I'm coming for you Zissou, don't worry.
I await your response! I'm going to bed now though, so don't think if I don't reply back immediately, I'm ducking you, haha.
I'm coming for you Zissou, don't worry.
I've been exposed as a fraud! (Again!) Funnily enough, after that post I would eventually end up buying the game on two platforms, donating to the IGG campaign, and donating to breast cancer so it would be included in the proper EVO lineup.I mean- look at people's initial reactions to the look of the game on GAF:
Reactions like the above do not bode well for the success of a game! That the game managed to do reasonable well is a real testament to the dedication of the dev team and the fans of the game.
DLC slots are gonna be full by the end of this year. God knows what happens after that. If someone offered the capital and Autumn gave the okay I don't see any reason why LZG wouldn't work on a full fledged sequel.So are the Lab Zero guys working on something new or are we just going to see them continue to fill those DLC slots for the next 2+ years?
We need to do a social experiment on this and lay out the ground rules!
Eventhubs can help with the data collection.
Heads up to Max (especially Max who's notably into shooters) and Art, get dat CPM while supplies last!
http://m.neogaf.com/showthread.php?t=755600
I think we can agree on the following, at least:
1) A game cannot be aesthetically repulsive to a huge swath of the potential fighting game audience and succeed. NRS games, while not your cup of tea or mine, and least meet some bare aesthetic minimum to do well financially speaking in the North American market.
2) Fighting games can fail (despite being mechanically sound) if they fuck something up badly enough (like if they are visually offputting enough, for instance.) Being 'not bad' at something is often good enough.
I guess what I've trying to get across are the following points, and you can tell me whether you agree or disagree with them:
-Often, new fighting game IPs fail to reach mainstream success (let's go by your 500k copies sold metric) and/or develop dedicated followings in the FGC (let's define by being played at a fair number of majors for a year or two after release with a decent number of entrants). I think that a huge portion of the time, this is because of their poor aesthetic appeal.
-New fighting game IPs have failed to have success as defined by the above metric, and some people chalk this up to it being difficult/impossible to find success in the market if you're not an established IP. I believe that this is false (or at least very uncertain) because new IPs that have come out were predestined to fail for a variety of reasons (aesthetically and otherwise) and I believe success is very possible if you do it right (having the first page of a GAF thread about the game's announcement being 90% of the people bashing how the game looks is NOT the way to start)
-Characters like the ones in the initial Skullgirls roster could be in the game and the game could see much bigger success IF the game had more character variety to appeal to different tastes (I'm sure people would've been much more open to the game if it launched with a larger roster that included Panzerfaust, Isaac, Stanley, etc. like SolarPowered mentioned, in addition to the female cast already present). Someone pointed out earlier in the thread that Juri wasn't very street fighter-ish, yet street fighter fans had no problem with her design and called them hypocritical. I say that the street fighter fans don't care because they have so many characters in the roster to choose from that they can already find some that suit their tastes, so if Juri isn't their cup of tea, it doesn't matter. If SF4 had launched with a dozen Juri-esque characters and no one else, there would've been an uproar. Wierdo unconventional characters are fine, but people need choices and some people like characters that aren't so 'out there.'
-Global success is difficult if you're overly focused on pleasing a single market. Anime fighters can't do shit outside Japan and NRS fighters can't do shit outside of NA.
-95% of the time (I throw around random percentages a lot, haha), you can see a new fighter failing to make major inroads a mile away and it's really puzzling how the devs don't seem to realize why until after the fact (if they ever acknowledge it's failings period!)
-People in the FGC care just as much about aesthetics and Joe Blow gamer.
I'm rambling now, so I'm going to stop. I'm not trying to hate on anybody's favorite game. I like marvel despite the many shitty things I put up with when I play it. I'm just trying to make sense of things.
I gotta assume they'll pursue non-FG related stuff before coming back to Skullgirls. As a sort of palette cleanser. Maybe that sidescrolling shooter Ahad made some concept art for.DLC slots are gonna be full by the end of this year. God knows what happens after that. If someone offered the capital and Autumn gave the okay I don't see any reason why LZG wouldn't work on a full fledged sequel.
Personally I'd stop at Robo Fortune and save the big guns for the sequel with at least six new characters. That'd be nineteen characters. I'm gonna be old and crusty when I can finally get my hands on next gen SG and Baiken/Anji.
My problem with Skullgirls is the same as my problem with KI... too few initial characters.
donkey show's Full Boost OT is up and has everything you need to know about the game (to play or just enjoy the SCR stream).
For skullgirls to be a good team game they need to at least double the number of characters.
They needed at least 20 characters if they were going for the team mechanics.
this was the case for me too, until i played Cerebella. funnest grappler in a fighting game so farNo one in skullgirls looked fun to me
ya'll are blaming a lot of things when the key factor ultimately for folks is "is it fun?".
