I was referring to this: http://ecthrowdown.com/tekken-tag-tournament-2-pools/
Namco will probably try to create a balance so they can attract newcomers/casuals but also keep their main hardcore fanbase happy.
I'm trying to think how Tekken can evolve further after TTT2 for Tekken 7. Like where can we go after this? What can be done to the gameplay to make it deeper, more satisfying and simultaneously appealing to casuals? What features and additions can be made or experimented with?
Tekken X Street Fighter will no doubt serve as the testing ground for this sort of stuff.
SFXTK tried this whole "do moves you can't usually do but sacrifice meter and gems in the process" and I think the whole thing is retarded. I don't even think such a feature attracted casuals.
What time are you going up?
DEATH™;57916222 said:AAK, no way you're saying in SC3 would be dumbed down...NO WAY... Starcraft is a franchise, and huge one at that. You want to keep the integrity of the franchise... Activision knows this. They know how good the brand is. If the producers can get away with having no deadlines and takes years of beta testing and delays after delays just to get the right balance, you know they take pride in gameplay. TBH that reasoning is flawed, does Star Wars need to be like Marvel since Marvel is more popular right now? You need to understand how powerful a brand is.
Example is Command and Conquer... I love that RTS... It got a chance to compete with Starcraft long time ago, but since it got taken over by EA, they are forced to make unbalanced and not so fun games after another and relying on making colorful explosions and actors to, guess what, attract the casuals. The final nail in the coffin was CNC 4, where they tried to divert away completely from the Command and Conquer we all know and love. And now, CNC is now in the Free-2-Play bin and the brand is pretty much ruined...
Hey, none of us know the future. And I never used the word "dumb down". I'm just saying they're gonna make some changes. Maybe they'll make it more deep, maybe it'll make it more shallow. Either way if SC2 doesn't meet its target, then they'll do "some" big change to make that target.
The difference with Star Wars is that meets its projected sales target even if it didn't match Marvel. TTT2 didn't.
Tekken back in 1999-2001 was THE BRAND of fighting games. It's because of that era the Tekken series has the insane lifetime sales outselling many legendary franchises including Metal Gear. Tekken 3 alone I think did 7-8 million in sales. Namco wants those sales back, and that's why I'm predicting a change.
Command & Conquer is also a massive franchise with the red alert and generals spin offs. Which one? I believe each of those branches have their own markets and gameplay types. I always looked a it where Red alert was the very casual audience rts while generals was the more hardcore starcraft competitor and the others like tiberium war and such were just in between. And about the F2P bin, that's an extremely profitable bin that a little game called League of Legends is printing cash in.
Wow, coincidentally the ATP live show was discussing exactly the same thing we were. And it looks like everyone (Aris,Rip,Rickstah,Bloodhawk) all unanimously want Tekken to be dumbed down.
Personally, I honestly have no idea what they can do from here. If they dumb it down like SCIV to SCV it definitely won't be as fun as TTT2 for me (probably). The only thing I can think of is a reboot with a completely different mechanic for movement and such like how they went from Tekken 2 to Tekken 3.
Since it is Tekken it is going to be a 1 v 1 or 2 v 2 style game. I want them to make a game that LOOKS real awesome. The biggest draw to Tekken for me is how choreographed the fights look. VF games try really hard in this facet too but because of the diverse styles in Tekken, I get impressed with Tekken way more. Let's look at some of the greatest 1 v 1 fights in history:
http://www.youtube.com/watch?v=4DASVxFS5tg
Jackie Chan vs Ken Lo has to be among the greatest choreographed ever scenes that could still be "T Rated". There was the Desh fight scene as well in Bourne Ultimatum but that style doesn't fit an FGC style videogame and might be too M rated.
I would love to get matches like that in real time in a videogame. To do that Namco would have to make every character move uniquely with their stance. They did do this in T6 with Lei how he could walk forward and backward in his drunken stance but I want them to animate it that fluidly for every character in their default stance. There needs to be character specific animations between each character depending on their size and gender (ESPECIALLY FOR GRABS). The clothing they wear also gets affected in gameplay. The environment plays a MASSIVE role in the fighting where so many things are interactable.
I know a lot of what I talked about is eye candy and making it structured in a videogame would most probably have to introduce a tonne of more variables into the equation. But I dunno, if Namco can pull it off to make a game look like that yet still be crazy complex I think by that point people would still be attracted to it to at least play it for the novelty factor, the same way they did for when Tekken 3 first came out.
That is the kind of reboot I feel could work where it's not necessarily dumbed down but there is a huge novelty factor to the game that would really wow people when they look at it for the first time.
Whenever you guys are discussing the future of Tekken, I have no idea what to say, or what I want to say might be stupid so I'd rather nod my head instead of trying to act like I know something about something.Wow, coincidentally the ATP live show was discussing exactly the same thing we were. And it looks like everyone (Aris,Rip,Rickstah,Bloodhawk) all unanimously want Tekken to be dumbed down.
Personally, I honestly have no idea what they can do from here. If they dumb it down like SCIV to SCV it definitely won't be as fun as TTT2 for me (probably). The only thing I can think of is a reboot with a completely different mechanic for movement and such like how they went from Tekken 2 to Tekken 3.
