So I'm not allowed to play Guilty Gear. Gotcha.GG ac r+ to Xrd: game was dumbed down for casuals
Xrd to Strive: game will be dumbed down for casuals
So I'm not allowed to play Guilty Gear. Gotcha.GG ac r+ to Xrd: game was dumbed down for casuals
Xrd to Strive: game will be dumbed down for casuals
I am skeptical but different doesnt need to mean worseSeems like people just keep giving them the benefit of the doubt and it gets worse at every build tbh.
There's nothing really good in MvC3 that's braindead, lol.If rushdown is the dominat thing in a game, it becomes braindead, because it's the only thing you ALWAYS wanna do. Look at most characters in MVC3. Not saying it's negative, but it's almost the sole course of action.
Almost. Dark Phoenix is in the game too.There's nothing really good in MvC3 that's braindead, lol.
Except Hidden Missiles.
It is. A lot of people just hate the idea of change, and GG absolutely needed to make all these type of changes to survive as a franchise moving forward imo.
It is. A lot of people just hate the idea of change, and GG absolutely needed to make all these type of changes to survive as a franchise moving forward imo.
Give the game a chance for crying out loud, it's not even out yet.If a franchise needs to change itself entirely to "survive" then maybe it just shouldn't exist anymore. It's not going to get a casual following and it's alienating the entire playerbase that wants to play it.
Great recipe for success.
There is change and then there is radically changing the very core of a series and to make matters worse reading Daisuke's interviews he is so extremely misguided as well with these changes and why he wants them
Give the game a chance for crying out loud, it's not even out yet.
Why do we keep parroting this? Concerns about the gameplay all seem very legitimate and founded upon some form of logic even if not complete.It is. A lot of people just hate the idea of change, and GG absolutely needed to make all these type of changes to survive as a franchise moving forward imo.
Why do we keep parroting this? Concerns about the gameplay all seem very legitimate and founded upon some form of logic even if not complete.
Should probably add this to the OP:
Strive
- Air dashes has stationary start up now
- After the start up, the moving part is immediately cancelable into normals(specials too probably)
Xrd
- No start up, start moving immediately
- air dashes can't be canceled into normals until you have already traveled a certain distance
So...
- Air dashes are weaker for general mobility
- Air dashes are stornger for getting in now... Well, if your character has good air normals
- For mixups, stuff like "low or air dash" mixups are weaker, but ambiguous cross up mixups are stronger since you can control when to cancel your air dash(not that much stronger if cross up protection return though)
Looks awful at first but knowing more about the change makes it less so, it's a big nerf to mobility which is still awful, but in a lot of situations the new air dashes will be stronger than in Xrd.
survive under what metric, sales? they said the same thing about the changes made for xrd, and it didn't really serve them any better. now they're doing the exact same thing here but hoping for different results.It is. A lot of people just hate the idea of change, and GG absolutely needed to make all these type of changes to survive as a franchise moving forward imo.
Y'all really out here with "I'd rather have nothing" lmaoIf a franchise needs to change itself entirely to "survive" then maybe it just shouldn't exist anymore. It's not going to get a casual following and it's alienating the entire playerbase that wants to play it.
Great recipe for success.
I mean, if anyone can decide what makes Guilty Gear "Guilty Gear" it's the man who literally made Guilty GearThere is change and then there is radically changing the very core of a series and to make matters worse reading Daisuke's interviews he is so extremely misguided as well with these changes and why he wants them
And all of these won't matter one bit if the game is still delay based netcode.
These people would drop the game regardless.This would probably be easier for some to accept if the game was confirmed to have rollback netcode
Imagine all this effort to appeal to new/casual players and the majority of that group dropping the game in two weeks because of the usual bad netcode
Franchises do that all the time. It's a thingIf a franchise needs to change itself entirely to "survive" then maybe it just shouldn't exist anymore. It's not going to get a casual following and it's alienating the entire playerbase that wants to play it.
Great recipe for success.
MK sells because of singleplayer content and because it's a wildly popular IP. 90% of players will never play the game beyond learning a few specials and button mashing, those players are never going to actually worry about those mechanics you listed.MK11 added some of the most difficult mechanics from other fighting games. Different kinds of combo breakers. Different wake up timings. A system that enhances very specific moves under very specific conditions that you can only use once per match. Two different kinds of meter. Three different variations for each character with different specials. Is the #5 best selling game of 2019.
And people are out here saying that we need to dumb shit down to appeal to casuals so that a franchise can survive.
I think the point he's trying to make is that the most successful FG franchise realizes that modifying the gameplay systems wildly and "casualizing" isn't at all the key to great sales, it's being a complete package to accommodate players that won't give a hoot about those mechanics either way.MK sells because of singleplayer content and because it's a wildly popular IP. 90% of players will never play the game beyond learning a few specials and button mashing, those players are never going to actually worry about those mechanics you listed.
