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Seth Explains the Use of Fan Feedback at Capcom

While talking to GameSpot about Ultimate Marvel vs Capcom 3, Seth Killian explained how fan feedback is put to use at Capcom. Seth also comments about the level of saturation in the fighting game genre, which is a very hot topic with 2012′s insane release schedule.

[tip from Jon C]

  • Moribund Cadaver

    Well, a lot of people certainly aren’t going to like hearing once again that fighting games have to be accessible – even though it’s true. But then, some people would prefer the genre remain restricted to tournaments of 32 people who are the only ones in the world capable of playing an obscure niche game to its maximum (and only its maximum) potential.

    I lived through the 90s and the fighting game scene, and that’s exactly what I saw. New games were made only for the elite players who had maximized the play of the previous game. And they were unable to see that this progression happened across a series of games, representing a range of knowledge and experience required to become elite. New people, on average, could not pick up the increasingly esoteric games and enjoy the long grind to the top as well as those who had started out on “simpler” games five years previously.

    Even a game like SFxT, with its much more technical game system, retains some basic features that allow to be enjoyed at a lower level of play and feel rewarding. Some folks need to understand that “accessible” does not equal “dumbing down”. This misunderstanding is so prevalent among hardcore gamers, that savvy people (such as the Skullgirls team) are already marketing new products based around it.

    • http://www.facebook.com/blitzkriegexe Alex Scott

      what he said.

      • Anonymous

        That’s what the “Like” button is for

    • http://www.facebook.com/blitzkriegexe Alex Scott

      what he said.

    • http://www.facebook.com/blitzkriegexe Alex Scott

      what he said.

    • Anonymous

      “Some folks need to understand that “accessible” does not equal “dumbing down”.”

      ST–SF4
      MVC2–MVC3
      GG–BB

      Now I’m not saying you don’t have a point (somewhere in there….) but there is no question that in these cases “accessible” does equate to “dumbing down”. I’m all for a bigger “scene” but facts are facts.

    • Anonymous

      “Some folks need to understand that “accessible” does not equal “dumbing down”.”

      ST–SF4
      MVC2–MVC3
      GG–BB

      Now I’m not saying you don’t have a point (somewhere in there….) but there is no question that in these cases “accessible” does equate to “dumbing down”. I’m all for a bigger “scene” but facts are facts.

      • http://twitter.com/emezie Emezie Okorafor

        Yet, the same people who do well at the high levels of the “hardcore, old school” games manage to do well in the “dumbed down, new school” games, too.  Top players beat the crap out of scrubs in ST, then switch over to SF4 and continue to beat the crap out of scrubs.

        I have yet to see a button masher win a SF4 tournament, in spite of its OMG reversal window and LORDY LORDY easy mode shortcuts.  The best players still rise to the top consistently.  That is an OBJECTIVE mark of a solid fighting game. Consistency.  SF4 has consistency, whether you personally like the game or not.

        It’s not the complicated button presses that make a provocative fighting game. It’s the thought process behind the button presses. Capcom knows this, and continues to develop new games around this principle, focusing less on the mechanical button pressing and more on the THINKING.

      • http://twitter.com/emezie Emezie Okorafor

        Yet, the same people who do well at the high levels of the “hardcore, old school” games manage to do well in the “dumbed down, new school” games, too.  Top players beat the crap out of scrubs in ST, then switch over to SF4 and continue to beat the crap out of scrubs.

        I have yet to see a button masher win a SF4 tournament, in spite of its OMG reversal window and LORDY LORDY easy mode shortcuts.  The best players still rise to the top consistently.  That is an OBJECTIVE mark of a solid fighting game. Consistency.  SF4 has consistency, whether you personally like the game or not.

        It’s not the complicated button presses that make a provocative fighting game. It’s the thought process behind the button presses. Capcom knows this, and continues to develop new games around this principle, focusing less on the mechanical button pressing and more on the THINKING.

      • http://twitter.com/emezie Emezie Okorafor

        Yet, the same people who do well at the high levels of the “hardcore, old school” games manage to do well in the “dumbed down, new school” games, too.  Top players beat the crap out of scrubs in ST, then switch over to SF4 and continue to beat the crap out of scrubs.

