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GamesRadar: Street Fighter V's backlash proves we value quantity over quality

OmegaDL50

Member
I really don't get the load time complaints, is it disc only? Because my digital version loads stuff in 30 seconds tops.

No, because all PS4 games install entirely to the HDD regardless if it's a PSN Store version or the Physical Disc copy.

Once the game installs to the console the disc is no longer used outside of boot up of the game as a form of ownership verification.
 

Petrae

Member
I am a huge fan of world tour mode and still play it and liked all the extra modes that Tekken used to incorporate. However, to be fair, Alpha 3 was the only one to have such a mode.

Indeed it is; however, the challenge was to name *any* SF game in the last 25 years to have more than just an Arcade Mode. All I needed was one. :)

And I'm right there with you: I still play World Tour Mode, myself. It's a really enjoyable way to play Alpha 3 solo, and I can build my characters in any way I want through multiple playthroughs.
 

Garlador

Member
It's unfortunate that this ultimately fruitless perspective on how to get good at fighting games even exists, TBH. The core of the multiplayer is learning to adapt on the fly and trying stuff out on your own, but people are always looking for the get sick quick scheme.

And... it worked for me in the past.

Arcade Modes. Challenge Modes. Trial Modes.

That is precisely how I've ALWAYS gotten good in fighting games.

Before I jumped online in MK9, I did the Story Mode. I did the Arcade Modes. I did the 200 level Challenge Tower. Those modes did more than just keep me busy; they were instrumental in teaching me the fundamentals of the game, at giving me challenges and trials that forced me to learn how to manage space, pull of moves, and instruct me when and how to employ certain techniques.

Countless other games have as well. Soul Calibur's Edge Master Mode is a brilliant example that not only teaches you combos and techniques but continually rewards you with new weapons and unlockables the better you get at the game, providing a brilliant feedback loop that constantly rewards players for improving their performance.

That's not just "here's a 1 minute tutorial" mode; it's going above and beyond to create modes and experiences that really educate both casual AND professionals about new features, techniques, and gameplay options.

Other games have done this well and succeeded. SFV, bluntly, drops the ball on this. Whether that's important to you or not is irrelevant; it simply does a poor job easing new players into the game and instructing them of its mechanics.
 
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Deleted member 752119

Unconfirmed Member
Well you weren't going to buy it anyways.

I think that's the reality for SF: casuals are not coming regardless of the non-MP features.

I mostly agree, depending on how you define casuals. I'd break the fighting game market down into 4 groups.

1. People who aren't really into the genre but occasionally by something like MK9 or MKX because the story mode, art style, gore etc. drew them in.

That crowd mostly wasn't coming to SF period. The SF franchise art style, characters, story/lore just doesn't have the allure that MK does--at least in the west, and especially the US.

2. Casual fighting game fans who aren't much interested in online play, but like playing story mode, arcade mode, vs. cpu and occasionally playing locally or online with real life friends.

The launch has probably hurt SFV some with that crowd. But it's probably not major. The informed will just wait until the modes they want are out, and Capcom already got a purchase from those who were uninformed. Losing future DLC sales is moslty moot as this crowd generally doesn't stick with a game long term anyway, or play it enough to buy paid DLC.

3. People that play primarily for local and/or online vs. matches, but doesn't care at ton about getting great, entering tournaments etc. A lot of this crowd also likes having Arcade mode etc. to get more practice in, so the launch hurts a tad here--but leas than with group 2 above. This group is more informed, so those that want those modes before buying waited. And a lot are fine buying now and jumping right into the online while waiting for the other modes.

This is the most important group as it's the largest of the four that will stick with the game longer term and buy the most DLC over coming years. Thus they're the real key to the game as service approach.

4. The more hardcore FGC--ranging from those trying seriously to be good online, to those entering local tournaments, to those trying to make it pro, to the best pros. The launch doesn't hurt them at all as they only care about vs. mode and training mode. The only downer is the servers being flakey, but that's unfortunately the norm the first week or two of big online games this gen, and probably made worse by this being a free PS+ weekend.

This group probably won't buy as much DLC as group 3 as they'll play more, and win more, and be able to get most content just from fight money.


So overall, I don't think this launch will hurt the game long term very much. That doesn't excuse lacking basics like Arcade Mode etc., nor change the fact that people who hate these unofficial Early Access type releases are going to hate it. That's just down to the person on what they think of the approach. But long term, I think it will be fine as I don't think many people in groups 3 and 4 are pissed, that plenty in group 2 will just buy the game down the road, or keep playing as content comes out now despite being pissed now. And group 1 is irrelevant for this franchise.

