Would you guys play a fighting game that was like League of Legends? There’s 10 or so characters available a week and new characters are released every few weeks or maybe a month since it’s a fighter and requires more balance testing. Characters could be bought with in game points earned through playing the game. I’m not sure if this question belongs here. But I thought it would be a unique way to go about a fighter.
Would you play a fighting game that was similar to LoL in terms of service.
10 or so characters available for a week or maybe 2. Every few weeks to a month a new character is released. Characters are bought with in game points earned from playing. All characters would be available in a LAN type game mode. Why, because I want LAN to come back. Which for consoles would mean local play. There would be training where you can practice offline or online, maybe simulate online latency? Cosmetic costumes would cost money and they wouldn’t be crappy like LoL’s, I can’t say for the other MOBAs since I haven’t played them.
T[S]his is what I’m not sure of but it might be worth asking. Would it be alright to have something like Runes and Masteries from LoL in a fighter? It makes sense in LoL but I doubt it does in a fighter. Just want people’s opinions on this.[/S]
But ya, would you play something with everything above, except the runes/masteries part [S]or even with it[/S]?
Just realized the runes things could be similar to gems in SFxT so nevermind.
Do whatever bullshit you want with the free stuff, but keep an option to pay standard price and get everything from the get-go, like a regular game. This is not so obvious, because if you combine the price of all the micro-transactions in F2P games you get wayyyyy more than 60$ overall and that’s annoying. So give me an option of “buy everything” for 60$ or less.
And another thing- Don’t add mechanics just for the sake of the business model (like gems) but make a game that’s designed to be good first, and then find a way to combine the business model in it.
Another example to not have a million characters just for the sake of the rotation. Maybe a rotation system isn’t suitable for a fighting game, where you’d rather have few characters that are more unique and nuanced than a lot of characters who are similar or one trick ponies. If you end up with a character that’s kinda like another one only better, that’s a design failure, and it’s more likely to happen as the cast gets larger.
Other than that, LoL isn’t successful just because of the F2P model, but also because of other factors which are the complete opposite to what makes a good fighting game. LoL is less complex than its competitors (not to mention its genre is by nature dumbed down as it’s WC3 with one unit…) and since it’s a team game there this vague feedback to why you lost, so people can always blame their team instead of themselves. Compared to that, fighting games’ feedbacks are harsh. “You lost because YOU suck.” No way to hide from it. The grind part to make your avatar stronger is another aspect that’s good for success among the masses but bad for a good fighting game. It’s hard to improve as a player, and understand where you need to improve, even frustrating. But by flashing avatar powerups you give the player (fake) hope that he IS moving towards improvement just by playing the game, even if he sucks. That is why grind based games will always be more loved compared to pure skill based games. (Which is why modern FPS games like latest COD and Halo 4 also adopted these type of leveling systems.)
I’m not sure I understand. So the whole game for free but you have to pay for costumes. That’s better than Ultimate Marvel vs Capcom 3 where it was $40 and you had to pay what $30 extra to get all the dlc or more, I don’t remember the number.Even LoL has an option to buy the original champions, I believe it was $30 for the original champions released with the game.
What mechanics are you talking about? No one said a million characters. LoL started with something small, I think like 26 or something and been adding on a regular basis. Majority of the characters tend to be unique because of their spells. I believe LoL just barely hit the 100 mark. Of course that happens but then as you get further in the life of the game you notice this and change them. Riot has been going back and updating lore, changing visuals, reworking abilities on characters because they see they’re getting less play time because their not as good as the others or they’re the same as someone else but not strong enough to compete.
Vague feedback to why you lost? Not really. If LoL had a replay option, not some third party thing, I would be able to tell why my team and I lost. Usually, it’s someone not doing their role correctly or one lane started bad and couldn’t catch back up. I don’t feel fighting game feedback on the reason you lost is like that. I like to think of them almost as mind games. It’s either you attacked too soon and left yourself open to be punished. That’s pretty much what I see is you left yourself open and you got punished. So it’s pretty much the same. Leaving yourself open is not doing your role right and both games you get punished for it. Unless there’s just someone of higher skill then you might not usually see what you did wrong but practice can make you see these things.
But even with normal games where you pay the $60 for the whole game they release DLC characters making you pay extra.
26 may be good enough but all the unique possibilities of a character aren’t taken yet.
He said vague feedback. As if it’s not possible to tell why you lost. I don’t understand what knowing why you lost has to do with a fighter with LoL freemium style gameplay. When you first pick up any game you don’t know why you lost unless you’re some kind of genius.
Who cares who’s fault it is I lost? I know people who don’t care for w/l ratios they just want to know how to improve.
It’s been done before. I think there is potential in the prospect, just nobody who has attempted it has done a good enough job of it.
Part of the reason League was successful was that it added many features to help compensate for forcing purchase of champions. You still have DotA players who are vehemently against the idea of not having all champions available to play (you can see their FG equivalents here in this thread), but for every person who hated something about League, a hundred others found something they liked about it. They liked the removal of denying. They liked all skills being on QWER. They liked automated matchmaking. They liked being able to rejoin games you disconnected from. They liked leavers being punished. They liked the game being free to play.
If you wanted a fighting game like this to succeed it would have to be a fighting game that is genuinely good and would succeed on it’s own merits, regardless of how you chose to monetize it.
Who cares if we play it? Filipinos and Brazilians will be all over that. You’ll make money selling random costumes. Once you get to your peak, DJWheat will say that your game is American Idol while Slasher tweets on how awesome it is to have a fighting game tournament in a stadium where most of the people watching are in various stages of stream monsters.
Nope. All it would lead to is having new, over-powered characters coming out every so often that either everyone picks, or everyone picks a counter against it. This problem isn’t so exacerbated in a team format, since you have 4 other characters to back you up or help balance the odds, but it wouldn’t work in a fighter.
Also, it’s a nightmare for TO’s to constantly have to update all of their systems to keep up with weekly or monthly patches and updates.
The other DOTA clones (the full fledged titles, not the WC3 mods) did all the good things already minus the grinding and without dumbing down the mechanics even more.
Which seems to be doing a good job of being a good accessible fighter without pay to win bullshit.
My idea has always been this:
Make a free to play fighter, or make the price very low like Minecraft. And have two modes of play:
Tournament mode: you have 8 default characters (more with free DLC) that are subject to balance patches and all that. But you have all characters available from the get go and play.
Casual mode: Create-a-character. You earn points by playing tournament mode or completing challenges or staying a certain amount of time in training mode and the points can be used to buy special moves and properties (like say a HCB grab versus a 360 grab or HCBx2 grab super). But specials are limited to body type, and each body type has it’s pros and cons like more health but access to fewer specials and etc.
lol is shit and so is it’s slimy-ass business model, if anything ever other than aesthetic stuff is available for purchase then the developers deserve zero money, zero players, and zero publicity