Since it is Tekken it is going to be a 1 v 1 or 2 v 2 style game. I want them to make a game that LOOKS real awesome. The biggest draw to Tekken for me is how choreographed the fights look. VF games try really hard in this facet too but because of the diverse styles in Tekken, I get impressed with Tekken way more. Let's look at some of the greatest 1 v 1 fights in history:
http://www.youtube.com/watch?v=4DASVxFS5tg
Jackie Chan vs Ken Lo has to be among the greatest choreographed ever scenes that could still be "T Rated". There was the Desh fight scene as well in Bourne Ultimatum but that style doesn't fit an FGC style videogame and might be too M rated.
I would love to get matches like that in real time in a videogame. To do that Namco would have to make every character move uniquely with their stance. They did do this in T6 with Lei how he could walk forward and backward in his drunken stance but I want them to animate it that fluidly for every character in their default stance. There needs to be character specific animations when getting hit depending on their size and gender (ESPECIALLY FOR GRABS). The clothing they wear also gets affected in gameplay. The environment plays a MASSIVE role in the fighting where so many things are interactable.
I know a lot of what I talked about is eye candy and making it structured in a "competitive" videogame would most probably have to introduce a tonne of more variables into the equation. But I dunno, if Namco can pull it off to make a game look as flashy and dynamic as those scene yet still be organized and structured to play as a fighting game I think by that point the public would still be attracted to it to at least play it for the novelty factor even if they don't want to dissect the gameplay, the same way they did for when Tekken 3 first came out.
That is the kind of reboot I feel could work where it's not necessarily dumbed down but there is a huge novelty factor to the game that would really wow people when they look at it for the first time.
EDIT: But of coarse everything I wrote could be a horrible idea and Harada would be facepalming reading what I just wrote.
Whenever you guys are discussing the future of Tekken, I have no idea what to say, or what I want to say might be stupid so I'd rather nod my head instead of trying to act like I know something about something.
DEATH™;57928946 said:TBH I am pretty disappointed to them, not because our opinions differ, but Aris basically said the same thing that Tekken sucks at a tourney level at TEKKEN 6 which contradicts what he's saying right now about TTT2. In Tekken 6, all the randomness that's happening can't be controlled, especially rage (which is his point before in alot of podcasts), and now they are complaining that it's the same thing now because we can't punish and we screw up all the time? It goes back to the phrase "A man blames his tools for his lack of skill" which is basically what those four pretty much indirectly said... We suck.
Here's the problem, He talked about the competitive edge losing for some of the veterans (which was pretty understandable), but discouraging a new guy for learning a game? I would not get mad and understand him more if it weren't for RunitBlack shouting in the stream chat how T6 players were a bunch of sissies and we need to suck it up. (And his first game is TTT2, and he's "supposedly gotta suck", funny thing is he gets banned everytime he has to say). I think we just lost our competitive edge... really... and it just opened my eyes how Tekken community here in America sucks...
Whenever you guys are discussing the future of Tekken, I have no idea what to say, or what I want to say might be stupid so I'd rather nod my head instead of trying to act like I know something about something.
Yeah, you're right I didn't know what a launcher was until I joined NeoGAF. I didn't know what a punish was until after Tekken Tag Tournament 2 came out. Law probably won't shafted, but I don't care if they remove characters, I'll just learn someone else.DEATH;57930016 said:1. You guys basically are pretty new to Tekken (when I say new, problbly at least started seriously at T6 at least, correct me if I'm wrong). Now you guys are learning the game, is it ok with you guys to take away some characters so you can know the matchups better, knowing that your mains might also get a chance of getting shafted?
The only edge I need is my own knowledge of the game. I have seen people beat AAK and Sayah using my characters. That is my problem, not the game's problem.2. We all know we get beat up pretty badly by Sayah, AAK and Wonkey everytime. Of course we want to win someday against them, but at the same time it seems like it would take an eternity to do so, and sometimes we feel like the game favors them greatly. Will you want to have a game that would give you a bit of an edge against the veterans?
No, I didn't learn of this stuff about Tekken for it to get taken away, I would probably stop playing Tekken if it was too much simpler than it is now. It depends on what they do.3. We all know that Tekken is hard, would you want to have a simpler game after this? or would you prefer grinding this out? Do you feel like having a easier game would be better, or would you love to have a better challenge?
Actually, Aris didn't articulate himself properly. What he meant was, for TTT2 to be a good tournament game the same way T6 was, is when both players are JDCR/Knee caliber level players. He said as it currently was, there is no American that plays "tournament level" because they fail to take in all the variables occurring simultaneously and just end up resorting to tag crashing and hopkicking randomly. But the Koreans are the only calibre players that have managed to eliminate this element of "randomness" which sort of renders all the US player helpless.
But I mean, they had Bloodhawk there, and he also echoed their sentiments. He's also a guy that studied the game extensively and did hours upon hours of homework memorizing frame data so I respect his opinion. I suppose those guys have all reached a point in their Tekken careers where they actually want to start winning and they feel a massive impediment with TTT2 unlike in T6 where they felt a lot more in control. People like you and I play for the love of the game and don't care about winning or losing. (I'm a Muslim so even when I do make top 3 at any tournament I return the money I won because I can't gamble). In the end it was their opinions but we can definitely make some inferences of the game based on their credentials in fighting games.