Capcom has really muddled their marketing with all the talk of being more accessible to casuals, talking to much about the cinematic story mode etc. I honeslty wonder if Sony pressured them to put in story mode etc. given the success of MKX.

That's just not SF's strength. The main market is in the west, and these Asian marital arts anime-infused characters and plot just don't have the appeal that MKs ultra violent fantasy setting has to those that want to play a fighting game for story mode.

If they hadn't put development resources into that story mode, maybe they could have released SFV with arcade mode, challenges/trials, survival, vs. CPU etc. just like they did SFIV. And then they wouldn't have drawn ire from many at all in groups 2-4, and could just state that's their focus and that SF isn't about story.
 
I don't remember fighting games having tutorials that make you a ranked played... you learn at you own experience.

Playing is the key.

And that is fun... each loss I learn a bit more how to hold my shit with the ranked players.

Apparently my sarcasm was lost on you. I understand that the only way to get better is by practicing and playing but that doesn't excuse the fact that there is a significant lack information and tools to help new players learn that information in the game. Just look at the Gootecks' videos for new SFV players. Why didn't Capcim include a tutorial like that in their game? Xrd and Killer Instinct did a much better job of giving new players the information and tools they need to understand systems/moves and how to use them properly. And those game did when they launched. Why can't SFV?
 
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Deleted member 752119

Unconfirmed Member
And... it worked for me in the past.

Arcade Modes. Challenge Modes. Trial Modes.

That is precisely how I've ALWAYS gotten good in fighting games.

Before I jumped online in MK9, I did the Story Mode. I did the Arcade Modes. I did the 200 level Challenge Tower. Those modes did more than just keep me busy; they were instrumental in teaching me the fundamentals of the game, at giving me challenges and trials that forced me to learn how to manage space, pull of moves, and instruct me when and how to employ certain techniques.


Other games have done this well and succeeded. SFV, bluntly, drops the ball on this. Whether that's important to you or not is irrelevant; it simply does a poor job easing new players into the game and instructing them of its mechanics.

I mostly agree, though I do feel SF is different. I played a lot of those modes in MKX and jumped on and did ok right away the little I played online last week (hadn't bothered before getting my stick and wanting to get used to it before SFV). I think I went something like 13-17.

SFV (and past games I played a little), I could do very well against the CPU, but get bodied online. I think I've won 6 matches online in SFV so far, out of probably 40 or so. SF vs. play is just much more complex than MK, and the CPU just can't replicate it.

MK is just much more accessible. Very lenient windows for button presses on simple combos that do a lot of damage. Lots of special moves that leave an opponent completely open for a combo (think Scorpion's spear or minion grab in MKX) etc. Those work against the CPU, and work fine online against a good chunk of lower rank players. Of course at the mid and high level you'll get bodied just using that stuff, as high level play is always different and much more advanced in any game.

Where as with SF, the stuff that works against the CPU rarely works at all against even the rookie/bronze league players. If anything, learning too much against the CPU generates bad habits as things you can punish the CPU with get blocked and countered regularly even by rookie league players (especially now as most are SF vets who just haven't ranked up yet).


Now, again, that doesn't excuse missing arcade mode etc. Just saying it's not a great way to train in SF, while it does help for MK.

I agree 100% that the game needs better in game training tools though. Hopefully the character specific tip modes coming next month are good. But it does need a better tutorial. Or hell, they could have just paid some one like Gootecks to make training videos that they could include in game that cover the basic fundamentals.

There are lots of great resources like that on Youtube, but having them in game would be better. That would help a lot with getting more of groups 2 and 3 in my above post to play more online, stay active longer, buy more DLC etc. So that is one element they dropped the ball on. Again, if they hadn't wasted time on a cinematic story mode, maybe they could have put more resources toward those things.
 
I have a strong feeling people losing their minds about arcade mode were never going to stick around in the first place.

I don't see how that is at all relevant. I'm more than sure Capcom doesn't care if we stick around as long as they get our $60.

Remember, they're running a business here. Part of running that business is offering a product that people want to buy. Not just professionals, but casuals too.
 
I mostly agree, though I do feel SF is different. I played a lot of those modes in MKX and jumped on and did ok right away the little I played online last week (hadn't bothered before getting my stick and wanting to get used to it before SFV). I think I went something like 13-17.

SFV (and past games I played a little), I could do very well against the CPU, but get bodied online. I think I've won 6 matches online in SFV so far, out of probably 40 or so. SF vs. play is just much more complex than MK, and the CPU just can't replicate it.

