Saving the Street Fighter Franchise 76
Gamasutra did an in-depth interview with Yoshi Ono, producer of Street Fighter IV, about trying to bring the series back to the quality and popularity of the '90s. Ono also talks about broadening the market to include casual players, who were slowly driven away from the game by the increased focus on competitive play. Quoting:
"If you think about chess for instance, a kid and a grandfather can play the same game, with the same ruleset, and understand what's going on. I think through our competitive spirit back then; we were always out to out-complicate each other, and make our systems deeper and deeper. It was ok then because there was a wide player base who understood how to play these games, but that's not true anymore. What we're trying to do with Street Fighter IV is bring them back in. There's not a whole lot of other fighting games out there to compare it to, but hopefully, if we play our cards right and get people back in to the genre, we can blossom the genre itself again and spread things out and get it back to the way it was."
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Finish him!!!
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Wrong game. That's Mortal Kombat.
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NOOB saibot wins! Fatality!
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Dammit! I wanted a fatality, not a friendship!
It's a classic! (Score:1, Funny)
You don't mess with the classics!
It's been over a decade, but I still know that a lower quarter circle + any punch = Hadouken!
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In the local arcades, people who had their timing down would shout, "No, you can't!" in time with that. Even though I stayed away from the game (I've never been good at such games) and stuck to Raiden and pinball games, I still wanted to beat those who said it over the head.
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I'm just glad they eventually were able to count higher than II.
Re:Saving (Score:5, Funny)
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I'll see you at the arcade, LOSER.
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I don't see how this is flamebait. It's quite valid, I was hoping a lot of franchises would die recently:
Street fighter
Mortal Kombat
Mario
Halo
Devil May Cry
Medal Of Honor
Sonic
The Sims
The list goes on, beating a dead horse is one thing, equine necrophilia is another.
I Like it (Score:1)
I played it at Comic Con (Score:3, Insightful)
I'm a major fan of the series, so I had a lot of hopes for it. The graphics are noticeably improved, but the gameplay hasn't changed much. These kinds of games don't have a lot of room for depth though, so one can't really expect gameplay to change drastically.
I think the main problem Street Fighter has is that it's best played in an arcade, with a loud energetic environment surrounded by 5-10 people. Most people (in the USA, at least) don't go to arcades anymore.
So I played SF4 at Comic Con, it was fun. I still think Street Fighter Alpha 3 was the best of the series, but I'll definitely be buying this for the PC when it comes out later this year
Re:I played it at Comic Con (Score:5, Insightful)
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Wow.. just the fact that you know this makes me feel sorry for you. Ever thought about losing your virginity?
Yes, he needs to learn to become equally (or more) obsessive about football or Nascar to be considered normal in the USA.
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How's that any meaningful depth in a game? If you want a medium specialized on story and meaning read a book or something, don't expect it from a game that's designed for gaming.
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How can you say fighting games don't have a lot of depth?
Because most people just end up mashing buttons anyway.
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Reminds me of something I read once on this topic, from someone in the industry (I can't remember details, sorry).
Basically, he said: we want people to be able to sit down at these games and just start playing. If you have to read a 20 page manual before you can do anything, you'll lose a lot of customers. So, button mashing has to be a viable strategy. It doesn't have to be the best way to play, but you should be able to win fights against easy opponents by mashing.
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Not to put words in parent's mouth, but by depth I believe he was referring to the limits of the gameplay itself (and perhaps story and characters). While I agree that fighting games have a lot of re-playability , they don't necessarily have a lot of depth. Don't get me wrong. Sure, the game is very entertaining at first -- you learn the controls, then you learn special moves, then you learn some strategies, but once you get to the point where your improvements only increase ever so slightly, the game e
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The ability to put a trap within a trap within a trap and then successfully bait your opponent into seeing only one or two of those traps only to succumb to the third one is depth. It gets deeper with t
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Now that you've clarified exactly what your definition of depth is, and I don't believe it coincides with the original poster's definition, I have to say there are things I agree and disagree with.
First, I understand the point you're trying to convey. Coming up with clever tactics and using different strategies against different opponents in order to defeat them does indeed add depth to a game and can be very rewarding for the player. And, yes, while there may be an infinite number of ways that a match ca
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I think the main problem Street Fighter has is that it's best played in an arcade, with a loud energetic environment surrounded by 5-10 people. Most people (in the USA, at least) don't go to arcades anymore.
This is true for most of the world now. HOWEVER, what were earlier arcades can now be replaced by Wii/Xbox/PS parties where people get together and play on their own consoles. Its not exactly the same but something the new SF (given it is accessible for casual gamers) can find a good support from.