We're open minded bro . Maybe ZTS would have thrown an insult here and there but he doesn't want you to take it personally We all value anyone and everyone's opinion in TekkenGAF.
Yeah, you're right I didn't know what a launcher was until I joined NeoGAF. I didn't know what a punish was until after Tekken Tag Tournament 2 came out. Law probably won't shafted, but I don't care if they remove characters, I'll just learn someone else.
The only edge I need is my own knowledge of the game. I have seen people beat AAK and Sayah using my characters. That is my problem, not the game's problem.
No, I didn't learn of this stuff about Tekken for it to get taken away, I would probably stop playing Tekken if it was too much simpler than it is now. It depends on what they do.
I actually inferred something different from the show. I felt that Aris was saying that TTT2 is so massive that despite getting the game 2 years later than the Koreans, there is still so much to learn from the game's nuances. And it is true, a huge amount of tag crash setups were discovered once practice mode was available to everyone among other things. And since there are a lot of things unique to teams, a lot of discovering takes place when trying to find the optimal combo for your team. I only ever stole Hwoarang and Julia's max damage tag assault fillers at the wall from Koreans. Every other combo for that team I optimized myself since no one else played that team and in those whole 2 years of Korean/Japanese Tekken no one had anything like that. That was an amazingly refreshing discovery period for me. Same thing could be said about Aris and his Wang/Dragunov discovery period. Having the practice mode in T6 didn't really offer any room for more discovery because of how many fewer variables there were in T6.
And about the 2 years of waiting not being a problem when comparing the "tournament level of players", he uses that in conjunction with T6 as well. It took 2 years for US to get T6 as well and players like Anakin who never had the arcade version still manage to be world contenders for that game. He feels that doesn't apply as much in TTT2 because even people in Korea are finding the game too hard to play. Bloodhawk was saying that JDCR and him had conversations about this and the they're trying to rejuvenate the game with the CafeID leagues and Tekken strike as a last ditch effort to bring popularity back up. I'm guessing Aris is making the point that the 2 year gap would be a valid argument if people in Korea weren't quitting but people in the US were, when in reality people from both US and Korean scenes are quitting.
The cancels are stupid because if you don't attack immediately after the cancel it renders the cancel pointless. I'm also not very good at doing cancels so sometimes I'll try to do a cancel but end up doing the string instead. I prefer DSS over Forest Law, but if DSS would be axed I wouldn't care.DEATH;57931026 said:I forgot to ask too...
4. Would you be ok to trim some of the moves of your character? A great example here is Forest Law, I see him replacing Marshall if a reboot comes, but looking at what Forest is now, you will lose the DSS mixups and change it into cancels... I know you just recently explored Law's DSS so I want to know more what's your opinion of it... then I'll try to reply
Not new to the series, but it's fair to say that I didn't care about many technical aspects until T6DEATH™;57930016 said:Actually, you're the one guy who's more qualified, as you're a developing player, perfectly..
I gotta ask you (and Degen probably too) to answer a couple of questions...
1. You guys basically are pretty new to Tekken (when I say new, problbly at least started seriously at T6 at least, correct me if I'm wrong). Now you guys are learning the game, is it ok with you guys to take away some characters so you can know the matchups better, knowing that your mains might also get a chance of getting shafted?
2. We all know we get beat up pretty badly by Sayah, AAK and Wonkey everytime. Of course we want to win someday against them, but at the same time it seems like it would take an eternity to do so, and sometimes we feel like the game favors them greatly. Will you want to have a game that would give you a bit of an edge against the veterans?
3. We all know that Tekken is hard, would you want to have a simpler game after this? or would you prefer grinding this out? Do you feel like having a easier game would be better, or would you love to have a better challenge?
That's fine by me, as long as the signature moves stay intact. Let Ogre keep what makes him Ogre, and make sure he has tools for every situation. The rest was always fluffDEATH™;57931026 said:I forgot to ask too...
4. Would you be ok to trim some of the moves of your character? A great example here is Forest Law, I see him replacing Marshall if a reboot comes, but looking at what Forest is now, you will lose the DSS mixups and change it into cancels... I know you just recently explored Law's DSS so I want to know more what's your opinion of it... then I'll try to reply
DEATH™;57932532 said:I think the problem is not about Koreans thinking the game is too hard, the question is "Is it worth it?". Remember even the koreans are tweeting harada about the expensive arcade model for TTT2 up to recent days. Its also mentioned by the koreans themselves that people play te game because others play it too... This is where the initial arcade boycott hurts... Arcades tried to boycott the game which makes other players move to play other games (LoL). now the game comes back and you wonder why I still have to play this expensive hard game when most of my friends play LoL now? Its the same thing happening here... Aris is like why should I play this game when I can bang bang brainlessly with deathstroke and all of my friends play it too?