MK is just much more accessible. Very lenient windows for button presses on simple combos that do a lot of damage. Lots of special moves that leave an opponent completely open for a combo (think Scorpion's spear or minion grab in MKX) etc. Those work against the CPU, and work fine online against a good chunk of lower rank players. Of course at the mid and high level you'll get bodied just using that stuff, as high level play is always different and much more advanced in any game.

Where as with SF, the stuff that works against the CPU rarely works at all against even the rookie/bronze league players. If anything, learning too much against the CPU generates bad habits as things you can punish the CPU with get blocked and countered regularly even by rookie league players (especially now as most are SF vets who just haven't ranked up yet).


Now, again, that doesn't excuse missing arcade mode etc. Just saying it's not a great way to train in SF, while it does help for MK.

I agree 100% that the game needs better in game training tools though. Hopefully the character specific tip modes coming next month are good. But it does need a better tutorial. Or hell, they could have just paid some one like Gootecks to make training videos that they could include in game that cover the basic fundamentals.

There are lots of great resources like that on Youtube, but having them in game would be better. That would help a lot with getting more of groups 2 and 3 in my above post to play more online, stay active longer, buy more DLC etc. So that is one element they dropped the ball on. Again, if they hadn't wasted time on a cinematic story mode, maybe they could have put more resources toward those things.
Yeah I agree every character in SF so unique that there are so many things you won't learn from playing CPU. eg; play a CPU laura at hard difficulty and play a human controlled Laura 2 completely different experience. You will get owned in SF if you are very familiar with what each characters strength and weakness is even at beginner level online.
 
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Deleted member 752119

Unconfirmed Member
Hope they do something about quitters in rank very soon.

As I just posted in the OT, they need to fix that for sure, but have to get the servers stabilized first. People would be even more pissed if they were having points deducted for getting booted from the server, than they are just not receiving points when people quit.
 

DR2K

Banned
"It's totally cool that you're selling me a $60 game in pieces. I mean, even if you sell me a disc that generates nothing but a 'Coming Soon!' message on it, I explicitly trust that my $60 (plus tax) will inevitably be well-spent."

I don't give a shit what's in the pipeline. It's content that, in many other cases, has been assured on Day One for nearly 25 years... but now, because Street Fighter, it's okay to deliver this pipeline content in bits and chunks later? Heck no. Not in my view. Not when other publishers and development teams can deliver immediately feature-rich releases from Day One, such as what WBIE and Netherrealm just did a year ago.

In my eyes, this sets a shitty precedent. I will not now, nor ever, support a publisher that does stuff like this. Others will, and that's their right, but I absolutely refuse.

So you're not buying a game on principal?

NRS didn't deliver a good(I thought it was decent depending on the person playing) online component. They sacrificed netcode for superfluous modes. Their PC version is essentially broken and abandoned. Not sure what revisionist history is going on when NRS is being lauded for their efforts. They fucked up in their own ways.
 
As I just posted in the OT, they need to fix that for sure, but have to get the servers stabilized first. People would be even more pissed if they were having points deducted for getting booted from the server, than they are just not receiving points when people quit.

Yeah i agree with this 100%. Delay/forget about adding SP in the near future. Those customer base is gone already capcom ain't getting them back, instead work on improving online right now to hold the current base of players they retained/have. Online needs lots of fixing ASAP.
 

ethomaz

Banned
Street Fighter Alpha 3 was released on multiple consoles, dating back to the PlayStation version in the Spring of 1999. It offered a World Tour Mode, which had RPG elements as you built characters through experience and powerups.

That's the best example.
Nice one and possible the unique example.
 
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Deleted member 752119

Unconfirmed Member
Yeah i agree with this 100%. Delay/forget about adding SP in the near future. Those customer base is gone already capcom ain't getting them back, instead work on improving online right now to hold the current base of players they retained/have. Online needs lots of fixing ASAP.

I doubt there's any need to delay anything. I can't imagine the people working on trials/challenges, story mode, getting an arcade mode put together asap after the backlash are the same people who work on optimizing the servers, netcode etc.

I imagine things will be much better after this weekend. The first week or so of most big online games just end up struggling with server issues. They just can't do big enough betas to handle the load they get come release.
 
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Deleted member 59090

Unconfirmed Member
What is it with people and this unquenchable thirst for games on day1? If what they offer doesn't satisfy you don't buy it. It's a reasonable thing to do. Why would anyone get angry over it is beyond me.
 

ethomaz

Banned
Hope they do something about quitters in rank very soon.
I don't like to get disconnected and lost points.
It is unfair.
I don't know a good way to fix that to be fair.

There is no way to know if you got legit disconnected or was just cheating.

PS. I guess I prefer a system where I report the cheating dude and if more people do the same Capcom ban him.
 

