Where are the Street Fighter "clones"?

Rasputin just wants peace and love.

Snkp made Demiti’s midnight bliss the same motion as Rasputin’s Hero move in SvC
qcb f + A + C

You know reading that post back it came across a little passive aggressive, sorry. I’m not trying to score a point, I’m actually, honestly disappointed someone missed a great thread. The game is really really solid. Also, that dig about likes is unnecessary, I really don’t care. Remember, you’re the dude who mentioned it to begin with; if you automatically think every snarky comment and joke I make is meant to generate fake social capital on a fighting game subforum (or whatever likes are) then let me assure you that isn’t how it is.

I concede this page the “most butthurt SNK/anime fanboy” title. Too many butthurt comments.

You say I shouldn’t take posts like that from you in a certain way, but you’re obviously guilty of taking mine that way.
:lol:
just sayin… :wink:
It’s only SRK. Not that serious…

and for the record, two things…

  1. I didn’t miss the thread, or the game. I just don’t care to post about them, because while I loved them back in the day, I haven’t touched any WH game in about 14 years or better, back when I was in 7th grade or so.
  2. I don’t care about ‘likes’ either. The only reason I bait for them is because I enjoy making a mockery of SRK and all of it’s features. This whole fucking community has been a joke since about 2k8.

Because Data East and all the other developers that tried to in the 90s are gone, and the ones that are still around learned their lesson?

Heh, usually I attribute the phenomenon of “people are never satisfied” with the fact that different groups are unsatisfied at different times. I was surprised that you say you embody the whole spectrum in one person :stuck_out_tongue:

“Street Fighter” is whatever the hell Capcom wants it to be at this point, because between all the SF games, we’ve seen juggles, cancels, dash-cancels, custom combos, OTGs, SJCs, hit-confirm combos, aerial combos and resets, etc etc.

I’m just going to go ahead and drop knowledge from a different point of view…

[SIZE=15px][FONT=Helvetica]We’ll start with what you call “success”. MvC3 (arguably one of the most anticipated fighting games of the past decade) sold 1.36m copies between BOTH platforms. SSFIV sold 2.57 across all platforms INCLUDING adding in the retail AE copies (no point in counting the downloaded ones, since they were included in the original SSFIV purchases anyway). Gears of War 3 almost beat BOTH games numbers in under a week. MW3 will probably beat those numbers in the first day.[/FONT][/SIZE]

Now, lets take a look at MK9, which has put up 2.27m (yep, it out-sold MvC3). Medal Of Honor (which most looked at as a pretty horrible game, rated 6 on ign) beat those numbers PER console.

Going to another title mentioned in this thread, BlazBlue–if you take every platform and version and combine the numbers (that means both CS and CT and CT 2 on the handhelds) you reach 1.32m… BF Bad Company 2 sold more than that on either the PS3 or X360 (go ahead and pick one).

I can go down the list all day. If ANY triple A shooter put up the numbers that ANY triple A fighter put up, the ENTIRE development and marketing teams would be fired that week. Yeah, the money isn’t there to say the least. However, even if the money WAS there there’s still one huge issue…

The fighting game community is some of the most difficult people to please (for one), and on top of that fighting games are by far the hardest games to develop. You see, with shooters you just have to worry about keeping the frame-rate settled (which half the time they can’t do; see BF3 on consoles), bug control (and half the time they skip that), making sure no gun is the ultimate must have (half the time they skip that too), and maps–the rest is 100% marketing. You can 100% clone another game with new maps and reskin the guns and PEOPLE WILL BUY IT EVERY YEAR (CoD anyone?) With fighters, however…

You have frames per move, impact point, damage per hit, combo system, defensive systems, character reach, character movement, character speed, character health, character size, balance, bug testing (making sure moves don’t cause strange unplanned effects under certain situations is a HUGE one that capcom fails at, hence infinites and the like)… now imagine tweaking 30-40 characters through all of this. That’s just the beginning of making a successful fighter.

See companies like Capcom, Namco, Sega, and SNK have their core fighting engines that have evolved for over a decade each. It takes time, experience, and a huge investment to make a fighting franchise work outside of the asian markets (because asian markets are still mainly arcade play) because you’re trying to convince people to drop ~$60 to play your new title. It takes a LOT more time and planning to make a fighting game than it does pretty much any other type of game, ESPECIALLY when you don’t have a previous system to use as your ground-work.