It is. A lot of people just hate the idea of change, and GG absolutely needed to make all these type of changes to survive as a franchise moving forward imo.
It's not "hating the idea of change" when most recent ASW games go towards simplifying everything (BBTAG, DBFZ, GBVS...). GG needed some fat to be trimmed away, but there's a difference there.Give the game a chance for crying out loud, it's not even out yet.
You really need to check yourself if you think those are the reasons why MK11 was/ is successful.MK11 added some of the most difficult mechanics from other fighting games. Different kinds of combo breakers. Different wake up timings. A system that enhances very specific moves under very specific conditions that you can only use once per match. Two different kinds of meter. Three different variations for each character with different specials. Is the #5 best selling game of 2019.
And people are out here saying that we need to dumb shit down to appeal to casuals so that a franchise can survive.
Nothing and a game I don't want are the same thing. And yeah, I stand by saying that if a game needs to abandon its core gameplay in order to chase after an imaginary fanbase, then it's probably run its course.
Ya'll welcome to like it, naturally, though. Just like I'm welcome to dislike it.
So it won't matter one bit.
Obligatory:
https://theoptionselect.com/2019/09...s-to-simplify-everything-besides-online-play/
Luckily for him, he didn't think or say that !You really need to check yourself if you think those are the reasons why MK11 is successful.
If a franchise needs to change itself entirely to "survive" then maybe it just shouldn't exist anymore.
Great recipe for success.
Reread his reasoning...
Because most characters 6ps already aren't the best for AAing air dashes unless you're already standing at the distance where the air dash start to come down. And the player that's air dashing can control when that happens now.idk how they're better for getting in when 6Ps are still a thing
I mean, if anyone can decide what makes Guilty Gear "Guilty Gear" it's the man who literally made Guilty Gear
RIP every successful reboot ever. RE4... damn they really should have just killed that franchise instead of changing anything...
He's just saying that MK11 didn't become less popular with those changes. Not that it became more popular thanks to those.
You cant compare mortal kombat to guilty gear, mortal kombat is a sustaniable franchise guilty gear isnt not.
Yup that's absolutely true.I think the point he's trying to make is that the most successful FG franchise realizes that modifying the gameplay systems wildly and "casualizing" isn't at all the key to great sales, it's being a complete package to accommodate players that won't give a hoot about those mechanics either way.
Content and presentation are the real true things that attract casual players, but for some reason devs really think that if they remove high execution stuff, that casual players didnt even knew it was there, they will attract more people. It's so frustrating tbh.I am really curious as to why developers do this. Has it ever worked? Like, is there a single example of a game that has gained popularity by simplifying the mechanics/gameplay to successfully appeal to a broader audience?
If easy and slow = popular, Fantasy Strike should be huge (I really enjoy the game, but it is pretty much dead by now).
In my mind, a casual player is someone who never bothers to learn the ins and outs of the game and thus does not care about the details of how gameplay works. I say this as someone who had a ton of fun playing GG on PS2 as a complete casual. Why try to adjust parameters I don't care about? Online is far more important. I would much rather have a game that appeals to the hardcore crowd but with good online. Slower dashes are not going to prevent people from crushing me online.
I am really curious as to why developers do this. Has it ever worked? Like, is there a single example of a game that has gained popularity by simplifying the mechanics/gameplay to successfully appeal to a broader audience?
If easy and slow = popular, Fantasy Strike should be huge (I really enjoy the game, but it is pretty much dead by now).
In my mind, a casual player is someone who never bothers to learn the ins and outs of the game and thus does not care about the details of how gameplay works. I say this as someone who had a ton of fun playing GG on PS2 as a complete casual. Why try to adjust parameters I don't care about? Online is far more important. I would much rather have a game that appeals to the hardcore crowd but with good online. Slower dashes are not going to prevent people from crushing me online.
Exactly.Content and presentation are the real true things that attract casual players, but for some reason devs really think that if they remove high execution stuff, that casual players didnt even knew it was there, they will attract more people. It's so frustrating tbh.
in gg's defense it's not like they didn't put in work for the single player content, even had an extensive tutorial to bootContent and presentation are the real true things that attract casual players, but for some reason devs really think that if they remove high execution stuff, that casual players didnt even knew it was there, they will attract more people. It's so frustrating tbh.
It is also dead in Japan basically but would anyone say that the core of MK is not in the game. The Japan comment is that it's this successful without the country....Yeah, I guess it's unfair to compare MK, a franchise that has remained true to its gameplay, adding things to make it interesting for hardcore players and adding things to keep casuals interested, even going as far as revamping its netcode so that it's some of the best in the business to Guilty Gear. A franchise that is now doing none of that.
There's surely nothing other fighting games can learn from MK's method of approaching gameplay, and a videogame package as a whole. Surely not. Let's just ignore this aspect of the game to excuse Japanese devs that are doing the opposite.