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Also, appealing to as wide a market as possible is kind of the point of selling literally anything. All due respect bro, you need to stop being so elitist about this. You are not the sole target audience of Street Fighter. Other gamers exist, and devs are well within their right and reason to want their money just as much as yours. And again, if it turns out the majority of gamers prefer Modern? Then that's all there is to it. Games change. Times change. Embrace it or keep pounding the wall, the result is the same.
Exactly. This game appeals to everyone, and it's designed to be accessible to everyone, but still fair to the old-timers who put in all that work learning complex inputs etc. And it's designed to move units. Like it or not, mass appeal is the entire point of making a AAA game.
I'm sure I'm not the only long-time classic player that prefers modern. It's the best of both worlds. I can still do most of the complex inputs when necessary. For example, I main Blanka, and his command-grab is only available as a fireball motion (f90+attack). You can bet that I use that command grab a lot to mix it up when opp turtles or stands across the screen with drive parry enabled.
Also I use the classic motions for things like heavy forward ball, because that's the only way to do it.
The specials and supers available in modern are weak and only hit in one particular direction. They are not adequate tools to beat anybody who really knows what they're doing, even though I can get the moves out faster.
It's more about reducing the mental tax and the penalty of missing crucial moves, allowing me to feel the character and fight the opponent instead of my game pad.
I can still grab an arcade stick and do every single move with it. I just don't want to. The matches are more exciting and less frustrating with modern, even when I lose. I don't feel like I lost because I dropped a bunch of moves fighting with my stick.
>Doesn't even own more than 5 games
>Doesn't even own the game he's posting in the forum for
>Can't even read
Yep. Sock account and a troll
I don't know what to say. I suggest you inform yourself because the topic is more nuanced than how you present it. You then come back and tell me four times in a row how motion inputs intentionally played some role in milking kids for their money as if I ever denied that.
Like I already mentioned you're arguing against yourself. Traditional fighting games used motion inputs for 30 years, they used them after they moved to home consoles and they kept using them after Smash became a hit. "Inertia"? Get real! Since you love sales numbers then tell me why no dev rushed to turn their IP into a Smash clone if it's so profitable to simplify controls.
Also, you can stop wagging your player counts in my face because IDGAF. If you think they're an indicator of good game design then you should go play Raid Shadow Legends or Floppy Bird or something.
Fear of backlash from the core fanbase, and inertia, like I said. Look at how angry people are that the game is accessible to everyone now, and not only that, but are refusing to use the simplified controls that they claim are overpowered because they're "too cheap". This is clearly an irrational emotional reaction, rather than anything based on reality. Modern is not OP, at all, and it's also very exploitable. I get exploited a lot when I go into ranked, and I have to adapt. I'm not just mashing buttons.
The success of SF6 will DEFINITELY change things in this space. Someone had to be the first major franchise to take that risk. They could have sold a lot of copies by just catering to the in-crowd. But not this many. I think they may get an order of magnitude more sales. And other studios WILL notice. Let's come back to this topic in like 5 years and see what's what.
I haven't played RSL, mainly because I hate the ads. I honestly don't even know what genre of game it is. But Flappy Bird is great game design, and if you don't think so, you're not a game designer. Doesn't appeal to everyone. I've never even played it. But it was clearly influential, super popular, and excellently designed for the new interface at the time: touch screens.
The main point I was making all along is that the complex control scheme is at least partially an artifact of arcades, and didn't need to exist in the first place. And it's only because it existed and persisted that people are mad about this.
I guarantee you that if the original SF games had had 3 attack buttons, simple inputs, and a special button, but now they were trying to introduce 6 button controls and complex inputs, the very same crowd would be complaining about the opposite stuff. They've added too much to the mental stack, this used to be a game where I felt I was one with my character, but now they've gone the same route as blah blah blah game, and it only appeals to FG nerds.
I honestly do not see what nuance you are trying to get me to notice. What is it that I'm missing?