        I have yet to see a button masher win a SF4 tournament, in spite of its OMG reversal window and LORDY LORDY easy mode shortcuts.  The best players still rise to the top consistently.  That is an OBJECTIVE mark of a solid fighting game. Consistency.  SF4 has consistency, whether you personally like the game or not.

        It’s not the complicated button presses that make a provocative fighting game. It’s the thought process behind the button presses. Capcom knows this, and continues to develop new games around this principle, focusing less on the mechanical button pressing and more on the THINKING.

        • http://twitter.com/Mr_DoWork Kerrion Welch

          Real talk, preach on!

        • Anonymous

          Damn the knowledge in this post hit me to hard to fast. 

        • Moribund Cadaver

          The best players always win at SF4.

          At MVC3

          At freakin’ TVC.

          At BlazBlue.

          Always.

          What more seems to be the case, if one reads between the lines of the raging, is that people seem mortally offended one of “THE NOOBS” may actually feel slightly happy *that something cool happened on the god damn screen* because he pressed a button. People seem to seeth with rage that the idea that all life in the fighting game community does not center around their 10 year practiced ability to perform a Magneto loop in MVC2 as everybody waits 3 minutes for it to end and kill the other entire team off the first hit. It’s visually dull as shit, the other player may just get up and hit the can in the meantime… but, aw yeah baby, *dat skills*.

          And to be fair to those players… they still freakin’ win every fight anyway against “THE NOOBS”! They still win every tournament. What exactly are they actually crying about?

          They’re crying that people who they think don’t deserve to lay fingers upon the holy fight stick are having fun tapping a button real fast to make a hyper combo do more hits cuz it’s awesome.

          Insecure much, fighting game community?

          • Anonymous

            yes, seeing some1 perform a perfect magneto loop is boring

            lol

          • Anonymous

            yes, seeing some1 perform a perfect magneto loop is boring

            lol

          • Anonymous

            yes, seeing some1 perform a perfect magneto loop is boring

            lol

        • http://twitter.com/SunshineLine Jonathan Yu

           Not being an expert at any game, I can’t really make a judgment one way or another, but this isn’t a black-or-white argument. A game can be “dumbed down” and still have a skill ceiling high enough to separate good players from the bad players. What you are arguing is that SF4 is competitive, which it no doubt is. That has nothing to do with whether or not it is “dumbed down” in comparison to older fighting games.

          Yes, on its own, SF4 is a competitive game. It’s a solid fighting game with consistency and depth. That doesn’t mean it necessarily has the same depth as every other competitive game. An argument I see against BB repeatedly is the lack of options, such as in mixups. I don’t know if this is true or not [since I'm bad at BB], but if it did lack options in comparison to GG, wouldn’t it be considered a game with less depth, even if the best players still consistently won?

          I just wanted to point this out. I honestly don’t know if SF4 is “dumbed down” compared to ST [I don't even know what this means, to be honest], but I feel as if your argument is a distraction from the issue.

        • http://twitter.com/SunshineLine Jonathan Yu

           Not being an expert at any game, I can’t really make a judgment one way or another, but this isn’t a black-or-white argument. A game can be “dumbed down” and still have a skill ceiling high enough to separate good players from the bad players. What you are arguing is that SF4 is competitive, which it no doubt is. That has nothing to do with whether or not it is “dumbed down” in comparison to older fighting games.

          Yes, on its own, SF4 is a competitive game. It’s a solid fighting game with consistency and depth. That doesn’t mean it necessarily has the same depth as every other competitive game. An argument I see against BB repeatedly is the lack of options, such as in mixups. I don’t know if this is true or not [since I'm bad at BB], but if it did lack options in comparison to GG, wouldn’t it be considered a game with less depth, even if the best players still consistently won?

          I just wanted to point this out. I honestly don’t know if SF4 is “dumbed down” compared to ST [I don't even know what this means, to be honest], but I feel as if your argument is a distraction from the issue.