NeoFaff

Member
There are hundreds of games with "theoretically limitless depth and longevity in vs. multiplayer". Out of those, the ones lacking content were criticised. What makes SF5 different?
 

Petrae

Member
So you're not buying a game on principal?

NRS didn't deliver a good(I thought it was decent depending on the person playing) online component. They sacrificed netcode for superfluous modes. Their PC version is essentially broken and abandoned. Not sure what revisionist history is going on when NRS is being lauded for their efforts. They fucked up in their own ways.

Yup. I refuse to buy certain games and hardware on principle. Rejected Fez because I think Phil Fish is terrible. Refused to replace my 3DS because I think Nintendo is cheaping out on AC adapters. And now, I'll be taking a permanent pass on Street Fighter V because I firmly believe that Capcom's decision-making and priority set for the game is terrible. I will neither support nor reward entities that put forth, in my eyes, bad impressions or precedents.

It is more than fair to call out NRS/WBIE on its shitty PC version of Mortal Kombat. As a console player who plays offline and solo-only, while I recognize this criticism, I also see the effort that went into the game as a package; significant single-player modes and multiplayer functionality were in the game on Day One, with the promise of future content to build upon that core offering. Capcom, on the other hand, is only promising significant solo content months after the initial release. This sets a poor precedent in that expected initial chunks of a game may no longer be required at launch and are instead considered expansions. It's not a precedent that I wish to see followed by other publishers.
 

OmegaDL50

Member
So you're not buying a game on principal?

NRS didn't deliver a good(I thought it was decent depending on the person playing) online component. They sacrificed netcode for superfluous modes. Their PC version is essentially broken and abandoned. Not sure what revisionist history is going on when NRS is being lauded for their efforts. They fucked up in their own ways.

You are implying that the netcode developers are doing the same as the staff focused on the gameplay mechanics. This is akin to saying a story writer takes away from the gameplay programmers.

Different people do different things in a development studio.
 

gelf

Member
I mostly agree, depending on how you define casuals. I'd break the fighting game market down into 4 groups.

1. People who aren't really into the genre but occasionally by something like MK9 or MKX because the story mode, art style, gore etc. drew them in.

That crowd mostly wasn't coming to SF period. The SF franchise art style, characters, story/lore just doesn't have the allure that MK does--at least in the west, and especially the US.

2. Casual fighting game fans who aren't much interested in online play, but like playing story mode, arcade mode, vs. cpu and occasionally playing locally or online with real life friends.

The launch has probably hurt SFV some with that crowd. But it's probably not major. The informed will just wait until the modes they want are out, and Capcom already got a purchase from those who were uninformed. Losing future DLC sales is moslty moot as this crowd generally doesn't stick with a game long term anyway, or play it enough to buy paid DLC.

3. People that play primarily for local and/or online vs. matches, but doesn't care at ton about getting great, entering tournaments etc. A lot of this crowd also likes having Arcade mode etc. to get more practice in, so the launch hurts a tad here--but leas than with group 2 above. This group is more informed, so those that want those modes before buying waited. And a lot are fine buying now and jumping right into the online while waiting for the other modes.

This is the most important group as it's the largest of the four that will stick with the game longer term and buy the most DLC over coming years. Thus they're the real key to the game as service approach.

4. The more hardcore FGC--ranging from those trying seriously to be good online, to those entering local tournaments, to those trying to make it pro, to the best pros. The launch doesn't hurt them at all as they only care about vs. mode and training mode. The only downer is the servers being flakey, but that's unfortunately the norm the first week or two of big online games this gen, and probably made worse by this being a free PS+ weekend.

This group probably won't buy as much DLC as group 3 as they'll play more, and win more, and be able to get most content just from fight money.


So overall, I don't think this launch will hurt the game long term very much. That doesn't excuse lacking basics like Arcade Mode etc., nor change the fact that people who hate these unofficial Early Access type releases are going to hate it. That's just down to the person on what they think of the approach. But long term, I think it will be fine as I don't think many people in groups 3 and 4 are pissed, that plenty in group 2 will just buy the game down the road, or keep playing as content comes out now despite being pissed now. And group 1 is irrelevant for this franchise.

Capcom has really muddled their marketing with all the talk of being more accessible to casuals, talking to much about the cinematic story mode etc. I honeslty wonder if Sony pressured them to put in story mode etc. given the success of MKX.

That's just not SF's strength. The main market is in the west, and these Asian marital arts anime-infused characters and plot just don't have the appeal that MKs ultra violent fantasy setting has to those that want to play a fighting game for story mode.

If they hadn't put development resources into that story mode, maybe they could have released SFV with arcade mode, challenges/trials, survival, vs. CPU etc. just like they did SFIV. And then they wouldn't have drawn ire from many at all in groups 2-4, and could just state that's their focus and that SF isn't about story.

