Sega owns Guilty Gear: Interview with Arc System Works

Your post is still pretty ignorant, considering TvC was made for a Japanese audience in mind. >_>

Well Sammy which is a branch of Sega helped publish the games so they’ve always had some tie in with Sega. Just a matter of time before they owned it.

I don’t see how anyone can really be surprised.

Exactly, and “with that audience in mind” might be a bit to lightly worded even… It’s not going to be released outside of Japan at all. So I don’t think they really care about if anyone in the US knows them or if they got any attention there.

actually Sega is a branch of Sammy. Sammy was more profitable and acquired Sega, so technically they’re in charge.

I am HOLDING OUT FOR A HEROOOOOOOOOOOOOOOOOOOOOOOOOOOOOo!!!

The question is will Arc be alright in the end? McRomes post above is the reason why games need to be newbie friendly. Success in fighting shouldn’t be determined by MMO-like time slogs, but creativity and versatility. That’s one way you add to the core base. Arc talking about making fighters accessable is kinda hypocritical. (Even if they have a point)

Then again, who makes newbie friendly fighters? The only cases I can think of are

KOF96 was an attempt (they really simplified the motions, SNK abandoned this direction after KOF99 though)
Garou, and
Soul Calibur

If there truly is an acquisition from Sega-Sammy then it must have been rather recent since
from like September to November '08, there were interviews with like Ishiwatari and Mori (siliconera and Aksys podcast respectively) where they said ASW had plans to start work on the next Guilty Gear.

IIRC Sega-Sammy acted as a publisher and distributor…but still, I don’t recall there being any Sega logo on any Guilty Gear packaging after the re-release of #Reload and the Console release of Slash since ASW basically handled everything from Accent Core and on…

So I’m wondering if it there is some partial ownership issue similar to what is the alleged problem with the Rumble Fish games where Dimps has the IPs but Sega owns publishing and distribution rights. Both companies had a falling out and so no Console release…

I heard ASW and Sega-Sammy had some troubles after Hokuto no Ken so if what happened with Dimps and Sega-Sammy…yeah…not a good sign.

I suspect there are legal battles going on. Either way, it is going to be a long time will we see another Guilty Gear fighting game…if ever.

facepalm

Name one newbie-friendly game Arc did. If anything, GG’s success has hurt the industry tremendously. It has encouraged a ton of similar games, none of which are friendly to new players. (There have been a good number of GG-derived games, just as there were SF2-derived games in the 90s.) You can’t really blame Arc for that, but they did start the trend.

In the case of Battle Fantasia- the developers tried to do a more newbie friendly game, but the higher-ups at Arc forced them to put in extra crap in order to make the game sell. (This was featured in an article here about a year ago)

The effect of these games has been to appeal solely to the hardcore FG community, and makes it less likely for new players to play FG’s. If you look at economic thought, it’s common sense that they would go into other genres. This hurts the playerbase in the long-term. Ultimately, long-term success sustains a genre, not short-term success.

SFIV does appeal MORE to the masses, even if the gameplay has motions it probably shouldn’t. Sirlin had the right idea with STHD motions.

Dont you GET iT

IM HOLDIN G OUT FOR A HEroooooooooooooooooooooooooooooooooooooooooo!!!

World Heroes ain’t coming back son. I’m sorry.

I still pray for GGx3 on a consistent basis. It saddens me to see the franchise head down this road. Hopefully Blazblue reaches consoles at some point in the near future to tide me over.

Would contract(s) have anything to do with the last two releases of GG? I’m just as confused as you guys are about who has/had control of what for the past months and whatever is planned for later

Goodnight, sweet A.B.A. :sad:
still got Taokaka, at least

You are an idiot. I will not bother with you, because people like you never listen, never learn, and never will. People like you straight up ride that idiocy to their graves.

Scrub, gb2gfaqs.

It’s good to be young and not know better. (Note: not slamming all younger ones here, some of you really do know your shit, but above poster doesn’t)

He’s too young to understand the past, too stupid to value it properly, and too disrespectful to know better.

Gotta love how he just responds to everything by calling someone an idiot as well. That’s the shit that wins you Nobel Prizes and Evo right there. You gonna be a champ kid.

Please correct me if i’m misunderstanding you, but I believe your point to be that a game that isn’t “easy” to understand or requires practice to “get good at” won’t sell well? I believe this logic to be flawed based on the simple fact that easy games go the way of the dog waaaaay quicker then games that require intense thought and strategy. Watering down games is usually a bad idea based on the fact that the attention span of the average person in less then a month or 2 to begin with. The “hardcore” longevity and success of most franchises is based on the sect of people that strive to improve. You’re posting in a community that proves that.

Most of the people here have been playing fighting games since they were kids and are still playing today more then a decade later. Think about that. How many of us would still be interested if Street Fighter II had come out and all of the moves were (hold forward + 1 button via EO). We read about the best players every day, attend tournaments, discuss strats and combinations and the best way to get that extra 1 frame advantage just for a minor chance to be that much better. Most of us know the games inside and out from end to end and yet we still keep striving to be the best.