          • http://twitter.com/Mightfo Mightfo

            I agree. That poster works very hard to white knight SF4, even if it means making an unrelated response.

            Minor note: A ton of of complaints in bb are because gg players try to play ragna, but ragna has absolutely terrible gameplay design. i laugh when gg players bitch about neutral and pressuer in bb based on ragna.

          • http://twitter.com/Mightfo Mightfo

            I agree. That poster works very hard to white knight SF4, even if it means making an unrelated response.

            Minor note: A ton of of complaints in bb are because gg players try to play ragna, but ragna has absolutely terrible gameplay design. i laugh when gg players bitch about neutral and pressuer in bb based on ragna.

        • http://twitter.com/Mightfo Mightfo

          This is a non-sequiter. I understand what you’re saying, but just because a game is still dominated by the top players doesnt mean it isnt dumbed down from the previous game.

        • http://twitter.com/Mightfo Mightfo

          This is a non-sequiter. I understand what you’re saying, but just because a game is still dominated by the top players doesnt mean it isnt dumbed down from the previous game.

        • http://www.facebook.com/profile.php?id=639420590 Peter Kowalzky

          I don’t think it’s so much about letting unskilled player succeed, as it is about giving them an inviting and appealing environment to want to progress their skill in.

          As a personal example, I would never touch a bullet hell game, but I could get the concepts down on a game like R-Type, and eventually crave the challenge that yuriyuri deathshot or whatever the fuck has the offer. Sure, a longtime player of those games would be able to plow through R-Type without a problem, much better than I could, but that isn’t the point.

          • Fat Tony

            Your shmup comparison is all wrong. Bullet Hell isn’t more difficult then standard shmups like R-Type and Gradius, they are just different types of challenge.

            R-Type is about execution and pattern memorization. Gradius and bullet hell is about reflexes (among other things). I know this is completely off topic but I just wanted to point that out. Besides, I’v played tons of bullet hell games and yet I still had a helluva struggle with R-Type Delta when I finally managed to play it recently. 

          • http://www.facebook.com/people/Almeson-Hoku-James/100000479628267 Almeson Hoku James

            What’s touhou then?

          • Fat Tony

            Your shmup comparison is all wrong. Bullet Hell isn’t more difficult then standard shmups like R-Type and Gradius, they are just different types of challenge.

            R-Type is about execution and pattern memorization. Gradius and bullet hell is about reflexes (among other things). I know this is completely off topic but I just wanted to point that out. Besides, I’v played tons of bullet hell games and yet I still had a helluva struggle with R-Type Delta when I finally managed to play it recently. 

          • http://www.facebook.com/people/Yan-Zhao/10516382 Yan Zhao

            Im good at bullet hell games but I still die in stage 2 of Raiden 4 randomly. Your argument is invalid. Different type of games. Different skills required.

          • http://www.facebook.com/people/Yan-Zhao/10516382 Yan Zhao

            Im good at bullet hell games but I still die in stage 2 of Raiden 4 randomly. Your argument is invalid. Different type of games. Different skills required.

        • Anonymous

           Thing is, fighting games have always been a balance of both “mechanical button pressing” and “THINKING”.

        • Anonymous

           Thing is, fighting games have always been a balance of both “mechanical button pressing” and “THINKING”.

        • Anonymous

           Thing is, fighting games have always been a balance of both “mechanical button pressing” and “THINKING”.

        • Anonymous

           Thing is, fighting games have always been a balance of both “mechanical button pressing” and “THINKING”.

      • http://twitter.com/emezie Emezie Okorafor

        Yet, the same people who do well at the high levels of the “hardcore, old school” games manage to do well in the “dumbed down, new school” games, too.  Top players beat the crap out of scrubs in ST, then switch over to SF4 and continue to beat the crap out of scrubs.

        I have yet to see a button masher win a SF4 tournament, in spite of its OMG reversal window and LORDY LORDY easy mode shortcuts.  The best players still rise to the top consistently.  That is an OBJECTIVE mark of a solid fighting game. Consistency.  SF4 has consistency, whether you personally like the game or not.