Too many scrubs (Score:2, Interesting)
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Conversely, fighting games don't necessarily need to be complex. To bring new blood into the genre, fighting game designers should aspire to develop a game that enforces a chess-like mentality while keeping memorization to a minimum.
The Tekken series has been pretty good with not requiring that users grasp a million conc
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Depends on how you see that, you pretty much have to know the depth in any competitive game so the complexity/depth split narrows. IMO it'd help more if game tutorials went beyond explaining the controls and went into some of the depth too (e.g. "this is how you perform a standard launcher air combo" and "Roman Cancels are used like this"). It's no wonder newbies feel intimidated when all they know about a game is manualspeak (i.e. an explanation that involves more fluff and hyperbole than actually useful k
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With chess you have several minutes to decide your move. In a fighting game, you have half a second or less to mash the right button. The two are incompatible.
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Chess stopped being fun for me when I realized that so much of it was simple rote memorization.
"get off my lawn" (Score:3, Insightful)
seriously, you act as if most people, all the way from the late 80's, were not "button mashers".
The quality of the audience for these games has not changed since then, it was not "better" back then.
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I hope you were wearing your depends, senator.
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Street Fighter will live on... (Score:2)
... but it won't be how the devs see it. MUGEN pretty much takes up my time when it comes to fighting games. Seriously, it's everything versus everything.
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Mugen is problematic on Linux right now.
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It's problematic on Windows XP as well, and I doubt it'll work in Vista without some sort of modification to the code.
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Well, here's the thing. The version of Mugen for Linux that exists today was made in 2002, and supports no necessary SDL features or OpenGL for Video accelleration.
The Japanese version of WinMugen works better in Wine some cases because of better support for more content.
(That said Playing as the Green Ranger is a thousand times more fun on Mugen rather than the Sega Genesis game he came from.)
I could accuse you of trolling (Score:2, Insightful)
I won't, but someone else might.
I'll give you that, outside of SF3, the games are not very smoothly animated. SF3 is very pretty and very smooth. Street Fighter has always been about timing and zen, although prior to turbo, the game didn't have fast enough action to really be much fun.
The various versions of all the games are actually quite warranted. Few developers revise their games like this, or even have games that people would buy revisions of. Each revision in SF is generally seen as an improvement, a
Mistake in the article (Score:2)
In CVS2, rolling was not the problem, nor was it the throws. Throws actually beat rolling every time. The problem was that rolls were invincible, and more importantly, they were also cons
Idea (Score:1)
Why don't they just release more versions of Street Fighter 2? That should work, right?
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Jackie Chan (Score:5, Funny)
Get Jackie Chan to portray Chun Li [youtube.com]. (video clip from City Hunter 1993 movie)
I recently stopped developing my fighter (Score:1, Offtopic)
I bring a new thing to the table with my fighter: Up to 1,000 players can fight in the same place, up from the traditional 2. The reason this is cool is that you have new dynamics like FFA, Team attacks, and giving one fighter increased statistics so he is like a boss vs everyone else.
And the only reason I wanted to do a fighter was to put me in a posit
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contact the azureus team. they more than anyone would be able to tell you about getting around firewalls : )
Later Years (Score:2, Funny)
Street Fighter the Later Years (Score:2, Funny)
The only thing I have to say is watch this:
http://www.youtube.com/results?search_query=street+fighter+the+later+years&search_type=&aq=f [youtube.com]
SF4 is what SF2 used to be (Score:1, Informative)
I've been playing SF4 almost daily since its release over here in Japan. This game really brings back memories of how fun it was to play SF2. It also makes up for all of the crap SF3 titles that have come along in the years between the two titles.
Smash Brothers? (Score:2, Interesting)
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I'm looking forward to it (Score:1)
SF3 was ok... (Score:1)
Eclipsed by Guilty Gear? (Score:2)
It sounds like Guilty Gear has already done what they are trying to achieve. SFII was quite "hardcore" in that to be really good at it you needed to learn all the combos, get perfect timing etc. With SF4 those things are still there.
Guilty Gear, on the other hand, is the exact opposite of SF in almost every way. Movement is very fluid instead of precise. Combos do /less/ damage with each move. There are complex aspects to it, but because it relies far more on the basics instead of memorisation and perfect t
No Innovation (Score:2)
There really hasn't been a new style of fighting game for a long while. To me, they all have the same weakness... learning curve + reaction time.
I've played most fighting games and wanted to like them since probably sf2. But everytime I try to play, the skill level of players is so skewed that one party was constantly not having fun. Getting your ass handed to you alll day long just isnt fun for anybody. You can't even learn moves, since you are too busy getting comboed/stunned/thrown whatever do death. All