I probably belong to group 2 in that list and maybe spent a short time belonging to group 3 (I'm group 3 for Virtua Fighter which probably indicates my low interest in story in fighters). The concern for me was mostly the missing arcade mode equlivant, a mode that wasn't mentioned in any of the roadmap. I held some hope the the story mode in the game right now would just be an arcade mode by another name with the Bengus art replacing those opening and ending movies in SFIV but it was far from that.

This backlash seems to have made Capcom consider adding an arcade mode and once they have a competent one in the package I'll almost certainly buy it. The concern for me and some others was that it was never coming and all we were going to get was this vague cinematic story mode that we don't know the form of yet other then reports it takes about 2 hours to beat.
 
I will be interested to hear how well the game sells for Capcom. I havent bought it yet, due to reports of missing content and poor servers. If Capcom can fix that stuff, I'll get it eventually.
 
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Deleted member 752119

Unconfirmed Member
I probably belong to group 2 in that list and maybe spent a short time belonging to group 3 (I'm group 3 for Virtua Fighter which probably indicates my low interest in story in fighters). The concern for me was mostly the missing arcade mode equlivant, a mode that wasn't mentioned in any of the roadmap. I held some hope the the story mode in the game right now would just be an arcade mode by another name with the Bengus art replacing those opening and ending movies in SFIV but it was far from that.

This backlash seems to have made Capcom consider adding an arcade mode and once they have a competent one in the package I'll almost certainly buy it. The concern for me and some others was that it was never coming and all we were going to get was this vague cinematic story mode that we don't know the form of yet other then reports it takes about 2 hours to beat.

Yep, that's the big missing feature they screwed up. Whey they didn't do as you say and have the story mode be typical arcade mode with that art at the beginning and end is just baffling. It really hurts them with group 2 in my list. And it's something that would have been trivial in terms of cost to add. Just pad in fights in addition to the character specific ones and have everyone end by fighting Bison.

But it sounds like they're adding an arcade mode as soon as they can, so at least the backlash helped on that front.
 
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Deleted member 752119

Unconfirmed Member
You are implying that the netcode developers are doing the same as the staff focused on the gameplay mechanics. This is akin to saying a story writer takes away from the gameplay programmers.

Different people do different things in a development studio.

For sure. But it's idiciative that they prioritized budget and resources to single player first, and online/netcode second. Or at least I hope they did or else they got ripped off for whoever they paid to do the netcode for MKX--especially since they had to spend more to redo it for the new rollback version currently in beta.
 
Indeed it is; however, the challenge was to name *any* SF game in the last 25 years to have more than just an Arcade Mode. All I needed was one. :)

And I'm right there with you: I still play World Tour Mode, myself. It's a really enjoyable way to play Alpha 3 solo, and I can build my characters in any way I want through multiple playthroughs.

Yeah, I would argue World Tour was/is one of the best singleplayer modes in any fighter. It's great being able to play the old SF games on my vita. Now, if pocket fighter would work and I could get a version of puzzle fighter on my vita, I would be super happy.
 
I don't see how that is at all relevant. I'm more than sure Capcom doesn't care if we stick around as long as they get our $60.

Remember, they're running a business here. Part of running that business is offering a product that people want to buy. Not just professionals, but casuals too.

It matters when their entire plan is to get people that are going to stick around for the entire lifecycle of the game and support it for years to come, as there's only one disc. I imagine they plan to make just as much off of characters and DLC as they do from day 1 sales.

This entire kerfuffle kind of baffles me, to be honest. Everything anyone complaining about will eventually be coming, in addition to being able to buy DLC that would otherwise be locked exclusively behind a paywall with in game currency. All you have to do was wait. The cry comes back, it should have shipped with everything I wanted on Day 1, and then the argument changes focus.

Basically, what everyone upset about this is saying they would rather have had the same game, with the same amount of content it's eventually going to get, delayed until march or september, depending on what you're caring about in particular. Then people like me go "Well, but I wanted it now, and I don't care about any of that stuff. Why not you just wait, and I can get it early to play the game" people seem to flip out and start arguing about the game being dastardly on principle or something. Just wait. Literally just wait one month. Is that really such an absurd thing to ask of people?

