call_kotaku
Member
wow, DOA is like train simulator but for anime titties
it's a bomba. but what did we learn?
Nigga what? Just play the game. I got plenty of fm by doing just that. You really letting an "In-game economy" stop u from playing the game?
Bruh.
People really like making threads about the game.it's a bomba. but what did we learn?
That promoting something with money prizes and televised events wont suddenly change the appeal of it to the casual player market. It takes thick amounts of in game content to make a game sell. Not a lot of hyping up of a game with little to offer in terms of single player content overall compared to alternatives on the market. There is no point in doing the former if you didn't first achieve the latter.
Money is in the casuals. Casuals need content to care.
Overwatch has the benefit of a larger audience predisposed to FPSes and a lower barrier of entry to those who aren't, so you can't make a direct comparison.Is your point exclusive to fighting games? Because Overwatch pretty much proves this wrong.
Nigga what? Just play the game. I got plenty of fm by doing just that. You really letting an "In-game economy" stop u from playing the game?
Bruh.
Overwatch has the benefit of a larger audience predisposed to FPSes and a lower barrier of entry to those who aren't, so you can't make a direct comparison.
Is your point exclusive to fighting games? Because Overwatch pretty much proves this wrong.
So this argument is exclusive to fighting games then?
Regardless, tons of games have shipped with very little content and still sold millions. The "little content = casuals dont care" argument doesn't hold true in 2016.
So this argument is exclusive to fighting games then?
Regardless, tons of games have shipped with very little content and still sold millions. The "little content = casuals dont care" argument doesn't hold true in 2016.
There's also a ton of reasons why SFV didn't meet expectations. Reducing it to "there was too little content" is just one piece of the story.
yeah overwatch is different cause its a good game
It's not a bald spot, Minibossbattle, it's a solar panel for a sex machine.
Casuals aren't intimidated by FPS like they are fighting games so yes it does just pertain to fighting games. Fighting games online are ZERO fun for noobs. They get slaughtered and the learning curve is way steeper than in FPS titles. At least when they are initially slaughtered in FPS they are able to learn from their mistakes far quicker because of less emphasis on execution skill and inputs in the genre. There is still skill needed but its not nearly the same type of stuff as making up combos, performing resets, and blocking mixups which is shit casuals just never really get into without a lot of help. Fighting games require a long ass tutorial and a dictionary of terminology and concepts to get folks over the hump unlike FPS.
Apples to Oranges comparing FPS to fighting games.
breh, it's enzo
you know he ain't playing anything
You guys are saying all this and then the next GG or BlazBlu game comes out and sells like 5 copies in America.
Content doesn't sell Fighters. Lack of content doesn't sell Fighters either.
You guys are saying all this and then the next GG or BlazBlu game comes out and sells like 5 copies in America.
Content doesn't sell Fighters. Lack of content doesn't sell Fighters either.
Those titles sell less because of lack of brand recognition. SF has brand recognition but fails because of lazy developers.
Well then how the hell does a series get brand recognition? It's odd people will point to games like Guilty Gear Xrd or Skullgirls as doing everything right that a fighting game should but they don't seem to be rewarded for it. People seem to have plenty of explanations why a particular game failed but when other games do everything people have clamored for but then they still sell like shit it brings up the possibility that a fighting game's sales aren't necessarily tied to what content they offer.
From what I can deduce the formula for a modern fighting game to do well, according to GAF is "Be a sequel to a popular fighting game series in the 90's" + "Have lots of single player content" = "Selling as well as Mortal Kombat X"
Of course, that didn't work for Tekken Tag Tournament 2 despite being part of one of the best selling fighting game franchises of all time and having a ton of content.
Sometimes a game can do everything right but not be fun.
Casuals aren't intimidated by FPS like they are fighting games so yes it does just pertain to fighting games. Fighting games online are ZERO fun for noobs. They get slaughtered and the learning curve is way steeper than in FPS titles. At least when they are initially slaughtered in FPS they are able to learn from their mistakes far quicker because of less emphasis on execution skill and inputs in the genre. There is still skill needed but its not nearly the same type of stuff as making up combos, performing resets, and blocking mixups which is shit casuals just never really get into without a lot of help. Fighting games require a long ass tutorial and a dictionary of terminology and concepts to get folks over the hump unlike FPS.