Wow, coincidentally the ATP live show was discussing exactly the same thing we were. And it looks like everyone (Aris,Rip,Rickstah,Bloodhawk) all unanimously want Tekken to be dumbed down.
Personally, I honestly have no idea what they can do from here. If they dumb it down like SCIV to SCV it definitely won't be as fun as TTT2 for me (probably). The only thing I can think of is a reboot with a completely different mechanic for movement and such like how they went from Tekken 2 to Tekken 3.
Since it is Tekken it is going to be a 1 v 1 or 2 v 2 style game. I want them to make a game that LOOKS real awesome. The biggest draw to Tekken for me is how choreographed the fights look. VF games try really hard in this facet too but because of the diverse styles in Tekken, I get impressed with Tekken way more. Let's look at some of the greatest 1 v 1 fights in history:
http://www.youtube.com/watch?v=4DASVxFS5tg
Jackie Chan vs Ken Lo has to be among the greatest choreographed ever scenes that could still be "T Rated". There was the Desh fight scene as well in Bourne Ultimatum but that style doesn't fit an FGC style videogame and might be too M rated.
I would love to get matches like that in real time in a videogame. To do that Namco would have to make every character move uniquely with their stance. They did do this in T6 with Lei how he could walk forward and backward in his drunken stance but I want them to animate it that fluidly for every character in their default stance. There needs to be character specific animations when getting hit depending on their size and gender (ESPECIALLY FOR GRABS). The clothing they wear also gets affected in gameplay. The environment plays a MASSIVE role in the fighting where so many things are interactable.
I know a lot of what I talked about is eye candy and making it structured in a "competitive" videogame would most probably have to introduce a tonne of more variables into the equation. But I dunno, if Namco can pull it off to make a game look as flashy and dynamic as those scene yet still be organized and structured to play as a fighting game I think by that point the public would still be attracted to it to at least play it for the novelty factor even if they don't want to dissect the gameplay, the same way they did for when Tekken 3 first came out.
That is the kind of reboot I feel could work where it's not necessarily dumbed down but there is a huge novelty factor to the game that would really wow people when they look at it for the first time.
EDIT: But of coarse everything I wrote could be a horrible idea and Harada would be facepalming reading what I just wrote.
When people use the word "grittier" when describing games, I have a hard time understanding what that means exactly. What does that mean?
OkWell. Compare Tim Burton's Batman to Chris Nolan's Batman. The newer movies are darker and more realistic. Not sure if gritty was the right word, but that's what I meant by it.
Era. Get on AE and let's play.
Wow, coincidentally the ATP live show was discussing exactly the same thing we were. And it looks like everyone (Aris,Rip,Rickstah,Bloodhawk) all unanimously want Tekken to be dumbed down.
Personally, I honestly have no idea what they can do from here. If they dumb it down like SCIV to SCV it definitely won't be as fun as TTT2 for me (probably). The only thing I can think of is a reboot with a completely different mechanic for movement and such like how they went from Tekken 2 to Tekken 3.
Since it is Tekken it is going to be a 1 v 1 or 2 v 2 style game. I want them to make a game that LOOKS real awesome. The biggest draw to Tekken for me is how choreographed the fights look. VF games try really hard in this facet too but because of the diverse styles in Tekken, I get impressed with Tekken way more. Let's look at some of the greatest 1 v 1 fights in history:
http://www.youtube.com/watch?v=4DASVxFS5tg
Jackie Chan vs Ken Lo has to be among the greatest choreographed ever scenes that could still be "T Rated". There was the Desh fight scene as well in Bourne Ultimatum but that style doesn't fit an FGC style videogame and might be too M rated.
I would love to get matches like that in real time in a videogame. To do that Namco would have to make every character move uniquely with their stance. They did do this in T6 with Lei how he could walk forward and backward in his drunken stance but I want them to animate it that fluidly for every character in their default stance. There needs to be character specific animations when getting hit depending on their size and gender (ESPECIALLY FOR GRABS). The clothing they wear also gets affected in gameplay. The environment plays a MASSIVE role in the fighting where so many things are interactable.
I know a lot of what I talked about is eye candy and making it structured in a "competitive" videogame would most probably have to introduce a tonne of more variables into the equation. But I dunno, if Namco can pull it off to make a game look as flashy and dynamic as those scene yet still be organized and structured to play as a fighting game I think by that point the public would still be attracted to it to at least play it for the novelty factor even if they don't want to dissect the gameplay, the same way they did for when Tekken 3 first came out.
That is the kind of reboot I feel could work where it's not necessarily dumbed down but there is a huge novelty factor to the game that would really wow people when they look at it for the first time.
EDIT: But of coarse everything I wrote could be a horrible idea and Harada would be facepalming reading what I just wrote.
Every time I read Sayah's name it reminds of this old Tekken ripoff from Konami back on the PS1.
http://www.youtube.com/watch?v=mT8xdOuE8mA
Even the hit sparks are the same :lol It looks so bad now, but I remember having a blast.
I've always dreamed of a fighter like this. Tekken's always been the closest thing, but they could definitely take it much further.
I'm here for a complete visual overhaul in Tekken 7. I'd love a grittier style with redesigned characters, a more dynamic camera and destructible environments.
