First off, a giant thank you to everyone who keeps saying how well SG will do. I’m a pessimist, though, so I’m ignoring you, but it’s nice to hear.
Really?
Those of you arguing that ‘people discovering new tech took forever to distribute it before’ seem to forget that MvC2 was *part *of that trend. AHVB vid day 1 (SRK, Wiz I think?) / IM+WM infinite and HSF loop vid week 3 / Grav->Tempest vid within a few days of discovery (hehe), Warganic’s site for keeping track of infinites, the pushblock-guard-cancel vid…I don’t think it was hugely slower to get information shared back then, since a good-enough capture card was $50, and even in the days of alt.games.sf2 information was distributed pretty quickly. I somewhat agree that “games are explored orders of magnitude faster now” is partly vanity and partly ignorance of just how fast older games were explored, coupled with how much there was that was new to find before vs how much exploration can be skipped based on prior knowledge now. :^)
To me, console versions, program pads, and the fact that there are previous games that have been explored make a much bigger difference in how quickly things are found since they allow more extensive and easier exploration by the people who want to find things. It isn’t that there are many many more clever people (look at how many players just watch vids and XCopy what they see, or how many ‘combo videos’ are LMHS aircombo etc), it’s that each clever person can be more effective because they sort of know what to look for, and they have better tools with which to search. “If I have seen this far, it is because I stood on the shoulders of giants” etc. When COTA came out, it took a long time for people to figure out infinites because the properties of the game engine had to be grokked first, then people had to realize there was such a thing as an infinite combo. Contrasting that with MvC2’s release, where an immediate goal was to understand enough about some character to find a useful infinite.
(I also think part of it is that MvC2’s engine had “features” that weren’t understood for over 6 years, and all of the newly-discovered features were helpful in winning - IM reflies, guard breaks, corner unblockables, etc. In MvC3, once you can one-touch-kill anywhere with 1 meter none of the rest of the engine matters much even if it were that deep.)
All that aside…
The difficult thing about this is that it requires a company to host their own servers which consoles report to, to gather the data. On 360, because the network is tightly controlled, that means paying for Microsoft servers in a Microsoft warehouse somewhere, so currently this is prohibited more by cost than anything else. Boo. Try validating the usefulness of paying for this to people who have not yet recouped their initial investment, and who see the YouTube/IGN comments. :^|
Haaah. I certainly can take that approach, and I do. I have over a year’s experience watching people of all caliber play, coupled with plenty of time having (for example) people complain about how much damage Cerebella does without even knowing how to do special moves, ground recover, or pushblock! I can say “you’re wrong, deal with it” just fine…it isn’t my job to pacify people who have gotten into fighting games with crutches and suddenly feel like they know what they’re doing and don’t need to learn and overcome adversity. We have a tutorial mode that should hopefully help newbies get better pretty quickly, but we’ll see - the people who would rather change the game than improve, and thus call for immediate nerfs or buffs (canonical definition of “scrub” is “someone who doesn’t think they need to improve”, rather than just “someone who is not good”) probably won’t play the tutorial, but they wouldn’t listen to whatever I suggested they do, either, would they? Scrub cannon / scrub killer characters only need to be ‘fixed’ if they are a problem once people know what can be done to deal with their advantages. Before that knowledge exists, all complaints are equally invalid. Something more broken is usually found anyway. (^.^)’
As for whether I would say that if I were a shrewd marketing person who wanted everyone to buy the game no matter what…well…I’m not a shrewd marketing person who wants everyone to buy the game no matter what. We have people for that; people who aren’t me. To me, if you like it then you like it, if you don’t then you don’t. I’m making a game that I wish existed based on gameplay, not a game that exists to broadly appeal based on brand strength or the company’s legacy.