As for those who bought the game and can't return it, and feel blindsided by the lack of singleplayer modes, I can't get behind the argument that because the features have been standard for years, you can expect them in game without doing any research on the game at all. This isn't just about Street Fighter, but it's something I don't understand. Don't pre-order games you don't follow. Don't pre-order games you aren't completely sure about. Hell, just wait a single day and look at reviews and online buzz. You could have waited LESS than a day, you could have waited 5 hours and gone into a store and bought the game in the mid afternoon and you'd have been free and clear. I'm totally baffled at the intersection of people that care about a game so much that they need to pre-order it or buy it outright because they're so excited and can't wait for reviews, and haven't been following the game at all, in any form, and don't even know the most basic features the game'll ship with, or that it'll be updated with later.

As someone pointed out before, this approach means that your 60 dollar disc today, will be getting it's balance updates for free forever, multiple modes over time, and the ability to buy DLC characters with fight money over time. If you actually play the game for several years, it will be cheaper by far in the long run.

But instead I guess everyone would have rather the game be delayed half a year for everyone so that the people who just want to play arcade mode feel cater'd to.
 

ethomaz

Banned
I will be interested to hear how well the game sells for Capcom. I havent bought it yet, due to reports of missing content and poor servers. If Capcom can fix that stuff, I'll get it eventually.
First report of sales will be out this Monday... let's see how it compares with SFIV launch.
 

Mik317

Member
There are hundreds of games with "theoretically limitless depth and longevity in vs. multiplayer". Out of those, the ones lacking content were criticised. What makes SF5 different?

the fact that the content is coming is the main difference. Coming soon even. And just because people complained before doesn't make it okay for the majority of those games either. People need to start evaluating what is the right value for their money instead of expecting there to be a standard.

Not all games are created equally nor do every game have the same focus. MKX is a great package...but it was created under different circumstances and different ideals. Just because it is a fighting game doesn't make it a standard every game HAS to reach. MKX was created to give people everyday sans characters day 1. SFV was not. It was created to be a platform that constantly updates. Is it bare as fuck day 1? hell yeah. Does that suck? It can for many. I don't think any one would argue otherwise but thats because the rollout is different. This idea that if I pay 60 bucks I am required to get the same value out of it as I did with another game is bunk. Whats valuable to you is not a standard for everyone, nor is it a standard everyone must reach IMO. Your value is YOUR value, which means you have to make a choice on whether or not to buy it or not. This does not absolve Capcom of their poor choices. This does not mean you can't complain. This does not mean you cant be let down. I just think people need to have some perspective beyond "I'm not happy with this". That doesn't make you a appologist or whatever the fuck is being thrown around. You can still be unhappy and wish they;d do it different w/o being as hyperbolic.
 

Pompadour

Member
First report of sales will be out this Monday... let's see how it compares with SFIV launch.

If SFV launched with no issues and all the content they have on the roadmap for 2016 even then it's sales wouldn't compare to SFIV's launch sales. SFIV's launch was huge.
 
It matters when their entire plan is to get people that are going to stick around for the entire lifecycle of the game and support it for years to come, as there's only one disc. I imagine they plan to make just as much off of characters and DLC as they do from day 1 sales.

This entire kerfuffle kind of baffles me, to be honest. Everything anyone complaining about will eventually be coming, in addition to being able to buy DLC that would otherwise be locked exclusively behind a paywall with in game currency. All you have to do was wait. The cry comes back, it should have shipped with everything I wanted on Day 1, and then the argument changes focus.

Basically, what everyone upset about this is saying they would rather have had the same game, with the same amount of content it's eventually going to get, delayed until march or september, depending on what you're caring about in particular. Then people like me go "Well, but I wanted it now, and I don't care about any of that stuff. Why not you just wait, and I can get it early to play the game" people seem to flip out and start arguing about the game being dastardly on principle or something. Just wait. Literally just wait one month. Is that really such an absurd thing to ask of people?

As for those who bought the game and can't return it, and feel blindsided by the lack of singleplayer modes, I can't get behind the argument that because the features have been standard for years, you can expect them in game without doing any research on the game at all. This isn't just about Street Fighter, but it's something I don't understand. Don't pre-order games you don't follow. Don't pre-order games you aren't completely sure about. Hell, just wait a single day and look at reviews and online buzz. You could have waited LESS than a day, you could have waited 5 hours and gone into a store and bought the game in the mid afternoon and you'd have been free and clear. I'm totally baffled at the intersection of people that care about a game so much that they need to pre-order it or buy it outright because they're so excited and can't wait reviews, and haven't been following the game at all, in any form, and don't even know the most basic features the game'll ship with, or that it'll be updated with later.

As someone pointed out before, this approach means that your 60 dollar disc today, will be getting it's balance updates for free forever, multiple modes over time, and the ability to buy DLC characters with fight money over time. If you actually play the game for several years, it will be cheaper by far in the long run.

But instead I guess everyone would have rather the game be delayed half a year for everyone so that the people who just want to play arcade mode feel cater'd to.