You needed elite skills to be able to play all previous SF games, because of the complexity of the controls. Now you only need elite skills to play at the top levels. That's why this is a good change. Because it allows for mass appeal to the majority of the fanbase and also newcomers, but old-timers can still get as techie as they want with it.
I can't really figure out what point you're even trying to make, unless it's that you think it's actually important for people to spend years perfecting these complex moves to be able to play effectively even in the lower levels of competition. If that's your point, well, I disagree.
I certainly would not have purchased this game if it was just another street fighter. It has 2 killer features that made me insta-purchase it: modern controls (which I got to test drive at my buddy's house) and full crossplay. And I'm enjoying street fighter again, and I don't feel like I need to buy an arcade stick.
I know I'm not the only one in this boat. It's not just newcomers to the franchise that appreciate this change.
Oh.... and PS, it is not just about player counts. It's also about launch sales. I paid full-tilt $60 for this game. Normally I would wait for a sale. Getting that launch money is CRUCIAL. They've made 120 million gross already.
And the main reason I even brought it up is that you said that if complex moves are so bad, why are xxx games popular? Well... you're the one who made an appeal to popularity in the first place. I'm the only one who has provided data on popularity, and so you're trashing my data but not providing any alternate. And now you seem to be pretending you didn't make the popularity argument in the first place.
Is your point is that the game should be designed to be less popular, and appeal only to FG nerds, as what, fan service? Or are you arguing it would be as popular as it is without the modern system?
I will be upset.
It isn't. The point is to appeal to your target audience. If maximizing profits at any cost was the point then Capcom would turn SF into a soulless gacha app.
Why did you even bring money into the discussion?! You got proof showing that Modern and Dynamic controls were responsible for the sales numbers of SF6?
Hahaha. Are you trolling? Appealing to a wider audience literally means that your TARGET audience is bigger and you make more sales, both now, and in the future. And other franchises will definitely take notice, and I'm sure they already are.
Capcom is in the business to make money, not appeal solely to the most hardcore audience. Why do you think they relaxed the input system in SF5? I bet people complained endlessly about that too, now it's too easy to do dragon punch because you can mess up an input and it still comes out. Don't have to be as precise, it's the end of the world. Good grief.
Do you think it's just randomly an instant smash success where SF5 was not? The only differences really are modern inputs, fewer characters, and crossplay. Word of mouth is a big deal in games. To date, SF5 has sold 7 million copies. I bet SF6 beats that total this year. Clearly, they're on to something.
Now I main classic gief but started from modern honda. First time in so many years I enjoy a street fighter game.
Same. I haven't really been into streetfighter since SF4, and I was already seeing that they were moving away from me in SF4, but I got decent enough to beat my buddy sometimes, who's actually good at the game. So by my standards, I was decent. With Blanka. I didn't have time to learn all the characters.
Now I can play literally any character without even looking at the move list, because all the moves are common, and I have experience with most of them from prev games.
I only need to bring up the list when there is a discrepancy, like l3 is triggered in a different direction, or something. Since I know the characters from the previous games, and the moves are almost all the same across all characters, I can pick up a character and start playing them without having to learn or memorize almost anything in advance.
This is HUGE. Not everyone has time to learn all the moves for every character, but also, this helps tremendously in the learning process since you do need to mix-in classic controls to be any good with the characters. E.g. - if the blanka you're playing against never does the command-grab, you should be able to destroy them. And the only way to do it in modern is with F90+Atk.
So it's also a great tutorial mode for the character, if you do want to use the classic controls later, which you need to do because if the M opp you are playing against is not doing any of the special motions, then they're big time handicapped. You should not have trouble beating them.
That spam back sweep.....today's kids need modern controls for that now lol sad
This modern generation is so damn weak its ridiculous..
Glad it is still there in SF6.
And NO, it was not like that back in the day. Back then, what you bought is what you got. Combos and balance were NOT changing until the next version of the game released.