A Letter from Jaxel, Owner of 8WAYRUN

CoD has more than a few problems that it faces for it to be accepted into eSports.
http://www.wired.com/gamelife/2012/11/call-of-duty-esports/
Wow.
This makes it challenging and fun for casual players, but it’s a nightmare scenario for pros. The most important thing for professionals is to be able to practice and play the same game, with the same rules, for years and years to hone their skills.
Isn't this what adaptation is for? Isn't this what we're trying to cultivate in the first place, that the faster you can change, the more fit you are to defeat your opponents?


These guys are dinosaurs... and honestly, if they (Activision) just taught basic principles and strategies in the game and actually gave a damn about their general playerbase, they wouldn't need them- because we'd have a new generation of professionals.

“If me and my buddies have the best PS3 teams that anyone’s ever seen, it doesn’t matter to anyone playing on the 360,” says Graham. “You’ve got segregated audiences. Starcraft II doesn’t have to deal with that.”
I do have to agree with that though. The system divide is some ol' bull%^&*.
 
Wow.

Isn't this what adaptation is for? Isn't this what we're trying to cultivate in the first place, that the faster you can change, the more fit you are to defeat your opponents?
Actually, it's been written about in many other site and forums that what any game needs to succeed as an "eSport" is stability. In other words, the game shouldn't change much so that both players and spectators develop q level of familiarity. I mean, it's not like physical sports like bball or baseball get major changes to how they are played on a yearly basis.

In the same way, the fighting games that have thrived the most in the competitive scene are the ones that have been given time to develop in the competitive circuit. This especially true among 2D fighters that have a longer history of being emergent - how the players play is held in importance over developer intent. Hence we've seen certain versions of 2D fighters played for years on end despite newer versions appearing (CvS2 over CvS2 EO, SSF2T over HDRemix, 3rd Strike rev. A over 3S rev. B).

Also, alot of these games take years for their metagames to fully develop (3rd Strike was seeing major tier list changes 5 years after release). They also take years to master - by 2009, you needed around 2 years of experience to be considered good enough to play MvC2 competitively, and that wasn't even at the same level as guys like JWongg.
 
I agree that this is a good idea overall hell I haven't touched SCV since all of the Viola madness started and the flame wars here over the terribly done free patches.
 
Pen and paper RPGs? Any thought about that as a sub-domain? The Soul Caliber world ties in nicely with those and CaS is honestly the best way for people who can't draw to represent their characters ever. There is a big RP void in the hearts of the SC fanbase from SC5 and this would be a good way to work towards filling it.

Or does no one care about those anymore? (I already know the answer to that question...*sigh*).
 
Pen and paper RPGs? Any thought about that as a sub-domain? The Soul Caliber world ties in nicely with those and CaS is honestly the best way for people who can't draw to represent their characters ever. There is a big RP void in the hearts of the SC fanbase from SC5 and this would be a good way to work towards filling it.

Or does no one care about those anymore? (I already know the answer to that question...*sigh*).

You think the casual/competitive divide is bad? You should see gamist vs simulationist vs narrativist "debate" and any kind of edition wars. In video games, we tend to move on when new sequels come out, and grognards are rare.

As a person who has played TTRPG's for 20 years now; the players are what kill the interest in that genre. Bringing them here is just asking for trouble, and would worsen an already existing problem, in my opinion.
 
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