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marketing sfv as esports first worked wonders for it
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# ? Oct 6, 2018 19:33 |
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# ? Apr 26, 2024 15:36 |
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Reiley posted:Smash and Slap City are about their lovable franchise characters, Icons was about performing Tech. I don't know any of the Slap City characters, I just bought it without questioning because Dunkey put up a vid having fun with it, plus it was only like $7. Edit: Fishbunjin is pretty lovable though Zero VGS fucked around with this message at 19:45 on Oct 6, 2018 |
# ? Oct 6, 2018 19:43 |
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I bought Slap City not knowing who the h*ck Ludosity was but now I own like 3 of their games and have been happy with all of them. Advertising works!
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# ? Oct 6, 2018 19:48 |
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dragon enthusiast posted:marketing sfv as esports first worked wonders for it I mean, you need to make a good game before anything else. That being said, there's lots of factors that go into a success, only so many of which you can control. I think SFV hosed up in a couple ways but you might say the esports part is one of the parts they got right, in that it's still the marquee game for a lot of majors. Obviously it's more nuanced than that but I don't think you can say esports isn't important for games like SF, Tekken, etc.
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# ? Oct 6, 2018 20:07 |
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dragon enthusiast posted:marketing sfv as esports first worked wonders for it it's arguably the only reason why the game didn't immediately die
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# ? Oct 6, 2018 20:48 |
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LORD OF BOOTY posted:it's arguably the only reason why the game didn't immediately die to expand on this, id guess that more specifically, cpt is the reason why it didn't die. mvci had a similar push for eSports but without a follow through as big as cpt. the game was pretty much totally dead after battle for the stones for sfv, the eSports focus (no single player) with cpt supported by capcom was poison to casuals. people wrote a lot of words about how the game wasn't for them because they were too bad on sfvs release
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# ? Oct 6, 2018 21:04 |
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LORD OF BOOTY posted:it's arguably the only reason why the game didn't immediately die you shouldn't confuse this with sfv being a success because of esports, remember capcom thinking the game would do 2mil within six months and instead it taking like two years to reach that point? sfv being esports-first informed every decision in its development from the funding model to the premature content-barren launch to the design of vtrigger. how much of sfv's continued presence at majors is a function of its pedigree and history and how much of it is because of anything the game legit did right?
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# ? Oct 6, 2018 21:05 |
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dragon enthusiast posted:you shouldn't confuse this with sfv being a success because of esports, remember capcom thinking the game would do 2mil within six months and instead it taking like two years to reach that point? It's a function of there still being money in it...I can't imagine that the people who compete in it enjoy the game
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# ? Oct 6, 2018 21:07 |
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I know people who legitimately enjoy playing SFV
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# ? Oct 6, 2018 21:11 |
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people also legitimately enjoy sticking candles up their peehole
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# ? Oct 6, 2018 21:25 |
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dragon enthusiast posted:you shouldn't confuse this with sfv being a success because of esports, remember capcom thinking the game would do 2mil within six months and instead it taking like two years to reach that point? I'm mostly just saying that, without the esports push and with all other things equal, nobody would be playing or talking about SFV, it would have probably never gotten any DLC, honestly even stuff like adding arcade mode would have never happened
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# ? Oct 6, 2018 21:29 |
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Street Fighter V didn't have to establish itself as an IP AND be successful on top of that, though. It's easier to take a more narrow focus when you can assume people will already know who you are and what you're about generally.
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# ? Oct 6, 2018 21:38 |
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mutata posted:Street Fighter V didn't have to establish itself as an IP AND be successful on top of that, though. It's easier to take a more narrow focus when you can assume people will already know who you are and what you're about generally. That's my basic point. If you are a startup like Icons, expending time, money, and effort on esports is a waste. What esports gets you is exposure and hype but it's an extremely expensive way to get those things. Not to mention the possibility for it to completely backfire and make your game look worse. Traditional marketing is going to get you a lot more bang for your buck at first. Esports is much more suited to established games where you are jockeying for market share against the other big games. It's a really powerful form of marketing once there is a stable tournament scene to support it because the feedback loop of "wow I saw this hype thing in a top 8 and now I'm going to go practice it myself" is very compelling. Not to mention the possibility of going from a casual player->pro, which is extremely unlikely but that doesn't reduce the pull effect it has on consumers. Just to qualify this a bit, it's fine (and probably even a good idea) to have stuff like pre-release tournaments etc. What I'm talking about is basically going "esports esports esports" and having it be your whole raison d'etre and trying to create and support an esports scene from day one. It's just way too expensive to be sustainable for a small game and the payoff is way too uncertain. AttackBacon fucked around with this message at 21:53 on Oct 6, 2018 |
# ? Oct 6, 2018 21:50 |
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if a game isnt fun to at least one major audience and doesnt hold magic then its not gonna sustain as an esport unless theres a lot of money artificially pumped into it and even then... lol
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# ? Oct 6, 2018 21:50 |
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AttackBacon posted:That's my basic point. If you are a startup like Icons, expending time, money, and effort on esports is a waste. What esports gets you is exposure and hype but it's an extremely expensive way to get those things. Not to mention the possibility for it to completely backfire and make your game look worse. