Points heard, but I disagree with some.
Let me preface, I don't think there will be another numbered Tekken for like 5 years maybe. Unless they drop the TKxSF project.
- First off, whats up with the "we" and "you guys" stuff? You sound like a political convention, heh. The us versus them stuff is not healthy I think.
- You have clumped me in with "you guys", with whatever that means. I have been giving namco money since tekken 1 in the arcade in cathedral city mall in the 90's.
Sorry if that sounded bad for you, I've been dealing with "reboot" arguments just lately, especially on SRK...
- You are erroneously grouping the stances/opinions of "reboot" and these other arguments about tekken being accessible to new people or not.
- If "reboot" the word rubs you wrong, then think of my opinion as wanted it to go a new direction, or trajectory. Experiment with different mechanics. Take some chances. Try something new.
They are already trying new mechanics over each iteration, There's nothing to actually "change" unless they want to go MK/SCV 8 way run movement, which again will not be "Tekken"
Something being new and different doesn't automatically make it dumbed down or simplified. It's ignorant and short sighted to automatically think that just because they would be trying something new, and also a slight to Harada and his dev team that you couldn't trust them to create new takes and ideas with the tekken franchise and characters. Saying the tekken team taking a new direction with series is direct opposition to your love of learning, creativity and control doesn't make sense to me. Wouldn't you have to learn even more and be more creative, and open your mind more with some new fresh mechanics and different takes on oki, the wall game, go back to messing with terrain stuff?
Your point that a new take on mechanics is against the core of tekken is not automatically proven just by the fact that is a new take on it. That would be judged on the final product. Besides, your cores of creativity, movement, willing to put in work to learn can still live in a new, fresh take on tekken.
First of all, you gotta consider the IDENTITY of a franchise. What if Street Fighter all of a sudden became a 3D fighter? That would sound cool and all, until you realize that it completely destroys everything that SF became signature at. Fireballs are moot for sidesteps, Anti-airs are more dangerous because of whiffs, etc. It WILL completely change how you play the game, and it's basically not Street Fighter anymore. People who play Street Fighter competitively will get mad, while casuals will be bizzared because this is not Street Fighter AT ALL.
That's why you don't make change for the sake of change. Just simple "new take" can mess up that way on how you play the game. You want Tekken to be a free-roaming fighter? That won't be Tekken.
Because Tekken 4 failed, they should never try something new ever again? I think that is a sad thought, and I feel bad for their designers in that case if their creative freedom is stifled by a game 11 years ago.
They are trying something new... but at the same time, they are confining themselves to the game's identity. Those Floors, Walls and Balcony Breaks add environmental aspects already, yet they are implemented tightly that it's still Tekken, another underrated change is the bound. Just imagine completely checking every single character to have useful bound moves and not make the juggles for each chars completely screwed over? That's a nightmare to balance. (I think T6.0 have that problem)
My argument is if the team had the time to iterate on the concepts they had started there, it could had been something really cool (TTT2 is cool as well, maybe some of the best ever of course as well). There was no Tekken 4 DR, or BR. They went back to the formula quickly in TK5. I am glad the wall mechanics stuck though after TK4 and they tweaked and tinkered with that 5 and on.
Here's the problem, if you add something, would that result in a good thing or bad thing gameplay wise? That's the lesson learned in T4.
Look, I personally want a more robust takedown game, where you can deal great damage and guessing game of punches and a different submission mechanic where you can still inflict damage unless the opponent finally escapes, but when implemented, will that be a bit broken and nuisance to deal with, what about the kung-fu chars that don't have robust takedowns? will they be greatly disadvantaged? Will the game be just tackle-tackle-tackle?
I also want nimble characters to have more robust options out of a high jump (like Kuni throwing kunais at jump, King having a tornado DDT out of a jump) but is jumping already risky? Will doing that be worth it if they are not gonna be used anyway?
Look, you gotta consider those things before you add or change a machanic. And not only it takes a lot of work, it also takes a lot of labor monet too to just perfectly balance, and you're not even considering other things like how will that mechanic transform the way you play the game, and there might be broken stuff to come out. Considering too that the game might not be well received, why do this hard work and investment for a gamble that's odds are not on your favor?
Game publishers are more risk averse than ever, especially with new IP. What new fighting game IP has gained traction recently? Skullgirls? Does that count as successful? All the current big fighting game stuff IP wise was born in the 90's mostly or come from different media.
What new IP? Blazblue? P4A?
Let me in this current development and consumer environment propose this. If Harada and his design team wanted to stretch their arms creatively with new mechanics and gameplay ideas, what would be the more financially viable vessel to transport these ideas to the masses?
If you're talking about "new" mechanics, they are doing that already, Tag Assaults and Tag Crashes anyone?
A new set of characters and universe or within the set of lived in/loved/developed lore and characters that are already in place? Marketing is going to tell them new IP doesn't sell. People love these characters. They get mad when you take them out and won't buy the games. Bulk of sales come from casuals, people like the graphics and characters.
Yeah might as well make a new IP
What are they to do? Games take alot of money to make. Would the suits want a new tekken game or new IP? Would they even let the designers have freedom? Would they give them freedom, but they tell them keep it a "tekken" game, so it will be marketable and we can sell units.
What is Tekken then? Tekken is alot of Mishimas, animals, schoolgirls, deities, robots, martial artists, soldiers, ninjas and assassins all clustered together in one big happy tourney. Would you think reformatting won't hurt? Look at SCV... As a designer, you gotta know what's the identity of the franchise, and not divert from it. What you're saying basically a departure from what we know of in Tekken.
In a perfect world, yes, Tekken team, make a new IP for your new gameplay ideas. I don't think that will be the case. Either, or. I just want to experience new gameplay mechanics in 5 years or something. I love the tekken universe as well. Why not have them there.
And at the heart of it, if the game has the soul of tekken, it would still work I think. The fear of what happened with TK4 should not hold them back imo.
Again, what's Tekken? you gotta pinpoint that out. It's easy to say "this game must have the soul of Tekken", but what is Tekken? When you actually go to the drawing board, you gotta have that.
Do you fear a SF3 from ST situation? 3 iterations of that got us the awesome 3S. I would love if they took another step out like Tekken 4 for Tekken 7, with the added experience of failures and successes through all these years to craft something awesome and newish, and put that fresh coat of paint on the tekken universe.
The Tekken formula right now is perfect, there is nothing to change at all. The game is evolving still too...
In argument about accessibility and tekken and dumbing it down. I personally think TTT2 is very accessible. That combot training thing is the not the greatest though, and not optimized for it's purpose.
Yeah the game is accessible enough, Namco struck gold between depth, high creative ceiling and accessibility...