        It’s not the complicated button presses that make a provocative fighting game. It’s the thought process behind the button presses. Capcom knows this, and continues to develop new games around this principle, focusing less on the mechanical button pressing and more on the THINKING.

      • http://twitter.com/emezie Emezie Okorafor

        Yet, the same people who do well at the high levels of the “hardcore, old school” games manage to do well in the “dumbed down, new school” games, too.  Top players beat the crap out of scrubs in ST, then switch over to SF4 and continue to beat the crap out of scrubs.

        I have yet to see a button masher win a SF4 tournament, in spite of its OMG reversal window and LORDY LORDY easy mode shortcuts.  The best players still rise to the top consistently.  That is an OBJECTIVE mark of a solid fighting game. Consistency.  SF4 has consistency, whether you personally like the game or not.

        It’s not the complicated button presses that make a provocative fighting game. It’s the thought process behind the button presses. Capcom knows this, and continues to develop new games around this principle, focusing less on the mechanical button pressing and more on the THINKING.

      • http://twitter.com/emezie Emezie Okorafor

        Yet, the same people who do well at the high levels of the “hardcore, old school” games manage to do well in the “dumbed down, new school” games, too.  Top players beat the crap out of scrubs in ST, then switch over to SF4 and continue to beat the crap out of scrubs.

        I have yet to see a button masher win a SF4 tournament, in spite of its OMG reversal window and LORDY LORDY easy mode shortcuts.  The best players still rise to the top consistently.  That is an OBJECTIVE mark of a solid fighting game. Consistency.  SF4 has consistency, whether you personally like the game or not.

        It’s not the complicated button presses that make a provocative fighting game. It’s the thought process behind the button presses. Capcom knows this, and continues to develop new games around this principle, focusing less on the mechanical button pressing and more on the THINKING.

      • http://twitter.com/emezie Emezie Okorafor

        Yet, the same people who do well at the high levels of the “hardcore, old school” games manage to do well in the “dumbed down, new school” games, too.  Top players beat the crap out of scrubs in ST, then switch over to SF4 and continue to beat the crap out of scrubs.

        I have yet to see a button masher win a SF4 tournament, in spite of its OMG reversal window and LORDY LORDY easy mode shortcuts.  The best players still rise to the top consistently.  That is an OBJECTIVE mark of a solid fighting game. Consistency.  SF4 has consistency, whether you personally like the game or not.

        It’s not the complicated button presses that make a provocative fighting game. It’s the thought process behind the button presses. Capcom knows this, and continues to develop new games around this principle, focusing less on the mechanical button pressing and more on the THINKING.

    • Anonymous

      I agree with you 100%, but with modern tech, we have the space for the easy to learn to play and the very hard to learn to play. I was in my early 20′s when the Street Fighter 3 series came out. I never got good at it because I couldn’t afford to at the time. Plunking in 50 cents to just have my ass handed to  in a few seconds emptied my pockets very quickly. Now years later I can pay $15 to not only get the game but have it teach me how to play it is awesome. The only thing those who want the harder to play games are going to have to realize is that less people will play those so it will cost more to buy the game unless the company is using sales from a blockbuster to subsidize the more expert game.

    • http://twitter.com/srslygtfo Mr. X

      Just because they say “accessible” during interviews doesn’t make them so. How is adding a bunch of more “features” and “mechanics” accessible? Because they have something flashy they can mash out or escape bad situations with?

      If they wanted accessible they would’ve went made something more barebones. This current idea of accessibility is adding some feature in to make even the worst player a threat.

      • http://twitter.com/srslygtfo Mr. X

        There’s nothing accessible about “must link last normal to cancel into special moves” or throwing more things to learn in their direction. All these bells and whistles are distracting or overwhelming at the entry level.

    • http://www.facebook.com/langdon.herrick Langdon Herrick

      Couldn’t have said it better myself.

    • Fat Tony

      Wanna hear a dirty little secret no one wants to talk about?

      Guilty Gear and Mvc3 are exactly as accessible at a beginner level.