So much heat gotdamn
gary-patterson-sweat-wipe.gif
 

Papacheeks

Banned
I think it's pretty hypocritical that people are shaming Street fighter, when Titanfall released with very little content and charged for DLC up until, the end of 2014.

Respawn concentrated on what matters online matches, servers, and keeping the content flowing as it progressed. But they charged you 59.99 for couple modes, and basically you could unlock everything in 1-2 regens.

Yet here we are with people all over metacritic, journalists ripping this game appart, yet when titanfall came out it was all" fuck yes, greatest thing ever".

Wish journalist, and video game personalities were more consistent.
 

KingV

Member
The lack of single player content in Street Fighter V feels even bigger considering NetherRealm is out there putting out 2D fighters that are absolutely loaded with single player stuff. I know the online/multiplayer component of Street Fighter is the peanut butter and jelly of the franchise now, but man, no arcade mode and a barren single player story mode is kinda bad.

There are a lot of people that don't really play vs. in fighting games. I have a friend who loves Mortal Kombat, but never plays online. He beats the story, he beats arcade mode with every character, buys all the DLC, and unlocks all the stuff in the krypt by playing ladder or whatever.

I'll go to his house and we just take turns playing against the CPU, and trying to get all the various brutalities and fatalities for each character.

I like VS, but he doesn't.
 

cj_iwakura

Member
I will be interested to hear how well the game sells for Capcom. I havent bought it yet, due to reports of missing content and poor servers. If Capcom can fix that stuff, I'll get it eventually.

They're making the biggest mistake you can possibly make with a competitive game: ignoring the casual market. That's the thing that SFIV got right. It was deep for competitors, fun for casuals, and had SP content to back it up. It wasn't a ton like an ArcSys fighter, but every character had a unique story mode(with rival battles) and specific challenge modes. Far, far more effort than this.

You can try to say that the game is fine without all that content, but there is absolutely no harm in a backlash forcing Capcom to include it as well. They need to be criticized, not defended.
 

Tain

Member
I find SF5, in its current state, to be worth it for me. I look at what they're asking, I look at what they're offering, and I decided it was acceptable.

I'm glad there are people that are more interested in the other modes are vocal about it. It's stuff that I want, but not to the point where I'll skip some fun nights of local/online versus over.
 

TheYanger

Member
I think it's pretty hypocritical that people are shaming Street fighter, when Titanfall released with very little content and charged for DLC up until, the end of 2014.

Respawn concentrated on what matters online matches, servers, and keeping the content flowing as it progressed. But they charged you 59.99 for couple modes, and basically you could unlock everything in 1-2 regens.

Yet here we are with people all over metacritic, journalists ripping this game appart, yet when titanfall came out it was all" fuck yes, greatest thing ever".

Wish journalist, and video game personalities were more consistent.

Titanfall got all kinds of savaging for not having a single player campaign. It's also a new IP with no real expectations, however. Not having an arcade mode, the PRIMARY mode for a larger part of the audience than those that play online I would wager, in a series that has always had it, is a bit different. What's so hard to understand.
 

cordy

Banned
I think it's pretty hypocritical that people are shaming Street fighter, when Titanfall released with very little content and charged for DLC up until, the end of 2014.

Respawn concentrated on what matters online matches, servers, and keeping the content flowing as it progressed. But they charged you 59.99 for couple modes, and basically you could unlock everything in 1-2 regens.

Yet here we are with people all over metacritic, journalists ripping this game appart, yet when titanfall came out it was all" fuck yes, greatest thing ever".

Wish journalist, and video game personalities were more consistent.

I'm not sure what you're talking about because from what I remember Titanfall was shat on everywhere and still is to this day.
 

dangeraaron10

Unconfirmed Member
What do you think? Think the backlash is disproportionate?More here: http://www.gamesradar.com/street-fi...-value-quantity-over-quality/?tag=grsocial-20

What the hell?

These titles are cringeworthy. It's like the writer is making PR debacles and people being upset with a product akin to a natural disaster and is placing blame on the gamers. And I hope to the gods above this person isn't saying the Konami "Rage Fever" is unfounded. Considering after watching from afar, nothing good is coming out of Konami and the online vitriol is its just dessert. That irks me far more than SFV (which is seeming to be like half the discussion on GAF now. I still find it morbidly fascinating however, my stance remains "No Blanka, No Buy" to this day).
 
I can't get behind the argument that because the features have been standard for years, you can expect them in game without doing any research on the game at all.
Sure you can when they're basic ass features like versus cpu, which isnt even on the road map that youre telling people to wait for. But don't let that stop you from your ranting about people not being patient and not researching and blaming the consumer because you're happy with what you got.
 