DEATH™;57930016 said:Actually, you're the one guy who's more qualified, as you're a developing player, perfectly..
I gotta ask you (and Degen probably too) to answer a couple of questions...
1. You guys basically are pretty new to Tekken (when I say new, problbly at least started seriously at T6 at least, correct me if I'm wrong). Now you guys are learning the game, is it ok with you guys to take away some characters so you can know the matchups better, knowing that your mains might also get a chance of getting shafted?
2. We all know we get beat up pretty badly by Sayah, AAK and Wonkey everytime. Of course we want to win someday against them, but at the same time it seems like it would take an eternity to do so, and sometimes we feel like the game favors them greatly. Will you want to have a game that would give you a bit of an edge against the veterans?
3. We all know that Tekken is hard, would you want to have a simpler game after this? or would you prefer grinding this out? Do you feel like having a easier game would be better, or would you love to have a better challenge?
I think this is funny because FS has reduced movelists and simplified system mechanics. The core of the game is still in place and no one would argue that it isn't still Virtua Fighter. But for some reason, suggesting the same thing for Tekken turns it into something else entirely? Just because they poorly implemented changes into Tekken 4 doesn't mean any change is bad either. We still have walls, which are a huge part of Tekken gameplay, left from Tekken 4.I'd love if they stayed true to Tekken the way it is similar to how AM2 and Sega keep Virtua Fighter's purity. But I have to be realistic with myself and acknowledge that it's a pipe dream for me and Namco's priority is obviously to gain the mass appeal.
This is just from VF5R to VF5FS.How much exactly did AM2 remove from FS? All I can think of is that they removed sidestep attacks and multi-input throwbreaks. What else did they remove since I only played VF4:Evo for a bit and I can't remember. That still is VF to me.
You're forcing the opponent to learn defenses to all of these moves more than anything. Any Tekken character could have their movelist halved and they'd still be far and away the biggest movelists in all fighting games.About the "useless" moves, well yes, in my opinion they aren't useless. The more moves you take away from the game, the more and more you are forcing the player to use tools shoved in their face rather than giving them the liberty to choose and explore their own playstyle. The big thing about Tekken's massive movelists is how much freedom it gives the player to express they're playstyle.
All I play are long sets and I never am at a loss for moves to use. Out of Mitsu's 70 or so moves, I use about 15 regularly and another 30-ish sparingly. There's still a ton of moves for me to whip out when I need the element of surprise. If anything, I think the extra moves serve as a crutch for weak play.Have you ever played a FT10 against somebody else? That is a time where the massive movelist of Tekken can really shine. As you play the other guy over and over again they adapt to your moves as you expose them. Having all those extra tools gives you a new way to surprise your opponent. Some people might claim that these are gimmicks but no human is a machine and they will eventually break. So yes, IMO the vast movelist of Tekken is something I really value in the game and definitely belongs.
If all throws were done with a combination of 1+3, 2+4, or 1+2 there would be no shortage of bufferable moves or setups. They will change, and good players like yourself will adapt.If Hwoarang was to get the consistent inputs of having the 2 plus any kick button only outputting a right hand break throw I lose that freedom of getting extra setups. Again, it's a minor thing but it's something I can enjoy in Tekken with the way the input is and the options it gives you. Yes more homework is necessary but it also what makes the game so fun to play.
At the end of the day, you lose older players who for whatever reason aren't interested in a game anymore. You need to replace them with new people or it won't be economically feasible to continue making new entries (or they will become underfunded shells of what they once were).I kind of like Famicom and Kadey's posts about how a technical game like Tekken deserves to exist in a market where everything is being more and more casualized for the masses. But alas, let's see what the future holds.
JDCR says Tekken has become too hard for Korea, which is why it's not popular over there anymore.Geezus Christ, leave my Tekken alone.
Halving move lists, simplifying shit? I swear if they'll take out one more move or dumb down anything I'm gonna burn some houses down.
This is just from VF5R to VF5FS.
So they only removed 4 things, multi input throw breaks, 0 frame grabs, throw clash, and OM attacks. The rest are just system changes that Tekken changes all the time as well like the change in hopkick properties, number of frames of vulnerability after forward dashes, etc. Those changes in VF:FS IMO don't alter the game to such a magnitude where it feels like a reboot and such. The movelist overall feels intact.
You're forcing the opponent to learn defenses to all of these moves more than anything. Any Tekken character could have their movelist halved and they'd still be far and away the biggest movelists in all fighting games.
And I don't see the problem in that. When your opponent gets exposed to that offense and learns the appropriate defense, they have levelled up and the next time he faces me or anyone and successfully counters that setup based on that previous knowledge he'll get a great fulfillment and enjoyable experience. The more the merrier I feel.
All I play are long sets and I never am at a loss for moves to use. Out of Mitsu's 70 or so moves, I use about 15 regularly and another 30-ish sparingly. There's still a ton of moves for me to whip out when I need the element of surprise. If anything, I think the extra moves serve as a crutch for weak play.
