Call me a fanboy but, Reverge. Because Everthyng they’ve put into Skullgirls is everything you’d want in a Capcom fighter. No blatant comeback mechanics, an input system that makes sense (non arbitrarily defined), good tutorial that teaches 2D fighting fundamentals, GGPO netcode with numeric ping and the balls to actually let the metagame grow before doing any sort of balancing.
Except they’d still have to listen to Capcom and they’d want something dumb included.
fanboy
/joking
not taking away the great work that they have done with sg, but reverge has only made one game, yes they have proven that they can make a good fg, but one that is between the design philosophies of mike z, and no matter how much do you like sg, you have to admit that not many share his pov on what makes a good fg.
2ndly reverge has not made a 3d game yet, we dont know how would they fare in that regard (and i know that the sg engine is a 3d engine to begin with, but still)
and dont forget that reverge is small company
this game is targeted to an audience that prefers it that way (theorically), they can have the luxury to do that; contrary to capcom with ssf4, sfxt, umvc3 and namco with sc, wich have a large player base that whine for everything that beats them, other companies dont do it simply because they do any balance change when they make a new arcade revision wich usually happens in a year after the release
word, capcom is the one who has the last call in any decision made about their games
they also have to respect the time constraints that capcom put on their projects, and we know that they are willing to sell their games incomplete or not well tested (sbx, sfxt, mvc3)
There’s still going to be a lot of people playing, especially now that both versions are the same and both have online play. The numbers aren’t anywhere near the Capcom games though. The people that never stopped playing just don’t post on SRK, or even come to SRK anymore. Why would they when the have VFDC?
Mostly comes from the base RPS(PRS?) system and it being universal, therefore having many options of where you can go on a flow chart. Explaining it too people who don’t play VF makes them go “OMG DEEPEST GAME EVAR” because coming from SF’s more delibirate engine on what a character can and can’t do, is easier for a lot of people to comprehend.
WAT
Did I ever say everyone on that thread played VF?
No, I said there is a thread of people getting hype for FS, and that’s whatI posted.
@Femto, yeah, it’s RPS.
I’m going to bring up 3SOE here. Of course, they may have wanted to make it good, but it fell way short of the initial promise.
There has to be some kind of middle ground between Capcom corporate-committee nightmare and Skullgirls self-indulgence…
A realization that at some point performance is more important than stuffing in as many frames of animation as possible, while at the same time not having your producer force you to throw in their latest monetization scheme or overlayered gimmick that isn’t part of the base design.
the problem is the track history of capcom
cfe, sfxt, sbx and mvc3 suffered from that, some having different degrees on how bad it turned
Capcom did purchase Blue Castle games, a western developer. Possible they could ingrate it into their western branch?
They wouldn’t have to listen to Capcom JAPAN. This is the important part.
Capcom USA owns Street Fighter, not Capcom Japan. If the project manager is from Capcom USA, Capcom Japan have no say about the content of the game.
LOL, and who do you think that capcom usa responds to? the pope?
capcom usa is only a small part of capcom japan
anything that capcom usa does has to be aproved by capcom japan, they are not free to do what they please
and im not so sure about how true is that sf as a whole is owned by capcom usa, but i cant say it if is true or not
If Capcom USA truly owned SF, why don’t they throw their weight around more and add in GGPO and a better button config?
Because Capcom JAPAN owns Capcom USA and everything they own Capcom Japan owns.
It’s still my set theory that capcom either never intends to put enough money into their FG projects or severely cuts the funding halfway through. Both MvC3 and SFxT felt that way.
The problem they don’t have is the horrible load times/frame streaming issues that are either the result of terrible-ass optimization or simply demanding way more than you need to from the consoles.
You’re forgetting Ono’s biggest failure, Capcom Fighting All-Stars(It had a location test so it counts).
I’m sure if the Pope made a special question for SF5 they’d put it in.
This thread is pointless at this point. Every fighting game is going to have its own gimmicks and quirks and saying how you could change it for that aspect is completely subjective. Things that could be added into all fighting games to help are already known and (at least partly) implemented, i.e. good tutorials, replay systems, good online functionality etc etc.
As a competent fighting game player; fighting games are fine fundamentally. From SF4 to AH3, they are all solid fighters in their own right. The only thing that’s annoying is that if it isn’t a Capcom game, it can be hard to find games even online; and thats nothing to do with the game itself anyway. You could argue thats where the need for tutorials and crap comes in to bring in new players, but honestly, if hardly a tenth of the people that play SF4 and Marvel are unwilling to branch into other games then i have little hope of brand new players trying and actually sticking with these games.
Dag, why do people always do ‘this thread is pointless’ posts? If you find it pointless don’t click on it or comment ><
That’s why all that meta stuff (accessibility, aesthetics, etc) keep coming up in this discussion, really. If games don’t have the name rec that SF4 has, how important should building up the community be from a design perspective?
Because you have said the same shit using different words for 20 pages? A lot spent on a problem that doesn’t exist (motions) and stuff which is completely subjective which complete depends on the fighting game itself and cant be used to improved fighters as a whole (juggle systems, chain systems, existence of links, general system mechanics etc). You won’t come to any sort of conclusion about any of that stuff, therefore you won’t get anywhere. And what of aesthetics? That falls under subjectivity and you can find something to suit your tastes throughout the current fighting games. BB, AH3, SG, KOF, VF5, SC5 etc etc one of those is bound to suit some sort of taste to everyone and its not something you can pinpoint to every fighting game. Street Fighter sold on name and marketing and hardly on it’s aesthetic appeal.
What, aesthetically, can you apply to fighting games as a whole to make people interested?
So don’t click on the thread.
Although it’d be silly to think any consensus was going to be reached, the discussion is useful both in getting people to actually think about design concepts the genre has laughably ignored, and also to get people to think about and refine their ideas.
Aesthetics are kind of a red herring (in that it’s a given that designers know the importance of making their games look good), it was more an educational thing than some new direction for the genre.
Sent from my Radar 4G using Board Express
I still feel that traditional 2D fighters (and traditional 3D fighters) are pretty much set in stone by now. Whilst we expect and demand established series to continue their traditional gameplay, I think it’s almost completely pointless for new “traditional” FGs to be developed.
To bring anything of value to the table, a new FG has to either:
- Innovate on non-gameplay features (eg. SG’s focus on netplay, tutorials, and possibly community interaction.)
- Break out of / bend genres (eg. the previously mentioned RPG/FG hybrid, like a more FG-ish Tales of game, or an Action Adv / FG hybrid, like a DMC fighting game. Or something quite different but still 1v1, like the VS Gundam games or VO, Smash, Catherine, etc.)
The future of fighting games isn’t about becoming deeper, but instead becoming broader. Of course, anything other than “traditional” FG would be considered “not a FG” by many here. But meh.