      Yes you heard me. For all people who go ON AND ON AND ON about what an ocean of depth Guilty Gear has, the fact of the matter is, IT’S NO HARDER TO PICK UP AND PLAY THEN ANY OTHER AIR DASH FIGHTER EVER MADE. Does it have a whole lot of depth that takes insane skill to access? Yes. But if you know how to do light medium heavy into special, and jump around and do overheads and sweeps, you’ll do JUST as well in Guilty Gear at a beginner level as you would in mvc3.

      The problem with Mvc3 vs Guilty Gear, is that gg actually begins rewarding players with superior skills with a plethora of options and mix ups. Mvc3 just gives you slightly better mix ups…and then that’s it.

      Now obviously, the superior player still wins in mvc3, but high level play more or less ends up the same as mid level play but with more finesse. And the question becomes, why play this game when I can go play Mvc2/Guilty Gear/Sf3 where my dedication and skill will be rewarded with more variety and options? Not to mention all 3 of those games are way faster then mvc3.

      Dumbing down fighting games accomplishes nothing. It does not draw in new players, it only manages to alienate existing players.

      • http://www.facebook.com/victoly Matthew Taylor

        See and this is why Mike Z created Skull Girls.

        Being accessible is a very noble goal, but it’s being approached in the worst way possible.  For every new player it brings in, it alienates a long-time fan.

    • http://pulse.yahoo.com/_MQGIJNOECOYTJOSB52TSFY5HBI M

      TL;DR

  • Anonymous

    Man, Seth must really love that shirt haha.

  • Hecatom Velliaris de Pendragoo

    tbh, i dont see the marke saturated yet, when we have every company making fighting games just for the cash then yes, right now, we only have the same companies that have been making fighting games since the last 10 years
    so no, there is no saturation yet, only more options besides capcom, wich its fine in my book

  • Hecatom Velliaris de Pendragoo

    tbh, i dont see the marke saturated yet, when we have every company making fighting games just for the cash then yes, right now, we only have the same companies that have been making fighting games since the last 10 years
    so no, there is no saturation yet, only more options besides capcom, wich its fine in my book

  • http://twitter.com/1000Deaths Roy Bromwell

    The market saturated before we could even get Darkstalkers 4?! Capcom sucks.

    • Louis Lam

      :(

  • http://www.facebook.com/people/Chris-Gambera/100001657526222 Chris Gambera

    please bring out CVS 2 for xbla & psn

  • http://www.facebook.com/people/Chris-Gambera/100001657526222 Chris Gambera

    please bring out CVS 2 for xbla & psn

  • http://www.facebook.com/people/Chris-Gambera/100001657526222 Chris Gambera

    please bring out CVS 2 for xbla & psn

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    Pls bring back KILLER INSTINCT 1 ARCADE FOR XBLA % PSN. 

  • Anonymous

    OK. Fix cammy. You listening seth? 

  • Anonymous

    OK. Fix cammy. You listening seth? 

  • http://www.facebook.com/profile.php?id=100002923825213 Robert Hibiki

    cammy is working as intended. might not be what you want but thats how it is.

  • http://twitter.com/DanAlvaRadOh Danny Alvarado

    Seth’s shirt DLC costume?

  • Anonymous

    Seth got promoted?  He is now Strategic Marketing Director??

  • http://www.facebook.com/profile.php?id=1310214779 Elhanan Pete Grigsby

    My 2 questions would be
    “What are your plans for megaman in this game?”
    “Are you going to release UMvC3 for PC? Like SSF4:AE?

  • Anonymous

    that overhead nova punch and she hulk clothesline gonna make that spencer and she hulk high-low look retarded 

  • Anonymous

    that overhead nova punch and she hulk clothesline gonna make that spencer and she hulk high-low look retarded 

  • http://twitter.com/ShinAkuma204 ShinAkuma204

    Accessibility is an excuse developers use to make half assed games. Some of the most popular fighters of all time weren’t considered accessible, SF2:CE,  Tekken 2, VF2, but they did have one thing in common – they were good.

    The problem in today’s age is companies are more concerned about a product that sells as much as possible more than they are about putting out a good product, and perhaps that is justified. However I believe that a great product can still be successful regardless of it’s “accessibility”. 