But I suppose you and I are different. My playcount right now for TTT2 is nearly 800 hours and at times, yes I do have to try and think of a new way to open up my opponent. And some people I play against also get as much exposure. But let's just try to compartmentalize the moves shall we? Without talking about punishers, wall carries, wall combo's, tech trap setups, etc. that fall into combo damage, look at the strict ground game have mid/high pokes, low pokes, high crush moves, low crush moves, 1 grabs, 2 grabs, 1+2 grabs, homing moves, left tracking moves, right tracking moves, okizeme moves, slow frame advantage strikes, long range moves, string mixups, seeable but damaging lows, move/stance cancels, and character specific movement (i.e. Bob's roll, Nina's sideroll, Lei's drunken steps, Yoshi's back meditation cancels, Hworang's foxstep backdash, etc.), and now even tag cancels. From all of those classifications, you can think of a set of moves for each and some overlap as well. Just having 45 moves strictly divided into all of them doesn't seem all that much. But when you have 100 moves divided into all of those, then I feel like I can stick out a lot more things out of my arsenal to beat my opponent with. And even then, having that much variation in your movelist also looks cool even though some moves have the exact same purpose. Tekken isn't just about the core gameplay, it's also about making the fight look as choreographed and stylish as possible.
If all throws were done with a combination of 1+3, 2+4, or 1+2 there would be no shortage of bufferable moves or setups. They will change, and good players like yourself will adapt.
Yeah I'd have to adapt, but like my example from before, if I do a move ending with 3 my only option is to buffer a 1+3 throw, wheras if there is f+2+3 grab that is a double arm break I have 2 options. But again, it's a minor detail only a handful of characters really utilize.
At the end of the day, you lose older players who for whatever reason aren't interested in a game anymore. You need to replace them with new people or it won't be economically feasible to continue making new entries (or they will become underfunded shells of what they once were).
That's the job of the visual department to capture new people with flash, story, and graphics right? But I suppose you're right that they probably won't stay if they realize they'll never be able to beat a veteran player unless they dedicate a lot of time to it. But then that just makes me sad that there is no more room in the FGC for a game that has a lot of depth. I mean, as deep as Tekken is, it still isn't comparable to a real sport like Soccer or Basketball. You'll never see a new high school soccer team get a goal on Barcelona but then you see a player like RunitBlack get 1 match on someone like Ao in final round. I don't think it's reached a point where Tekken is unplayable anymore for a newer crowd IMO.
JDCR says Tekken has become too hard for Korea, which is why it's not popular over there anymore.
The game is too hard for the country with the absolute best players.
Think about that for a second.
Well. Compare Tim Burton's Batman to Chris Nolan's Batman. The newer movies are darker and more realistic. Not sure if gritty was the right word, but that's what I meant by it.
I think this is funny because FS has reduced movelists and simplified system mechanics. The core of the game is still in place and no one would argue that it isn't still Virtua Fighter. But for some reason, suggesting the same thing for Tekken turns it into something else entirely? Just because they poorly implemented changes into Tekken 4 doesn't mean any change is bad either. We still have walls, which are a huge part of Tekken gameplay, left from Tekken 4.
If you still have the ability to move as fluidly in Tekken 7 as you had in any other iteration without the artificial input barrier, is the fundamental game any different? If they removed some near useless moves (in the grand scheme of each character's movelist), would it stop being Tekken? If they consolidated the movelist inputs (ex, throws having universal button inputs) to make them easier to remember (something SoulCalibur, Virtua Fighter, and Dead or Alive all did over the course of their development), is it no longer Tekken? If you make the juggles look more visually dynamic, is it a new game?
Is the definition for Tekken that narrow?
DEATH™;57987756 said:Believe it or not, Tekken 6 went to this route... you see characters actually dying, desire for power, and war-related backstories... and guess what, many casuals don't like the style... Now, they went to a more light-hearted route in TTT2 and other people now don't like it... either way... PEOPLE WILL COMPLAIN...
Here's the problem...
1. The game relies on movement. Every single attacks are close range and projectiles are sidesteppable. All of the variables that people complain about the game will be eliminated with great movement. Thats how powerful movement is. Now why you gonna make a move so powerful and make it a braindead thing? Even as simple as giving all characters a simple walk would drastically change the way the game plays. Now what if make it a bit punishable? You ended up making movement "complicated" again, as they have to think when is the proper time moving. What's the point then?
2. The movement and the amount of characters are there for exploration. One of the greatest boon of Tekken 4 is the movelist is so small and the character amount so few that you basically explored the whole game for a couple of months while TTT1 was still booming. The tech exploration part is gone.and the game got boring really quick (which is a bad thing, this is one of the reasons T4 died in arcades). Look, right now I am exploring King's b~1+2~1+2 cause it looks like it will give a guaranteed hopknee, giving King a throw launcher. AFAIK I might the only one testing it out. You cant do that on a smaller movelist. You also affect characters like Lei who lives with stances. Would you trim his move list and remove his animal stances so noobs can play as Jackie Chan wannabe whenever they want? People love exploring the game...
The problem is what Kadey said... people now love to be spoonfed everytime. It always go back in people's attitudes. The game trains you to have patience, and thrives about exploring techs.... you take away characters and moves and you take that away.... but people nowadays just want to pick up a game and expect the game to pour skittles on the screen already... its perfectly said by Aris when he said "why do I have to play this game if I can bang bang with deathstroke all day?"
