Yeah there really hasnt been a fighting game like this before, but Microsoft seems confident they’ll get what they need for season 3. They already said they plan doing seasons or at least adding new characters virtually forever or as long as there is a sufficient demand.
Making Sadira a character in season 1 was a big risk as it was as people had to wait that much longer for TJ Combo and Cinder, but it wokred out. Long as Microsoft markets it right it should do work.
Its understandable that people are cautious about the season thing, but if they didn’t try season 1 wouldn’t have got started to begin with. The way things are going they should be goof for seasons 3 and more. The real test is Microsoft and IG showing off that they can sell their new characters and not just rely on nostalgia.
Kinda feels like the "real"game will never be released though…like it’s always gonna be in flux so the inconsistency might ruin any potential tournament community.
It “feels” that way maybe before you play it, but once you play it you can see why people play it regardless of a roster that like I’ve said before, is never all used by any one person.
The game already has a community in some areas. Runback brings out decent numbers and supposedly Ultra Arcade has 20 man weeklies for the game. Just needs more exposure so hopefully east coast can also have something regular tourney wise. The game always shows solid numbers at majors for an 8 character game and the online is strong enough where there’s always some way to get good, competitive practice even if you’re not at a tournament.
I see it less as flux and more so as a game that will just always have new stuff added to it. Which means everyone can play with everyone else no matter how much they spend and no ultra or ultimate version to buy into to play with the other hardcores. The people who do play this game have shown that they love the gameplay and competitiveness of it. Which helps a lot for a game originally loved almost purely for its flash. Everyone has their opinion of how many characters need to be in the game for it to feel “complete”, but by the time it feels complete they’ll realize most stuff keeps coming any way.
I don’t know if I can disagree with a statement any harder.
How long did it take for the “real” SFIV to show up?
SFIV arcade: Jul 2008
SFIV vanilla: Feb 2009 (added EIGHT chars, balance tweaks)
SSFIV: Apr 2010 (added TEN chars, new Ultras and Ultra Select for every single existing char, balance tweaks)
SSFIV:AE: Dec 2010 (added FOUR chars, balance tweaks)
SSFIV:AE2012: Dec 2011 (balance tweaks)
USFIV: Jun 2014 (added FIVE chars, Red Focus, Delayed Wakeup, Double Ultra Selection, balance tweaks)
Not counting the SFIV arcade that the vast majority of gamers didn’t get the opportunity to play, in the first year alone, SFIV went from 17 characters with single Ultras, to 27 with two Ultras. In the six years total, SFIV went to 44 characters with Double Ultra Selection, Red Focus, and Delayed Wakeup.
And yet, every iteration saw most of the same top players and number of competitors at the major tourneys.
EDIT: Also, if we’re talking about the prospect of the “new DLC char every few months” business model while the FGC holds monthly majors, simply do what NRS community did: Ban a character from a tourney until they’ve been available for about a month. Those games haven’t had the competitive popularity that Capcom games had, but the factors did not include the character release schedule at all.
If someone doesn’t get into KI competitively because each year the game will add eight new characters, tweaked balance, and MAYBE a new gameplay mechanic, it’s not because of inconsistency.