Sega owns Guilty Gear: Interview with Arc System Works

( sorry wall of text to come)

My opinion on this discussion may have little value to you guys but I believe I can vouch for some of the ideas of the posters here.

The whole making a fighting game accessible is not a silly idea but it can be flawed. Any idea can be good or bad, it all depends on how it?s done.

Also I will admit that some time learning a game can be frustrating but that?s up to the player to learn it and value it. Not every single fighting game going to be appealing because what ever system (In game philosophy) was intended by the developers, some player may not like it or agree with it. I will use some personal experience to explain this.

SF3’s is a very popular and fun game some times, but I won?t to take the game competitive seriously due to my impression on the game system. Fights at high level play can be fun but that’s where the game grows unappealing to me. The character development seem flawed to me. I love the low tier cast and I try to main them. But the learning curve to use them is trouble some due to the fact neither of them can benefit from all the game schematics, not only that but the other suppose stronger characters are simply more powerful and easy to use. They have over all better stats and fully benefit from the game schematics as well have in game glitches.

Another game that I also feel this is in Smash bro brawl (I know this inst a traditional fighter but it?s still a competitive multilayer experience)
I want to main Yoshi but after playing the game many times, yoshi is no doubt a hard character to use effectively but also fun for complexity. But trying to win with that complexity because frustration for me. I don?t mind losing but trying to understand how I was supposed to win became a hurdle. Though I feel this game cast is still nicely balance. I felt many type about dropping yoshi simply due to how hard it is to win. I can win easily with many other characters, but I never could do it because yoshi was too much fun to play with.

But guilty gear was different story. I can literally play who I want for fun and be good with them because the sheer game system is not over power in any way. They made a nice balance of characters and fighting game system. (Its only natural that other fighters would be aspire from this) I can favor this game philosophy because dedication will come along way.

My main point is that not every single fighter is not going to provide the same experience, so naturally there will be different opinions what a fighter should be. But we all should be able to agree on is that any form of Idea is capable of being good or bad. What ever is the intention of the developers should be approach with genuine mind set as any other idea should be.

Same diff. I appreciate the clarification though. I was always knew they were associated with each other some how. I was just always told what I posted.

Ultima and Arstal…will get back to you guys when I find time. Sorry for being an a-hole btw Arstal, it’s just that I’ve been through this arguement so many damn times.

Yeah

outside of the rabid arcade following in japan, GG really isn’t that popular

Well Football Lovers play dat MADDEN and Narutard play naruto games. Those games build a audience at times before the game comes out. A friend told me the other day he wants to play that new Fate game just because he loves the anime.

I strongly believe that GG was a “breath of fresh air”, and was needed. I’m not sure what impact Blazblue will have (Much less how many people who are new to fighting games will pick it up)

People are just lazy and dont want to learn something new, which is what is hurting the industry. SF has alot of nostalgia, I hope 4 brings to new life to the fighting game scene.

True that most people are lazy. This is why successful games are simple on the surface, but deep once you get into the details. Competitive people are what gives games longevity.

The numbers need to be compared to other fighting games outside Japan, not Madden and Naruto.

HNK2 first, please! :rock:

I want me some Shuu kickin’ goodness.

i kind of object to labeling people who dont want to have to expend effort to enjoy an entertainment product “lazy”

Arstal: Funny how you bring up Dizzy’s motions. The ground portal super used to be a bit crazy, yes, but they simplified it in Accent Core. The only difficult motion she has anymore is Gamma Ray, which is more or less a useless move in tournament play.

re: Online play, FRCs, etc. - GG never had that many 1-frame FRCs, and in any case they’re all gone in Accent Core. Axl’s Rensen FRC (one of his most important moves period) was 1 frame in XX, but they made it 2 in #reload and it’s remained that way since. Likewise, Chipp’s teleport FRCs were 1 frame in Slash and expanded to 2 in AC.

I think this is because Arc eventually realized that the 2-frame window is the limit of what most people can consistently execute with practice. Let me put it this way: When I started out with SF, I couldn’t do fireballs or DPs, and it took me years to get the hang of 360s and combos into supers. I am naturally horrible at working with my hands and have very little sense of rhythm. Yet nowadays I can do ABA’s 2-frame FRCs in tournament matches without much of a problem.

While I don’t have an issue with this stuff for live play, it does present problems for online. Thanks to these tight FRC windows, I couldn’t see myself playing GG online even with GGPO netcode. Interestingly enough, however, the solution to this may be already out there, and it comes from Mortal Kombat of all games.

On the surface, MK vs. DC’s netcode is no different from most console fighters’, but there is one excellent feature: No matter how laggy the rest of the match may be, the “pro moves” (their equivalent to just frames/FRCs) always have the exact same timing as they do offline. If this could somehow be integrated into GGPO’s code and applied to FRCs in Guilty Gear, then and only then could we have high-level matches. I’m not even sure if this is possible, so I’m not holding my breath.

That said, I do think online Blazblue could be great if it actually uses GGPO as is rumored, since the game in general is slower and they toned down a lot of the execution-intensive stuff.

That kind of stuff is the reason I’m excited about the potential of games that incorporate GGPO from the ground up. A lot of people just see it as a lagless alternative to kaillera, which is sad :frowning:

I doubt its possible for emulation.

True enough. Especially since there’s a limit to how much effort I’ll expend on a game before I say it’s not worth the fun I’ll get.

Here’s why it’s tough for new fighters. Someone like me- I already have the games I can keep playing for a very long time, so something new has to be really good. That doesn’t mean I won’t try new things, but they gotta impress, or I’ll run back to one of my 3-4 favorite fighters.

Most of the fighters this decade haven’t impressed me much.

Well I wasn’t commenting on the Madden/Naruto comparison