Papacheeks

Banned
I'm not sure what you're talking about because from what I remember Titanfall was shat on everywhere and still is to this day.

No it really wasn't. Go look at all the reviews and all the press it got. It got a 86 on meta critic.

And no , no one was really making as big of a deal as they are with street fighter. It's like people don't understand how this game was created, and that it's trying something new and that all the dlc pretty much can be obtained without paying actual money.

Titanfall to me was more heinous.
 
It matters when their entire plan is to get people that are going to stick around for the entire lifecycle of the game and support it for years to come, as there's only one disc. I imagine they plan to make just as much off of characters and DLC as they do from day 1 sales.

This entire kerfuffle kind of baffles me, to be honest. Everything anyone complaining about will eventually be coming, in addition to being able to buy DLC that would otherwise be locked exclusively behind a paywall with in game currency. All you have to do was wait. The cry comes back, it should have shipped with everything I wanted on Day 1, and then the argument changes focus.

Basically, what everyone upset about this is saying they would rather have had the same game, with the same amount of content it's eventually going to get, delayed until march or september, depending on what you're caring about in particular. Then people like me go "Well, but I wanted it now, and I don't care about any of that stuff. Why not you just wait, and I can get it early to play the game" people seem to flip out and start arguing about the game being dastardly on principle or something. Just wait. Literally just wait one month. Is that really such an absurd thing to ask of people?

As for those who bought the game and can't return it, and feel blindsided by the lack of singleplayer modes, I can't get behind the argument that because the features have been standard for years, you can expect them in game without doing any research on the game at all. This isn't just about Street Fighter, but it's something I don't understand. Don't pre-order games you don't follow. Don't pre-order games you aren't completely sure about. Hell, just wait a single day and look at reviews and online buzz. You could have waited LESS than a day, you could have waited 5 hours and gone into a store and bought the game in the mid afternoon and you'd have been free and clear. I'm totally baffled at the intersection of people that care about a game so much that they need to pre-order it or buy it outright because they're so excited and can't wait for reviews, and haven't been following the game at all, in any form, and don't even know the most basic features the game'll ship with, or that it'll be updated with later.

As someone pointed out before, this approach means that your 60 dollar disc today, will be getting it's balance updates for free forever, multiple modes over time, and the ability to buy DLC characters with fight money over time. If you actually play the game for several years, it will be cheaper by far in the long run.

But instead I guess everyone would have rather the game be delayed half a year for everyone so that the people who just want to play arcade mode feel cater'd to.
These are my thoughts pretty much. I guess you could argue that the negative reaction is good in a way, since going by Ono's Twitter I bet we get arcade mode now when we might not have otherwise. But even once it comes out I wouldn't be surprised to see a lot of "too little, too late" and "still not worth $60" or whatever posts.
 

EDarkness

Member
Or we value both and the absence of either one can't and shouldn't be ignored.

Well said. I wonder when we'll get to a point where a competitive or multiplayer only game can be released at full price and people won't get upset with the lack of single player content? As someone who is looking in from the outside, that's how it appears to me.
 

ethomaz

Banned
If SFV launched with no issues and all the content they have on the roadmap for 2016 even then it's sales wouldn't compare to SFIV's launch sales. SFIV's launch was huge.
Do you believe SFV on PS4 won't beat at least SFIV launch on PS3?

I'm removing PC because we won't get PC retail data in UK.
 
I think it's pretty hypocritical that people are shaming Street fighter, when Titanfall released with very little content and charged for DLC up until, the end of 2014.

Respawn concentrated on what matters online matches, servers, and keeping the content flowing as it progressed. But they charged you 59.99 for couple modes, and basically you could unlock everything in 1-2 regens.

Yet here we are with people all over metacritic, journalists ripping this game appart, yet when titanfall came out it was all" fuck yes, greatest thing ever".

Wish journalist, and video game personalities were more consistent.

Have any specific posters in mind? I was critical Titanfall when it was released. Specifically for the fact it was online only and didn't offer offline bot mode like other MP focused shooters. (Unreal Tournament, Counter Strike, etc.)
 

TheYanger

Member
Well said. I wonder when we'll get to a point where a competitive or multiplayer only game can be released at full price and people won't get upset with the lack of single player content? As someone who is looking in from the outside, that's how it appears to me.

The problem is when you turn a series that, although it certainly can be competitive and multiplayer (as with Street Fighter), has never been only that, or that at all to many of its audience.

For example people don't bitch that you can't play MMOs offline, and even games like MOBAs have basic vs AI modes for people who want them. They're valuable no matter what kind of 'competitive' game you're making because they reduce the barrier to entry.
 
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