    • Fat Tony

      The problem isn’t that games today are more accessible or less. That’s not the issue here. As I said before, Mvc3, Guilty Gear, Mvc2, and pretty much every air dash fighter ever made are exactly as easy to play at a beginner level. All you need to know is how to block, how to do high and low attacks, and how to do abc combos and your set to play at an “accessible” beginner level.

      You can’t really do anything to make the game any more accessible. The problem is, capcoms idea is “oh let’s lower the skill ceiling”. As a result you end up with stuff like mvc3 where the most easy, mashable beginner combos do 50% freakin percent damage. Then they slow the game down and take out 2/3rds of the input. And then they nerf the assists to the point that the brilliant risk/reward gameplay of Mvc2 is lost forever, all so that people won’t complain about “psyblade spam” which never really worked in the first place.

      Let me restate: Capcom isn’t making beginner level play more accessible. They are making mid to high level play shallower.

      • Anonymous

        Exactly bro! For example I personally don’t see anything difficult about the 3 fists and 3 kicks button layout that the original MVC had. Heck its still in the Street fighter series. I never played MVC2 so I was pretty suprised and upset when i played fate of 2 worlds and saw the drastic change to the button layout. I eventually got used to it though I hate the fact that I did. What’s more suprising to me is that developers and/ or publishers everywhere risk ruining a franchise all for trying to accomodate casual and new players to the series resulting in not pleasing the people the fans that made the game successful to begin with. Fortunately MVC3 is still somewhat of a blast but kinda nurfed.

        I dread the day Namco decides to make Tekken “accessible”.

  • http://www.facebook.com/people/Iris-Repliforce/100001201063895 Iris Repliforce

    umvc3 for people who like their abcs. abcs

  • Gareth Roberts

    As someone relatively new to fighting games (I began with Guilty Gear midnight Carnival a few years ago took a huge break played SF4 and then Blazblue mainly now for the character design and game speed- When I switch on a mid 90′s KOF game. I don’t know what the hell is going on, why I have to select between 9 types of special bar, and why Goenitz owns me hard. 

    I want a series of move and special moves to learn and master, I want to do battle with spacing, block strings mix ups and the occasional flashy super.I don’t want to do battle with an over the top system that forces me to sit through 2hours of tutorials before I know everything there is to know. There are enough over complicated norms in fighting games as it is, counter hits, cancels, links, cross ups, invincibility frames, active frames, etc etc etc, these are all good but they provide one HELL of a bar to the newbie. Compare this to a shooter where all you have to do is understand weapon properties and hitboxes and then learning the maps.

    So yes the ‘dumbing down’ of fighting games at entry level is fine. The skill is creating a simple to learn hard to master system.

  • http://www.facebook.com/people/Saladin-Bryant/100000906717674 Saladin Bryant

    I see where they are goin with this. Its just that these bare bone fighters with severe lack of options are NOT making the game accessible, they just make them boring. If 6 buttons could be understood and used in the days of STF2 WW, then why not now? Are people dumber now than they were 20 years ago? New player have a hell of a hard time playing older games,cz they want that easy victory. They don’t want to work too hard to win.STF4 and MVC3 are the best examples of this, I guess BB too. All fun games but, when every match you watch is essentially the same……get kinda old quick.(-_-”) NO verity in game play, almost everybody’s Sentinel or U1 Ryu play the same exact way. Same combo same lame ass set up. In older games we could all play a little different from each other, which made the games diverse and fun. But now you have all powerful technique that is pretty much fail proof,so everydody does the same shit ALL THE TIME!!! NO CAPCOM NO!! Kof13 is the hypest game as far as diversity and such, along with AH3,sorry Crapcom defense force….sorry.

    • Gareth Roberts

      there is really very little difference between a 6 button and a 4 button fighter. In 4 button fighter almost every button has at least 1 additional command normal sometimes 2 and to be honest its just easier that way, you don’t need to move your hand as much. Whereas in SF the main 6 button I have played very few of the ‘core characters’ have many command normals. So its like 1 button per normal. 