Here's a secret. People have always been that way. T3/TTT1 were nowhere near this hard for new and old players alike.DEATH™;57987756 said:The problem is what Kadey said... people now love to be spoonfed everytime. It always go back in people's attitudes.
It's also declining in popularity for the very same reason.On the topic of Korea, Tekken is still way simpler than something like Starcraft 2. Starcraft 2 has probably 3x more variables than Tekken with all the units, micro and macro-managing involved. Unless SC2 is also dying there has to be another reason for Tekken losing popularity in Korea other than the difficulty.
This made me laugh.
You also just...um, you just described SoulCalibur. Are you being ironic? Like, you realize pretty much every other fighting game out there has solved this problem, right?
Edit: Also, people REALLY need to stop bringing up T4. It was a long time ago. There are lots of ways to chance Tekken. It doesn't have to be that. The boogeyman has been expelled. You're safe now.
Here's a secret. People have always been that way. T3/TTT1 were nowhere near this hard for new and old players alike.
In the end, it doesn't matter that you guys like the way things are now. It's turning off more an more new consumers with every iteration and every franchise needs new consumers to continue to survive. It's not that hard.
It's also declining in popularity for the very same reason.
Remember that time when SF4 came out and millions of new players bought it, and lots of old people didn't like it, but it didn't matter since there were so many new players playing that old people went back to trolling or they played (and trolled) because so many people were playing?
Prepare yourselves, Tekken players.
Some of you guys are being a bit hard headed about this. I've ranted about this topic quite a bit now. When you play a lot of this game, you eventually learn enough about the game to realize exactly what it takes to get to the high level. It's at that point that you ask yourself the "is it worth it?" question and the answer is really that it is not. That is why, like Aris said in the ATP cast, all of the competitive players consider quitting at one point or another.
Fab temporarily quit more than one time in the past. Even GM who arguably puts the most time into this game out of anyone around here has talked about it.
Tekken has a lot of depth, but there's a lot of bullshit shallowness surrounding that depth that just gets in the way of everything for no reason. THIS is why I think they need to go back to the drawing board and figure things out.
DEATH™;57991488 said:Nope... In Soul Calibur movement can be punished... This is what I'm saying... So, again, do the game need to have an 8 way run? Might as well give the characters moves that give varying range, Oh wait, I turned the game into Soul Calibur! People around the world want to buy Tekken because it's Tekken. If I want to play Soul Calibur, I'll buy Soul Calibur...
The problem is, most of you guys want Tekken to be the same as your games. "Tekken sucks because doing movement sucks", if you hate that, there's other games for you... Do you want DOA5 or VF to suddenly have 4 button limb commands, ginormous character numbers and complicated meta game? I don't think so... So do us a favor and stop complaining about Tekken because even if there's a reboot that you guys wanted all along, it's still gonna be "Tekken" and you still won't like it....
And yet, you all can't understand why TTT2 didn't sell as well as it could have. So while we're answering that question and the bigger question of what Namco should do to reverse that trend, you attack us and claim we hate Tekken.DEATH™;57991488 said:The problem is, most of you guys want Tekken to be the same as your games. "Tekken sucks because doing movement sucks", if you hate that, there's other games for you... Do you want DOA5 or VF to suddenly have 4 button limb commands, ginormous character numbers and complicated meta game? I don't think so... So do us a favor and stop complaining about Tekken because even if there's a reboot that you guys wanted all along, it's still gonna be "Tekken" and you still won't like it....
DEATH;57991488 said:Nope... In Soul Calibur movement can be punished... This is what I'm saying... So, again, do the game need to have an 8 way run? Might as well give the characters moves that give varying range, Oh wait, I turned the game into Soul Calibur! People around the world want to buy Tekken because it's Tekken. If I want to play Soul Calibur, I'll buy Soul Calibur...
The problem is, most of you guys want Tekken to be the same as your games. "Tekken sucks because doing movement sucks", if you hate that, there's other games for you... Do you want DOA5 or VF to suddenly have 4 button limb commands, ginormous character numbers and complicated meta game? I don't think so... So do us a favor and stop complaining about Tekken because even if there's a reboot that you guys wanted all along, it's still gonna be "Tekken" and you still won't like it....
Your point got merit if that's the case but it isn't. Trust me when I say on other places TTT2 is striving... Go to Kor's Facebook group and Europeans are laughing at us Americans. They know they got no time complaining when they can train, and they have worse situations than us tourney wise... If the game is so hard right before and now that people don't wanna play it, a random guy in Europe won't have a handle of killerdoll and won't compete against JDCR for the greatest Armor King player in the world.
It's not gonna happen... A reboot comes and Jun and Kuni fans would spam Harada's twitter on why their characters get cut... Even right now, a obscure character named Shin Kamiya is being requested to come and be playable... A reboot right now will kill the franchise... Casual players don't care about gameplay, they care about what happens next in the story and making fanfics and ripping game models... There are more to lose than to gain... Make the game lower to appease the American FGC? tell me about that...