If Lab zero makes a SG sequel, they should radically change the gameplay to bring it outside of its current audience.
I think a lot of the folks who love the art/music/aethestic of SG, aren't into MVC2-style gameplay.
If Lab zero makes a SG sequel, they should radically change the gameplay to bring it outside of its current audience.
I think a lot of the folks who love the art/music/aethestic of SG, aren't into MVC2-style gameplay.
A lot of the people that like Skullgirls aren't fighting game fans.If Lab zero makes a SG sequel, they should radically change the gameplay to bring it outside of its current audience.
I think a lot of the folks who love the art/music/aethestic of SG, aren't into MVC2-style gameplay.
Cerebella is such a scary character to me. She has a run, a load of moves with superarmor, all sorts of grabs, and some real-ass damage. Good support character for Peacock though.this was the case for me too, until i played Cerebella. funnest grappler in a fighting game so far
Cerebella & the thorough tutorial sold the game for me.
after that i loosened up on the game and started to dig it, even the artstyle et all.
Careful, or The Take Out Bandit will put you on his list.Because I don't see how you could be playing SFIV, SFxTK, Injustice or KI if bad art is a barrier. (SFIV isn't as big an eyeball offender as the other three though.)
Mike Z would sooner boil and eat his hair.If Lab zero makes a SG sequel, they should radically change the gameplay to bring it outside of its current audience.
I think a lot of the folks who love the art/music/aethestic of SG, aren't into MVC2-style gameplay.
SG2 visual noveldating sim confirmed
Because I don't see how you could be playing SFIV, SFxTK, Injustice or KI if bad art is a barrier. (SFIV isn't as big an eyeball offender as the other three though.)
When talking about SG, are people using words like "atrocious" to mean they're offended/uncomfortable (which is a different issue than just bad art).
Because I don't see how you could be playing SFIV, SFxTK, Injustice or KI if bad art is a barrier. (SFIV isn't as big an eyeball offender as the other three though.)
SG2 visual novel confirmed
Wouldn't it be Alex's decision though? I mean I doubt they'll change genres, but if they did, I'd think it'd be up to him.Mike Z would sooner boil and eat his hair.
I think we might be talking abput two different things. I was commenting on a hypothetical SG 2 fighting game playing radically different than it does now. I'd assume if they were gonna make a non-fighting game SG they simply wouldn't call it SG 2.Wouldn't it be Alex's decision though? I mean I doubt they'll change genres, but if they did, I'd think it'd be up to him.
Twenty is a good number. Too bad that costs some serious cash (I imagine 20 character SG would be peanuts next to vanilla MvC3's budget).They needed at least 20 characters if they were going for the team mechanics.
I also feel like having a fighter in today's age with either an all female cast or an all male cast is detrimental regardless of artstyle. People need a character they find cool or look up to/be inspired from... The more types of characters you have the more appeal your game will have by default.
The similarities to MVC2 are superficial at best. Yeah you have invincible assists and shit but the pace isn't the same. MVC2 has shorter combos and a much bigger focus on super jump/air dash game play where as Skullgirls is more focused on the ground with longer combos.I think a lot of the folks who love the art/music/aethestic of SG, aren't into MVC2-style gameplay.
If you want big money then you gotta put in the work and money up front. There is no short way around it.Given the cost to make a character in a 2D fighting game, basically you're saying team 2D fighting games are the province of larger companies who can put more money into the project.
That's a real problem given the type of ROI that larger companies will want.
But mobile gaming.If you want big money then you gotta put in the work and money up front. There is no short way around it
If you want big money then you gotta put in the work and money up front. There is no short way around it.
I might import that Gundam game. They had me at Virtual On.
That goes without saying... I am saying IF you were to make a team based fighting game then you need to put in the resources or forget about getting any profit back.If you want big money as a business, you're going to invest that level of budget into something that isn't a fighting game at that point. The exception *is* if you have an established IP, which lowers the risk a lot.
That's the problem--if we're talking at the ideal level it's no longer objectively about making money.
Real talk though... the game is fan service galore. There is a decent amount of unneeded panty shots in the game.SG's only real problem is that people see a 90% female (previously 100% female) cast, associate the art with fanservice when the game really doesn't really use that card at all (RPS put it well - Skullgirls is "booby" and most people have to put up with it) and run for the hills. And it is damn hard to convince people to play it.
ya'll are blaming a lot of things when the key factor ultimately for folks is "is it fun?".
And of course by 2D I am only talking about the game play style... not exactly hand drawn or sprite based. You can make an engine like the MVC3/GGXrd engine and still retain a 2D look/feel. Personally that is probably the way to go to keep costs low because hand drawn fighting games is just too much these days for both indies and big companies.