Ever noticed that generally out-side of those 4 companies we rarely see a successful fighting game (and even then, Sega hasn’t put up numbers in a LONG time outside of arcades)? It’s because of the community… The fighting game players these days don’t want to learn a new game, they want the skills they picked up from their game of choice to carry over to any new fighting game they play or they won’t play it… Hardcore 2d fighting game players won’t play tekken because “it has juggles and you can’t zone (although you technically can, it’s just done without fireballs, and instead relies on spacing and movement)” and hardcore 3d fighting game players don’t want to play capcom fighters because “it’s too slow/boring for them”. Fact is, both companies’ products are a lot more similar than anyone will admit to, but because each require a different set of skills people shun all fighters they don’t play… Shooter fans play any shooter that people declare is GOOD, while fighting game fans bicker about why the other person’s game sucks.

With all that riding against you; would YOU try and enter the fighting game market, or would you play it safe and release another shooter clone that’s almost guaranteed to sell a million copies if it’s even heralded as decent?

You make it sound like the only games that come out on these days are mega-budget AAA titles.

Dilly:
Even fps fans bicker over which game is better (bf, cs:s, cod etc)

[/FONT]

Wrong. Go ask a dedicated Quake Live player what they think of TF2 or CoD.

I agree with the FPS sell better and easier to do reasons.

Aside from stuff like crouch slide and strafe jumping, shooters have much more transferable skills than fighting games. You don’t see shooter players waiting for a “reversal shotgun spread”, or a “late jumping ray into saw xx BFG” or “I’m gonna corner myself so I don’t eat a cross-up rocket”. While frame data is not necessary, one does need an inherent feel of it and knowledge of the engine to a larger extend. There are no FPS that are so different that they are basically from different genres, such as Champion Edition and Marvel 2. You need to learn the maps, but that is better than learning all match-ups in a game for one or two characters. They are not easier or harder to play when it comes to winning: this depends on the competition. But they are easier to learn if you know other game and have decent aiming and resource management skills. In summary, this reasoning is flawed due to being an inappropriate comparison.

Most of them still do buy the other games, and play the other games.

No one ever said that. Each fighting game I named was a triple A title though, and hence it was only logical to put it up against another triple A title.

Fact is though, you’ll still be able to get him to play it (even if he does trash it). Go put Tekken 6 in at an all 2d gathering, they’ll damn near lynch you. Not saying that all of them are that way–but, look how quick this site (which most consider one of the largest fighting game communities on the net) flames upon other fighting games that aren’t capcom. They act like they can’t wait for it, it drops, and SRK drops it like it’s nothing when capcom releases it’s latest rehash of SFIV… From there, the game practically never sells another copy, and becomes another dead title. Shooters continue to sell even when the next hot title comes up, fighters generally don’t.

That’s the other problem with creating a fighting game… Americans have gotten to the point that they’re too lazy to learn a new fighter. Japan will give them a chance–but, since japan is mainly arcades you almost never see them here. A month of practice on a fighting game will leave you a scrub, while a month of practice on a shooter will actually make you rather dangerous–people end up following the path of least resistance; much like electricity.

This is really not right. From a different point of view, those two could seem like very similar games.

dunno you, but i know a lot of people that if its not COD they wouldnt bother at all
hell i know a lot that wouldnt touch anything outside americas’s army

Again, no. There are plenty of purists who are dedicated QL in the same way that there are purists dedicated to ST (Or SF in general if you want a bigger example), and people dedicated to DOTA that won’t bother with other games in their respective genres. The exact numbers and percentages may vary but to say there aren’t any equivalents is a huge over-generalization. Shit, people frequently do this even with non-competitive games lol.

That said, the comparison is still apples to oranges due to a number of reasons: The huge differences between various games (And the resultant niches within an already niche genre and culture), the fact that playing “competitively” pretty much necessitates that you actually play people in real life (Which is why less popular games tend to have higher play in Japan: Population density) and the inherent issues with netcode.

Also, I hesitate to call this site a community in and of itself but I’m not keen on getting into that, I’m already pretty drunk.