Things will get simpler when T7 comes, even when you don't change things much... Just making the game 1v1 will change the meta so much. People won't worry about meter management, TA!s and other things...
Fraid not. I play pretty much every fighter out there. I don't want Tekken to be like SoulCalibur. I don't want to give myself fits learning how to move properly. I think it's a waste of my time. As manbig said, it's not worth the time and effort. You'd do well to stop making assumptions.
But you go on with this persecution complex you've got, thinking that everybody else is the bad guy out to get your poor, helpless Tekken. I can't even begin to respond to your post. It's just...wow.
DEATH;57995494 said:Here, let me be objective again... if you want Tekken to have a reboot, what game aspects do you want to change??? It's simple to say that "Hey the game is too hard, reboot please!". I am trying to ask people that. Trim down the movelist? Cut characters? Remove rage? The problem is people are dandy about that until the next game was out and people realized what they want is not what they want at all...
Look, in Tekken 6, people complained about rage (it's a given), because it gives the newer players to have a shot, and the nerfed movement make it hard for veterans like him to maneuver around a raged opponent, and by that time Aris were complaining about that that he can't sleep on a guy especially when raged since one raged launcher can give you alot of hurt while bringing you to the wall which means the game is over by then even if he worked hard getting the life lead... People also complained about the game's pokes being underwhelming and discouraged, especially when you have guys like Steve or Bruce that can CH you to a world of pain, basically doing pokes have greater risks than reward... They also complained about the lack of command capture in training mode.
Now Tekken Tag 2 came along and gave Aris his wish plus more. He got a so robust training mode, wall stages we're bigger, wall carries are nerfed in general, and movement is buffed. Rage became a controllable factor being time-dependent and Tag-Assaultable. Poke damage is buffed that poking became a more viable way to defeat a opponent moreso than ever... Now he plays the game and realize this... He still can't sleep against his opponents more than ever! He made pokes viable that pressure became a intimidating factor in the game and now online warriors are bulldozing him with moves that he don't know and those moves became viable because of the poke damage!
Now when you trim the movesets, will that help? No! the current poke damage will stay absurd! and randomness will still be there, especially when you go to a 1v1 game where people like steve got fast pokes with CH capabilities... Remove his Peakaboo and Flicker stance? his problems will still be there plus you also made the character less fun...
This is why I get salty when people say "REBOOT!!!" since people don't explore the possibilities on what will happen when you change something, especially as drastic as that... Some people even shouts reboot even when they don't know what they really want to change... That's why I asked the newer people here some questions earlier... You gotta pinpoint what makes the game harder yet you still gotta keep the things that people love in your game... This is why I keep pointing at Tekken 4 because that was the lesson learned there. The changes there were so drastic that it just doesn't play "Tekken"... Those simple gameplay changes (i.e. Removing Backdashes to focus on more in-face fight that people supposedly "love" )made very drastic change in the meta-game that most players, even the novices, notice that it's not the game they love.. What makes me saltier is Namco is actually listening, and I don't want a random dude throwing suggestions and Namco takes it like a command...
P.S. What I'm saying here is it's always easy to make drastic game changes when the real problems aren't gonna be really addressed by a complete overhaul... This is why I kept saying the game is too early to have a reboot, especially when we're gonna go back to 1v1 which is gonna make the game a lot more simpler again... There's a lot of things to consider. America wants this yet Europe say this is fine, and some people love exploring the movelist and see "useless" moves to be gold while others just want to use as limited moves as possible. and so on and so forth... and maybe the problem isn't the gameplay itself but just a lack of single player modes and costumes...
I don't care about a reboot. Namco will keep styles around.
I would do exactly what they did with SC5:
Narrow down the roster (Though not as much)
focus on a movelist that matters
Fix movement. It's antiquated and I can tell it hasn't seriously been looked at in a long time. It's just adding new stuff on top of what was created in T3.
I wouldn't change anything like just frames or ewgfs. I LIKE that shit. I appreciate the execution Tekken requires for combos and moves. I don't appreciate the extra layer of bullshit I have to wade through in order to get to the creamy nougat center. I'm not asking to remove anything. I'm asking for modified controls. You want a KBDC? Fine. That's great, but not at the expense of making NORMAL movement negligible. The controls in Tekken need looking at. I shouldn't get accidental jumps and ducks. Yes, practice makes perfect and if I play enough, I won't, but on an INTUITIVE level, the commands should not overlap. Why does holding back make my character look like they're trudging through quicksand? Same thing with forward.
For sequels and expansions, they can then go on and add characters. Rosters are always going to suck when they're cut, but when I think about learning Tekken seriously, I look at the 50+ characters and just on the most basic of levels I think: I have to learn how to block 10-strings for all of those characters. That in itself will take time and doesn't even take into account the shit that matters. That is A LOT of time and effort for a new player. I'm not even a new player, I just haven't played Tekken seriously in forever (since T5). It's daunting as fuck, and sure having Kuni and Jun is great fanservice for people that played T2 15 years ago, but at some point you just have to realize you're never going to please everyone. Sometimes trying to hurts the people ends up hurting everybody.