Do you know what does ease people into actual fights? Playing others also in the Rookie league.
I can sense a brainstorm brewing in some of you guys’ posts, and I’m-a-tremblin’!
Eh… That’s exactly what Story-mode does, and after that, players have Survival-mode, in Easy, Normal, Hard or Hell. After that, they also have same-skilled players online.
I’m now of the belief that the shit-storm around SFV has been not from “casuals” but from imbiciles from within the community all along, just by the sound of “non-casuals” in this thread — afterall, there are very fucking few casuals coming in here saying “Hey! I’m a casual, and this is what I think:…”, because it’s actually just been you guys trash-talking left and right on-fucking-behalf of somebody else. Yikes!
Judging by the experience I’ve gathered from this thread, I anticipate some nonsensical response anytime now :s
You don’t need an arcade mode, arcade mode is just what people remember and associate with fighting games. What you need in a fighting game is a safe space for new players to play against a stress free opponent in a system that has a reward structure and some light story. The simplest way to accomplish this is to have a mode where you fight every opponent, a boss, then get a quick text ending with the rewards being alt colors, achivements, or costumes. That’s traditionally been ‘arcade mode’ because it’s really goddamn easy to make.
The survival mode is honestly almost identical, it’s just a shitshow of randomness, awful CPUs, and a effort/reward structure that is ludicrous. The entire structure for an arcade mode is already in the game but the problem with FGC community members making the fighting games is that they forget that most people buying fighting games are unskilled and need a methodical and enjoyable system to ease them into the harsh and dispiriting online environment.
For most people getting destroyed online a bunch of times with no other way to enjoy your $60 purchase is a good reason to sell the game back to game stop and pick up something that is actually fun.
Fighting games have the distinction of not being fun until you’re pretty good at them.
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Pretty much this.
People don’t play Arcade Mode because they want to be the best ever, they play Arcade Mode to sometimes get some rest away from the online component or even test their skills out against increasingly smarter AI.
Casuals want to feel like they are progressing even if ultimately they don’t truly improve with an AI like they do against players because TBF, casuals do not like getting dominated 10-0 against a very good player that knows their characters inside and out.
You can call them cowards or whatever you want, but you have to look at this from a newbie perspective.
Oh, cool, an ugly, unfun, single player where you beat up brain dead CPUs that can be perfected by walking foreward and throwing 100% of the time and a mode with THOSE SAME CPUS that suddenly become killing machines 25 fights in forcing someone to waste a half hour on garbage before they even have the CHANCE to participate in an unfun repetitive waste of time with random powerups is the same thing.
Thanks for informing me. I’ll go ahead and tell the planet that gave this game shit reviews that they’re wrong because some dude on Shoryuken thinks the story mode is good enough as it is.
Ok Combofiend, you can stop posting now.
It’s only nonsensical to you because you appear to have Chronic traumatic encephalopathy stemming from having your arguments tackled so hard.
Money is still going into it regardless with the March update, season pass and store content going up. So wouldn’t it be hard to zero in on those numbers without blurring the lines a little?
Even if you apply digital sales the amount of digital versions of MKX is going to maul it to pieces and SSFIV is probably still going to beat it by a fair enough margin. That’s…quite scary for the longevity of the game.
i think capcom has just made the same mistake other publishers/developers have made over the years: ignoring the fact that gamers are exceptionally discerning consumers, for better or for worse. if your game costs 60 bucks, it’ll be scrutinized. people will read the reviews, they’ll see what their friends say, they’ll read twitter. brands alone can’t carry games to guaranteed success anymore, the game has to be good (and especially finished) too.
How well do you guys think a f2p option would work for this game like doa and ki? Like give them online mode,tutorial,training only, it could at least give people a taste of the game.
I feel like had Capcom done it like Dota 2, where they run a one or two year long beta where everyone can take part, while selling stuff like cosmetics, music, characters and other stuff while doing so, and then announce its release that fans, casuals and critics would’ve been a ton more forgiving about the state of the game.
Selling the game in its current state was just dumb as proven by the sales numbers so far.
Not sure though. Hearthstone is pretty similar to fighting games in that it is a 1v1 game with a lot of rock, paper, scissors but it’s also much easier to sell stuff in that game and give shit players a sense of progression by collecting cards.
Dunno how that would work for a fighting game.
You could still do that and just give people who bought it day 1 Zenny worth $70, but I don’t know if I’d wanna risk my neck if I was an executive at Capcom proposing this.
I’m an advocate of F2P systems like Dota 2, Path of Exile and Hearthstone, but corporate Japan thinks a lot more traditional when it comes to monetizing their products.
SF5 could have worked under that model but, unfortunately, that ship has HEAVILY sailed thanks to them selling it the way they did initially.
This reminds me of SFxT in so many ways. Capcom wanted to have their cake and eat it too with tournament fans rah-rah-ing the game while being able to microtransant bullshit gems that have no place ANYWHERE near the game. Now they tried to follow a KI-kinda-sorta formula while ALSO getting paid up front.
Considering DOA5 is working with that model and is seen as pretty successful(apparently the game has about 5.5 million+ downloads since it’s inception). And even if you account for a good chunk of those switching from PS3 to PS4, even a good chunk of them buying even a single character or a few costumes would make alot of bank for Koei Tecmo…so yeah, SF5 would be VERY successful if it gained a F2P option at the start.
But…
This. It’s far too late for them to try it with this disastrous launch.
Newbies get destroyed online and then decide to quit. Other newbies try playing online but don’t find another newbies to fight (because they left), and quit too. It’s a vicious cycle. I can understand this, but I can’t avoid becoming a little sad because I know they are skipping the best part of fighting games. I try to get the most players possible into the FGC but despite my efforts (I offer advice, teach basics, teach combos, hell I even bought Skullgirls to a bunch of people) I didn’t had any success.
Maybe the biggest mistake Capcom did was not making 100% clear that the game would be “barebones” at launch. Maybe if they had made the title like “Street Fighter V: Part 1”, people could be more aware and made proper research before buying. Of course they coud also had launched the game later this year, but I wouldn’t be happy XD (yes I’m loving the hell out of this game, even with the broken lobbies and the loading times).
Right now, the numbers of sales after the story mode being delivered is what interests me the most.