Sega owns Guilty Gear: Interview with Arc System Works

A developer can be very aware of how much depth they’ve put into the game on intention; when players discover new things, they are obviously realising the hidden depth within the game, and devs ofetn use that to their advantage. For example, fuzzy guarding; accidentally discovered, but they then purposely kept it in the game because it was added depth and they liked the idea.

So basically there are two parts of depth. That which was intentionally put in, and that which is later on discovered. I never said the developers would know how their game would fare at a high level, but to they will have an idea. With BlazBlue you can very clearly see their influence and how they’ve purposely added bits of depth with each character in the game. They also leave it open fopr the players; GG was a very open system and as such became a very enjoyable, deep and rewarding game.

And it’s quite simple to appeal to both audiences. BB has done it, 3S has done it, TvC is a very good example and there are still more. You have a painting, you could simply enjoy yourself admiring the aesthetics of the picture; or you could delve into the technique, symbolism, ideaology etc etc of the painting.

And you are missing the point of FRC’s, and yes, they should be seen again. Just because you lack the skill or patience for something that does actually come naturally; doesn’t mean you take your frustration out on it and condemn it.

An FRC is simply an opportunity to utilize your meter in yet another way. It’s an opportunity to cancel the recovery of your move for whatever reason you wish; be it gimmicks, to keep safe, for combos, burst bait, zoning/spacing…whatever. Again, it triggered open gameplay and added depth and innovation in the way you used your meter.

Coming from the DOA community, I can tell you exactly why DOA4 is a sellout. I managed to play the X05 build, the build before the final version…and it was much better than the product we had today. Move properties were different, counters were alot stricter etc etc. But when the game released, they made things alot simpler and easier, and went back to making counters less strict.

Then, after every patch, the game removed depth. The game removed certain move properties; it removed 2’in’1’s, 3’in’1’s etc and just dumbed everything down. Patch after patch the game became worse. And it was clear Itagaki was catering towards the casual online players who were whining about this stuff; because alot of the stuff being whined about by the scrubs, he actually fixed on their behalf.

i belive that its more related on how ishiwatari and the other guy were directly involved in the development of the games till #Reload, but not so involved in the development Slash and Accent Core, the statement its not related to ASW and the production of the games

Great interview.

Just wanted to say, the quote about rewarding effort is totally true. I honestly felt that when I played GG, as it really shows when you play. Getting your BnB’s really down and perfecting those FRCs just feels great.

As for FRCs being ridiculous, I guess you don’t value hard work. All it does is show your commitment. The more committed you are to becoming better, the more it shows when you play the game. Every fighting game should have this type of mechanic. It only helps distinguish the good players from the bad. Thats why GG is good. After you learn fundamentals, it’s basically just a plethora of options that separate the godlike, good, average, and bad players even further. Whether you and your group of friends choose to utilize these things is up to you, but the game is consistently fun on all levels.

As for making SF4 more accessible to people who haven’t played many fighting games, it is. When it comes to executing moves at least. You can do SRKs by just wiggling the stick back and forth in the bottom half of the joystick. You can do Raging Demons by just mashing all of the buttons and wiggling the stick back and forth. The execution is so lenient in that game it’s disgusting. People who know only the little tricks and basics can actually win in that game because of stupid things like Ken’s EX SRK taking 25% of your health (I’m not lying), and Ultra’s taking 40-50%. Of course, not against experienced players, but average players who really want to level up are just getting frustrated that a person that didn’t even spend 1/10th of the time and effort they did in improving can beat them because of these things.

As for BB…I can’t say the results are appearing to be good. There are the obvious balance issues, the damage from certain characters is just plain dumb, and the game is just boring after a while. A few top GG players are saying this, and many GG players have the same mindset. There are even some who just stopped playing fighting games in general, because BB is unattractive and GG has really died down here in the states.

lol youre really stupid

I love GG, but memorizing combos is dumb as all hell. I’m much more impressed by someone that makes shit up on the fly. A gut reaction that results in a creative move is way cooler than someone who’s done the same shit so many times he could do it with his eyes closed after he connects the first hit.

I’m not a fan of GG but I can appreciate that.:clapdos:

i really REALLY hope that old (september) siliconera interview that said:

is still valid.

also i took a quick look at AC credits and i saw no mention at of sega. this shit is puzzling.

Yeah that’s what I was talking about

I think in the Aksys america podcast some guy the blazblue producer also said GG wasn’t dead

How much could have changed in half a year

:rofl:

Truthful interview. Important that they actually answered seriously, like saying SCIV is junk. Which was funny and true.

Did someone say* Sega owns* and Guilty Gear in that order?

EPIC FACEPALM

O__O

I was never really a GG player (though I have played it a few times), but ANYTHING going over to the fail that currently is SEGA sends up a red flag of insanity.

Guilty Gear Heros anyone?

Er~ What?

Guilty Gear with tagging would be pure sex.

Anyway y’all need to play more Sega games then just Sonic games (though Unleashed it pretty alright) because they do make a lot of really good games especially those made by AM2.

By a “lot”, you mean a Virtua Fighter once every 5 years which is made obsolete almost immediately by a revision that comes out right after it hits console???

However your main point is correct; SEGA doesn’t just make shitty disgraceful Sonic games that piss all over the franchise’s legacy.
They’ve also done a great job ruining Shining Force and Phantasy Star. Although fortunately they’ve decided to forget about most of their great series that have tons of potential (Streets of Rage, Jet Grind Radio, Shenmue, Panzer Dragoon, Burning Rangers), letting them die with dignity instead of digging them up and violating their corpses.
Too bad Golden Axe wasn’t that lucky…
:sleep:+:chainsaw:

They had great games on the Dreamcast, but the sales weren’t there. It’s like they just gave up after that, Making all these great games to which no one is playing.

If Capcom Vs Sega was to ever happen, it could revive Sega a bit. Look at Tatsunko, no one really knew or gave a shit who they were until capcom collaberated with them.

A plus side to all this, GG has a bigger chance of being seen in more arcades if Sega decides to do a sequel. Just hope it’s under Arc Systems.

Wow. Just…:confused:

most ignorant post i’ve read in ages…

Sorry, that may have been a bit bold. But alot of people here in the US didn’t really know who they were. But by putting this game out, it did bring more attention to Tatsunko.

He should have worded it “No one in America really knew…”

I can guarantee you I’m not the only one who cocked their head to the side and said “What the fuck is ‘Tatsunoko’?” when I first saw this game.

I read the first page and I have one question: where are all these girls who play Guilty Gear at home? :wonder:

If you read Elvenshadows blog you will see the mention of quite a few female GG players.