Hate Speech: Extra Extra Credits

I think Jaxel’s boredom was due to players playing to win since they were playing the SC5 build in a tournament format, and not so much trying out new things and finding what’s pleasing to the eye. I’m sure there will be a lot more to see once the game is further in development, but so far I love what I see.

Since watching the first gameplay footage from TGS, I have been hooked. The game looks very flashy and very fun to play. And if you didn’t notice, over 500 people were watching the stream on Friday for just Soulcalibur which is a very good thing. I’m excited to see what else is in store as the game gets later into development.

In terms of designing fighting games, you have to find that happy medium which pleases all crowds since skewing the design of a game towards one crowd could alienate the other. Making a game too spectator friendly could ruin how it plays competitively; making a game too hardcore could make it boring to the spectator. Street Fighter is able to be spectator friendly while still containing the depth that the hardcore crowd is looking for.

To KingAce’s points, how many people are really confused by meter besides yourself? What was confusing to people were the orbs in SC4. People can easily understand what a meter does, and why I hope the guard break mechanic in SC5 is shown with a meter instead of a flashing life bar so people can easily understand how far they are away from having their guard broken.

The affects that are now in the game are a part of what makes SC5 not boring to watch. A lot of people already have difficulty in watching a 3D fighter being played because not only do they not know what’s going on, but it’s boring to watch. On top of that, the games aren’t accessible to most people so that they could know what’s going on.

The changes to SC5 are going to make it easier to follow what’s going on and enjoyable to watch by the spectator. And if you get people to know who the players are by doing write ups, interviews, videos, etc. so that people can develop a rooting interest, they'll be more inclined to watch.
 
I don't think games necessarily have to sacrifice depth in order to be more spectator-friendly. In fact, I think this is one area in which fighting games have an inherent advantage over RTSes, FPSes and all those garbage DotA clones. For starters, all the action is contained on a single screen. There is no need to cut away mid-game to see what other players are doing, and this also puts less stress on commentators.

The action onscreen is also less ambiguous. For the most part, we can see all of the characters and everything that's going on around them, as opposed to just a first-person view with a gun sticking out in front of the player or a bunch of units moving around with who-the-hell-knows-what-else going on offscreen.

And as Hates already pointed out, flashy mechanics such as supers already fulfill the purpose of making fighting games more fun to watch while also adding layers of depth. Combos can also play a role here, but they do have to be carefully implemented.

Coming from someone who actually isn't opposed to the very idea of comeback mechanics, they do often make a game dull for me. The unlikelihood of a comeback is precisely what makes them exciting in the first place. If I expect a comeback, something is wrong. Obviously some games are more at fault for this than others, but I think it's kinda sad that we live in an era where some developers have to be reminded that comebacks are something that really should be earned.
 
I love the way the game is looking so far. The only problems I saw, were some pretty obvious ones. The characters kept using the same moves, and we all faced someone like that in our days. When a character gets hit, they make a loud, irritating yell. And I didn't see a lot of changes in Tira, Voldo, and Seigfried. But, other than that, I can't wait to play with Maxi already.
 
Well done again my friend, i love the game, but common like soakrates said comebacks should be earned and common what the hell, my reward for breaking a throw is to lose power -__-, there is still a lot to be done and change so lets wait and see, so far so good.
 
A bit off-topic but concerning the gameplay on the stream, please remember this :

1) We were playing the game for the first time. Buffer are not the same, GI are not done the same way, step either, etc etc.

2) A lot of moves are not done the same way as before (ex Asta 1B in SC4 is 2B+K in SC5) Quite confusing.

3) No buttons mapping possible. Stick players had to play in a Tekken-like configuration, very confusing at first. Pad players couldnt map anything too. Only RT was giving A+B+K.
 
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