreds, since he equates 1000 fans to $100,000 annually. Either way, game companies have shareholders, and market analysts who have to determine how profitable a game can be. People who are truly dedicated to a gaming franchise rarely represent the majority of sales, so I’d say the fans you’re referring to mostly go ignored besides sponsoring a few of their events to string a banner in the air.