Hell, use Halo as an example. It seems easy to pick up and play but how many people quit FPS games based on how they get stomped. The guys stomping them are constantly practicing and improving. This is one of the highest selling games of all time.

I don’t think your statement holds much water. I think you should re-word it a bit.

Well, I’m not saying SF2 is way easy. You’re completely misunderstanding me.

As for what makes a game sell well: I’d say it’s graphics. It doesn’t necessarily have to be gorgeous, but it has to be appealing. Name recognition also helps a ton. Gameplay is what KEEPS people around, and striving to improve, and more likely to buy FGs in future.

To prove my point: look at how much people are enjoying STHD, or how much the VF community is still enjoying VF (VF’s motions are not overly complicated, I can go into training mode and do 95% of the moves- but I suck ass at the game). To create a game with depth, you don’t need 8 million cancels or a ton of technical jargon. You just need good game design.

You’re absolutely right when it comes down to watering down the strategy of games. What I’m referring to is the tactical side of it, not the strategic side. Practicing games is never as much fun as playing against a human opponent. (Maybe I’m wrong on this- but I wouldn’t want to be right)

What I mentioned above was why Sirlin did the execution changes he did in STHD.

What I am saying, is that, for a person with absolutely zero knowledge of fighting games, yet has the talent to get good at them- they will be a lot less likely to quit a game with gameplay like STHD then they would a game like GGAC, all other factors being equal, as they’d get the basics in STHD more quickly, and would be able to compete and learn a lot faster.

Edit: I’m going to get below poster just own himself. Going to deal with the rational people in this thread who can come up with arguments, such as the above poster, who did have a good point. Oh, and protip edit to the kid as well: most of SRK has been told they suck before. Usually it’s by people who they just owned.

Say what you want, either way you have the mentality of a scrub and what you say is far from the truth. Age doesn’t matter, and bringing that into this arguement is simply you grasping for straws.

You say this: “He’s too young to understand the past, too stupid to value it properly, and too disrespectful to know better.” as if you know anything about me. Trying to hit me with ‘clever’ insults won’t work, kid.

Now I’m tempted to actually break down your silly post just so people can see ‘younger and disrespectful’ poster educating you on a matter you don’t even understand but think you do simply because of your age.

Quit bitching and finding excuses for why you suck :coffee:

from what i know, Ishiwatari has the creative rights of the chars, name and other stuff of GG, Sega owns the publishing rights, sega cant do a game of GG without Ishiwatari, but ishiwatari doesnt want to make a game with sega

Arstal:- Thing is Guilty Gear is not just about the fancy different cancels that can be done. In fact some characters literally get away without those, some need it depending on your choice. Depending the on the character, maintaining the advantage does not always require you to parrot out combos.

Simple combos (simple as in basic chains to knockdowns) are pretty sufficient at winning tournaments especially if you can maintain the advantage and read your opponent well. There are some core tools that need to be learnt like Sol requiring Gunflame FRCs to tighten up pressure. However, even if it is essential understanding his meta game and the like comes first. This is no different than learning the likes of THawk in ST or nailing Leona’s air to air/ground game down.

To be honest, learning those FRCs are much better through understanding the points and experience in matches. Nailing it down 50x in a row or something in practice mode won’t be as beneficial. Practice mode combo grinds and the like aren’t entirely progression to the game itself.

The true beauty of Guilty Gear lies in the neutral game where both opponents are trying to fish for hits, space each other out etc. That aspect of the game is where the depth shows and you don’t need a machine like execution to succeed in getting your advantage, maintaining it and win. The depth lies in movement options and move properties. FRCing and the like play more of a role in improving on a character’s options individually. Only a small fraction of the cast do require execution to even maintain their advantage but hey ST THawk, again he can win if you can get his command grab down very consistently which does take some time.

Cue wouldn’t have won/placed high if the game requires you to really execute like a madman. He is an Eddie player known to not do the damaging combos that you see in the videos and the like yet he can win.

Execution is necessary and good games show themselves when there is a gap between a good and the beginner. It does not lie solely on execution but other aspects of the game. I do see that the point you’re making is the level of frustration the players have to deal with to progress which can affect it’s success. However it is also caused by mindset.

Guilty Gear might put this barrier up hard and might frustrate players. However, to truly get past this obstacle in GG does not come out of ramming buttons but it comes out of understanding and slowly feel it out like 2nd nature. It’s more of a mindset thing if anything. GG might be steep but it’s not much different to other fighters.

Think of learning FRCs and the like as learning to fuzzy,break throws or ETEG in VF. They do require some time to get the hang of. Those aspects are actually more useful after understanding some in and outs regarding matchflow and the like first. They are essential but not something you’d jump to quickly until understanding what advantageous/disadvantageous situations are.

Easier execution is alright, I don’t think them as dumbing down the game too much as long as they still set a gap between those who can execute them under tight conditions and those that don’t which means no 1 button presses or anything. As a marketing ploy it is damn good in giving a game an initial success in quantity and potentially it helps progression less of a chore to those people.