    • Moribund Cadaver

      You’re barking up the wrong tree. First, number of buttons has zero ultimate impact on the depth or complexity of the game. Virtua Fighter would like to have a word about that.

      Second, for all the complaining that everyone “plays the same” in say, MVC3, there’s some merit to the criticism but it’s also overblown. There is, in fact, a great amount of variety in strategy and mind games and lots of high level play has been very entertaining in spite of that game’s first-edition issues. Ultimate MVC3 is squarely addressing it by toning down or removing elements that resulted in everyone depending on the same basic bread-and-butter combos or traps without variation.

      I think you’re overrating the diversity in play in older games. At the highest levels, with min-maxed strategies, a match in Super Turbo for example, could be commented on and predicted off a single hit. That’s the nature of a game being played out to its final potential. Historically, the only fighting game from the 90s that seems to offer true variety of play styles at a very high level is Third Strike, due to the fundamental nature of the parry system being able to offer free form surprise upsets off any attack in the game. Even then, Third Strike’s notorious balance issues (remember kids, it was going to get another update but it was canceled – don’t blindly worship that game) still cause a lot of games to boil down to the exact same Chun and Yun behavior. No worse in any way than a game like SF4 at high levels.

      • Fat Tony

        Yes, Mvc3 is competetive and has some depth, but not half as much as mvc2 or even Marvel Super Heroes for that matter. You may think I’m “stuck in the past” and “afraid of change” but the fact is, Mvc3 is just a really slow, boring game with half as much options and strategies available to the player.

        Can it still be fun? Of course. If it was the only fighting game ever made, it would probably be legendary for the depth and options it offers. But it’s still incredibly underwhelming compared to every other game in the vs series. Even Tatsunoko Vs Capcom was many times better.

        Now I know your just going to say I’m wrong, or that I need to move on, or that I’m biased by nostalgia. But the fact of the matter is, I tried to like Mvc3, I really did. I tried playing it for 5 monthes or more non stop. And the more I learned about the game, the more disapointing it became. Now I’v gone back to Mvc2. And guess what? I’m having fun. Way more fun then I ever had with Mvc3, even at the height of my hype for it. If I’m stuck in the past, so be it. I’d prefer it to being stuck in a future of bad games.

  • http://www.facebook.com/people/Saladin-Bryant/100000906717674 Saladin Bryant

    I see where they are goin with this. Its just that these bare bone fighters with severe lack of options are NOT making the game accessible, they just make them boring. If 6 buttons could be understood and used in the days of STF2 WW, then why not now? Are people dumber now than they were 20 years ago? New player have a hell of a hard time playing older games,cz they want that easy victory. They don’t want to work too hard to win.STF4 and MVC3 are the best examples of this, I guess BB too. All fun games but, when every match you watch is essentially the same……get kinda old quick.(-_-”) NO verity in game play, almost everybody’s Sentinel or U1 Ryu play the same exact way. Same combo same lame ass set up. In older games we could all play a little different from each other, which made the games diverse and fun. But now you have all powerful technique that is pretty much fail proof,so everydody does the same shit ALL THE TIME!!! NO CAPCOM NO!! Kof13 is the hypest game as far as diversity and such, along with AH3,sorry Crapcom defense force….sorry.

  • http://pulse.yahoo.com/_QLAAMUYFVQ3IH5MGHPY2LWDYZA Hitokage

    Why certain developers talk about accesibility yet fail to include something in the way of VF4:Evo’s tutorial mode to actually teach people what they should be doing is beyond me.

  • http://pulse.yahoo.com/_QLAAMUYFVQ3IH5MGHPY2LWDYZA Hitokage

    Why certain developers talk about accesibility yet fail to include something in the way of VF4:Evo’s tutorial mode to actually teach people what they should be doing is beyond me.

  • http://pulse.yahoo.com/_QLAAMUYFVQ3IH5MGHPY2LWDYZA Hitokage

    Why certain developers talk about accesibility yet fail to include something in the way of VF4:Evo’s tutorial mode to actually teach people what they should be doing is beyond me.

