As a junior member on GAF, I am unable to post new threads, however I feel like we are missing a great opportunity to talk community wide about how Tekken/NAMCO can continue to build on their amazing new "Online Tournament Feature"
If a full member finds these thoughts worthy of it's own thread, perhaps they can start a thread about it? (Or if I'm just delusional please ignore.)
Here are my thoughts:
New Tekken "Online Tournament Feature", a must have for all future fighting games and how this can make NAMCO's future brighter.
Who saw this amazing Online Tournament feature coming from NAMCO? And if they leverage it right they can build their player-stickiness and increase the player base.
Specifically lets review the "must have feature" all fighting games got to have now and in the future a feature like Tekken 7' "Online Tournament" feature.
It's too good.
Finally a feature players can have a tournament at anytime of the week, and with anyone in the nation, from randoms to invited guest only. Why has this feature, executed so well, taken so long to come to the fighting game community?
So good in fact Tekken's Online Tournament feature can be a key cornerstone NAMCO can use to build the Tekken community into a powerhouse.
NAMCO seems to realize this on some level, as the "online tournament" system will be used this November for players to qualify regionally for NAMCO's World Tekken Championships.
Now let me detail some of the specifics of the Tekken 7 "Online Tournament" offering and we can see how this can be big, REALLY BIG.
First lets talk about that you can name the online tournament what ever you want, Of course I've seen silly Tournament Room names, like "Poop" (so creative)
However creating a Online Tournament with the name "New Mexico top players Versus ANYONE" and actually having New Mexico's best Tekken players in the room ready to rumble brings a new level of fun into the online matches.
Also Online tournament names such as "Beginners only" also helps the online community figure out where to go in the online tournament offering.
The tournament online offering is obviously a great tool, and so useful for players. However future Online Tournament version 2.0, 3.0 4.0 can be even better for NAMCO if they leverage it.
As I mentioned, already NAMCO is leveraging the online tournament offering in their world championships to some degree, but how deep? And more importantly how can they leverage it to build more players to buy Tekken 7 and future installments of the franchise?
We could stop now, and fighting games would have taken a notable and good step forward with the online tournament feature. But why stop there? Fighting Games have been progressive in the past, lets keep up the momentum!
So lets take it a step further and imagine a 2.0 offering. There are many more bells and whistles we can keep adding to a "online tournament" offering, but lets focus on one feature that could help continue to build a stronger foundation for Tekken and help increase the player stickiness and help increase the player base of Tekken.
Specifically to improve stickiness and increase player base Tekken can continue to be more social. And what does that really mean to be social? In the most basic form that means individuals coming together.
In in most basic form that would be a group of people. Other genres (Specifically shooting games) have had this aspect since their inception. For shooters they call their groups of people teams or clans. Tekken being progressive in its online tournament service offering can now leverage this aspect if NAMCO so chooses.
Why would NAMCO want to do this? Because if you can increase players stickiness to the game(Stay with it longer, keep more interest in the franchise) and that helps build the player base, this boils down to more sales. NAMCO should do it because it's good for the players and it's good for their company.
I know players want teams/clans in their fighting games if it's done correctly.
As a tournament provider myself, producing tournaments for over a decade and that have hosted over 16,000 attendees, at my events fighting game players would band together and ask "Can we have our team New Mexico play against Colortados team?" Or can we have our group/team of players fight their group/team?
It's in human nature to want to form social groups, and fighters have ignored this for far too long.
But not because fighters have not recognized it, there are many "team" events done in real life tournaments. But they normally are an after thought, not managed well enough to focus on highlighting the aspects of social interaction of true team play.
So we already know social aspects help a a company and help players, but what would those social aspects look like in real life?
How would you help those players socially bond together, and then how would you manage a team online tournament versus an opposing team?
Lets look at previous successful tools and get this solved for fighting games:
First we can look to Bungie's Destiny video game, Bungie is leading the way for a in-game clan system for consoles. NAMCO would do well to take note of allowing gamers to form clans/teams.
Lets image a Tekken team forms a clan online and they call themselves the "Almighty Super Team" (I would suggest team size of 3-6 players each team)
How does a one team match another team in a single player game?
Lucky for us we have another hugely successful game to guide us. Actually might be the most successful game in history, Chess.
Chess is also a single-player game. But just like most humans who want to socialize, chess players used an ingenious management system to allow team play that emphasizes the "team" aspect and that every player has a meaningful important role in the team.
It's a variant of the Swiss style tournament management system. To wrap this up quickly, here is how it goes:
Each player plays one opponent on the opposing team. If you win your match you get your team one point. The team with the most points at the end of the match(s) wins.
What nice about Swiss style is it allows for everyone to contribute to the team effort. Swiss style also allows more room for people who don't consider themselves very good at a game to have meaningful participation.
As the best players are usually pitted against one another, this leaves more room for average players to play on the margins of the team, yet still provide a contribution.
There are also variants, as player shifting and character banning can add depth of strategy that is entertaining to play and watch. But all these aspect are to lengthy to address here and now and really should be exploring in some of NAMCO's internal research.
So much opportunity NAMCO, I implore you to keep leading how you always have, our beloved fighting game genre needs smart, good leaders. You have consistently proven over the years you are that, smart, progressive, yet a keen ability to balance and not forget what makes a great game like Tekken possible.
Keep that momentum, and thank you for a great game in Tekken 7.