Apples to Oranges comparing FPS to fighting games.
You do know those are always on sale and since you are looking at stream you are missing a few outfits.
Well then how the hell does a series get brand recognition? It's odd people will point to games like Guilty Gear Xrd or Skullgirls as doing everything right that a fighting game should but they don't seem to be rewarded for it. People seem to have plenty of explanations why a particular game failed but when other games do everything people have clamored for but then they still sell like shit it brings up the possibility that a fighting game's sales aren't necessarily tied to what content they offer.
From what I can deduce the formula for a modern fighting game to do well, according to GAF, is "Be a sequel to a popular fighting game series in the 90's" + "Have lots of single player content" = "Selling as well as Mortal Kombat X"
Of course, that didn't work for Tekken Tag Tournament 2 despite being part of one of the best selling fighting game franchises of all time and having a ton of content.
Plus in team based games you can rely on other to both carry you to victory or be your scapegoats if you lose.
Also, what constitutes as "fun" in a fighting game and a shooter are different. Most players can be satisfied by getting a few kills each match because the kills are the fun part of those games (and you can be completely wasted and still manage to get some blind luck kills in a game like Call of Duty). Winning is what's fun in a fighting game or maybe doing an impressive combo, two things a casual player can't do without putting some time into learning the game.
I actually like P4A and Revelator's method of having auto-combos by just pressing buttons because that gives the casual player the ability to do the stylish stuff that attracted them to the game in the first place. It isn't an ideal solution but even if a game like Street Fighter, that's less combo heavy and high damage normals can carry you much farther in a match, is more casual friendly when it comes to the skill floor it may not be as much "fun" if you you're stuck doing jump-in HK into sweep because that's the best combo you can do.
Plus in team based games you can rely on other to both carry you to victory or be your scapegoats if you lose.
I agree which is another reason why I'm surprised Mortal Kombat X sold as well as it did.
Pretty much. Also applies to Overwatch, though that had a loooong alpha/beta and it inspired boatloads of hype and fanart and general obsession before it even launched.There are no "reasons" a game sells well beyond hype. Most consumers are impulsive fickle idiots. You just need to give them something that makes them think "I MUST HAVE THIS". Street Fighter V had a beta. Huge mistake. You give people enough of a taste to calm them down. MKX has fatalities. OMG AWESOME. Smash announced new amazing roster additions like Pac-man and Megaman. Then it added Cloud, Ryu, and Bayonetta.
It's all just a feeling. People are skeptical about Nintendo doing well, so the Wii U fails even though it had a fantastic early library compared to the craptastic PS4. It's just a mistake to think that game sales have anything to do with a game's quality. It's all emotional investment, and SFV failed to build hype among consumers. Instead, it pandered to its competitive base that was going to buy it no matter how shitty the game turned out (see: SFxT).
I think the big difference is that Overwatch is satisfying a subgenre that people haven't had fulfilled since Team Fortress, and for the many people who never played that game it feels fresh and innovative. Street Fighter V is just another Street Fighter game. While I'm very happy about SFV's general mechanics, the game didn't add anything to make the game feel like a new Street Fighter. Even pre-release, the general fighting game community largely agreed that it was missing something, and (I think) we all mostly still feel that way.Pretty much. Also applies to Overwatch, though that had a loooong alpha/beta and it inspired boatloads of hype and fanart and general obsession before it even launched.
It's all emotional investment, and SFV failed to build hype among consumers. Instead, it pandered to its competitive base that was going to buy it no matter how shitty the game turned out (see: SFxT).
Well then how the hell does a series get brand recognition? It's odd people will point to games like Guilty Gear Xrd or Skullgirls as doing everything right that a fighting game should but they don't seem to be rewarded for it. People seem to have plenty of explanations why a particular game failed but when other games do everything people have clamored for but then they still sell like shit it brings up the possibility that a fighting game's sales aren't necessarily tied to what content they offer.
Answer's simple. Nobody can put all the pieces together to make a successful fighting game in America.
Except Riot.
mortal kombat seems pretty successful
Somebody should make a thread for it.What time is Topanga and is it free? Not U.S free but condom in bathroom free.
What time is Topanga and is it free? Not U.S free but condom in bathroom free.