    • Moribund Cadaver

      This is actually one of the most valid criticisms I think, of how developers are behaving currently. To be fair, almost nobody does this – not just Capcom. While new editions of Blazblue do have more training information, it’s still not nearly as useful as VF4:Evo’s training suite.

      I’d have to chalk it up to the amount of work involved. It’s not necessarily developers being “lazy” (the favorite comment of folks who have no clue how games are made), but more than a true, interactive, comprehensive training mode for a game like MVC3 would be a massive undertaking if one was to give each character a proper overview. Developers may believe that the return value just isn’t there. I can’t say I agree or disagree on that yet.

  • http://www.facebook.com/david.albertelli David Albertelli

    How is street fighter 4 dumbed down. When I first started getting back into street fighter after many years I thought I’d lost my touch on simple combos. A favourite of mine was upercut, either crouching or standing into a bird kick. In street fighter 4 it just weren’t happening, I thought I’d lost it, so I decided to see if the combo had been removed or something, I managed to pull it out but with great difficulty. I put on a copy of super street fighter 2 and to my shock it just came out consistently no problems, so it wasn’t me, it was the amount of frames in which the upercut cancels into the birdkick had been reduced, so the timing had been made stricter in sf4. This means a higher skill level is required. Also I hate the shortcits in SF4, but they are available to everyone and if something is made easier, [I don't think shortcuts help they actualy ruin the gameplay, as combos come out which  don't intend] in the case of sf4 it can lead to more oportunities so it’s not the case of someone less skilled being able to pull off moves someone who is of a greater skill, it can mean that with a higher skill level that you can use it too your advantage and push your gameplay further. 
    But everyone needs to remember that these are games that are made to make a profit, it’s not made for a few pro players who don’t have lives to live out there fantasy on a screen. They should be fun and they should be a past time, not something that needs dedication to be a pro. I took me ages to master or eben just to pull off my first fireball. FIreballs now are so minor, but back then they were magical, now they pump the game full of fireworks, eventually the fighting genre will literally blow itself up, as they have forgotten what make sit fun, and rely on effects and magic rather than fighting. I think super moves need to be stripped back, more emphasis needs to be put into chaining normal moves, and counters should be the follow up from a block, simple things can be fun and magical. The reason games are broken as u pro’s pu tit, is becuase of all the fireworks and ridiculous abilities that will obviously create opportunities where the game can be exploited and made unfair, a gun in a fist fight just ain’t cricket. Street fighter 4 is a great game and if you think about it it is just sf2 with fireworks. The same mechanics are just tweeked they haven’t evolved it’s all decoration, and thats the real shame.

  • http://twitter.com/fightngamezonln thec0re3

    I really don’t know how to feel. As a long time casual fighting game player who’s been attempting to jump into the hardcore fighting game arena, I have to admit some of these dumb downs are right up my alley. MVSC3 has probably been the first gratification that I’ve received because I was able to perform combo’s and supers almost effortlessly and it kept me pushing forward until I hit that intermediate into advanced wall.

    Even if they are dumbing down games to invite more players, there will always be a hardcore element, there will always be those that can’t stop playing until they’ve learned and exploited everything there is to know about the game it happens in every genre across the board.

    I can agree there are some things that do dishearten the hardcore crowd. I’ve watched a ton of tourneys on stream this year and its disappointing when a simple use of the x-factor wipes out what looked to be a flawless finish by a very skilled player.  I still believe turning the tide should be won by skillful observation and strategy and not just dark phoniex,xfactor,button mash.

    I don’t think SFXT gem system is quite the step in the right direction but I won’t be so quick to right them off until I understand how this will effect the overall matches between the casuals and the hardcore.

    I want more people to be able to jump into a fighting game on the same level they would a 1st person shooter but I’m like many of you who are fearful that this may have some grave consequences to the competitive nature of the hardcore player or the casual player that goes hardcore.

    IMO having the online experience was what the fighting game genre needed but I guess with the million dollar success stories of game like Call of Duty there is that need to create something that can compete on the same level in the fighting game arena.