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What Will SF6 Look Like? [Haitani]
2019.08.24
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What Will SF6 Look Like? [Haitani]
What Will SF6 Look Like? [Haitani]
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An easier game doesn’t increase the amount of players playing it for sure… I think two main attributes are required to increase a player base:
1. The game has to be fun and exciting. If it ain’t fun, can it really be seen as a game?
2. The game has to have what feels like an infinite amount of depth/room for growth
If a game is fun without the depth, the drive to keep playing after a few rounds decreases. Naughts and crosses (tick tack toe) is fun, but once you figure out how to win or block people from winning, it becomes redundant. The depth celine is very low.
If a game is deep without the fun, the drive to even attempt to find it is non-existent. This one is a little tricky though because fun is somewhat subjective. I think the constant change of cultre has made it so that game developers feel like they must make their games easier in order to encourage the younger generation to play. A lot of kids of this generation wouldn’t give a lot of fighting games a chance due to how “complicated” it is to master strict inputs. So the idea of grinding to find the fun in a high skillcap game like street fighter may not be appealing to the younger generation.
You could try to get newcomers in other ways too, rotating free character like KI, free weekends every month or two, and a BIG launch roster all attract new players
I only like SF2 and SF4. Don’t care about the others.
I can agree with pretty much all of this. Thing is finding true balance between player skill games and the characters themselves is no matrer what gonna vary in SFV or any FG for that matter.
The other issue is casuals vs vets vs pros. While casuals have the potential to get good as a game gers more easily accessible it kinda varies on the vet and pro side. Where vets and some pros may feel a disservice was done cause thetmy may hate tge fact they are no longer at the top of the chain cause they were great at sf4 so feel entitled to be godlike in SF5 and now more accessible tge game increases the casuals to be better at learning to beat out the others skills wise cause vers and some pros do not wanna adapt to new mechanics.
New players or old players can be good if they dedicate the time to really learn the characters and mechanics and apply. Everybody wants to win but some wanna win with less effort. Thats gonna be the issue with FGs being more accessible. The gap is still gonna be great in so many ways cause if its easier to grasp it make a vet and pro better in execution and beating on casuals who dont invest the tume to learn and gain more skill. In the end its all a double edged sword in any circumstances either ways its done.
I loved the conclusion.
same boring stuff? i hope not
LOOK AT SAMSHO, LOOK AT THEIR NETCODE, LOOK AT THEIR ONLINE MATCH OPTIONS, LOOK AT THEIR USE OF METERS AND SUPERS. LOOK AT HOW THEY PRIORITIZE FUNDAMENTALS. WE WANT THAT, OVER COMPLICATED COMBO SYSTEMS ARE OVER RATED.
The problem with street fighter started with the parry system and then the focus attacks and now crush counters. There’s throw loops that can turn into crush counters and it killed the game for me.
Did haitani really say 2d games are more strategic 😂😂😂😂😂😂
Making the game easier does not increase player count.
Ultimately what Capcom needs to accept is that fighting games will always have a limited plateau in terms of bringing people to the genre. It doesn’t matter how much more accessible you make it, how much you dumb down certain things, it will always plateau. You are never going to get LoL/CSGO/Fortnite levels of interest, and that’s just the way it is.
But here’s the caveat, more people will watch (not play, watch) masters of the genre if they truly are masters. You’ve reached an era where more and more people are spending their Saturday nights watching top level gamers compete for a grand prize. Having a skill ceiling attainable by only a handful of people is always going to bring in more viewers than having what SFV is now. They need to raise the skill ceiling again in 6. Do that and the game will flourish.
2D is harder than 3D? lol
he needs take a close look at tekken before talking like this
Tekken 7 is right now the hardest mainstream fighting game unless Virtua Fighter comes again
Slam Master and Rival School character will the future character for SF6
what they should do is go back to street fighter Ex style of gameplay with the 3 gauge system and cancelling supers into each other while also giving everyone a ultra combo/Critical art. KEEP EX MOVES.
KEEP GAMEPLAY 2D but MAKE IT VISUALLY 3D again like ex and make sidestepping like the Asyuura Senkuu input (they should have special sidestep animations for everyone but still have it play like street fighter)
KEEP V TRIGGER AND PARRYING. you know what? fuck it just make Street Fighter Ex4 with everything i mentioned before and you would have the ultimate street fighter game.
a great example would be this video right here. it looks extremely fun to play and still plays like street fighter but is VISUALLY 3D. https://youtu.be/Cx21QUxyjPc
to make the game even easier at the cost of getting a few more new casuals to buy the game is a short term gain, long term IP damage from fans. you can’t make the game too easy and expect people to not get bored. less challenge, less engagement and more reliability on content. that means people wont return to your game because of rewarding gameplay but rather costumes, extras, etc…
new players are vital to keep an IP going but at what cost? if they don’t stick around because the game is boring then yeah you got a huge influx of new players but they didn’t stick around. simply making the game somewhat challenging and not a huge reliance on content, makes the game’s fans stick around while slowly increasing the fan base. imo it’s worth the sacrifice to keep that more challenging aspect of it for the long term health of the series.
a lot better looking than your pussy
The thing is, making the game easy doesn’t make it any easier for casuals to win. They’ll play the game on a casual level and have fun with it on that level regardless of how easy or hard the game is. They’re still going to get swamped by competitive players either way. And because casuals just pick it up to enjoy for a little while and drop, like they would any other regular game, it’s likely that they were never going to become competitive players anyway.
On the other hand, having a low skill ceiling DOES prevent a game from growing because the potential for competitive passion just isn’t there. Less continual players, less word of mouth, less tournaments. Smaller playerbase, less chance of sequels.
a game of chance is not a game of skills
the sf ip needs to rest. if snk can bring back samsho capcom can go bring back darkstalkers or rival schools. power stone also has tons of potential(maybe not as a main game tho). other wise franchise fatigue is gonna wind up forcing capcom to do something dum.
そうだよ、最近の若者はらく過ぎる!SFのことだけじゃなく、モトモト今の若者はなんでもすぐにゲットする期待があります。頑張らなくていけないことはもうなくなって:(もうないんですね!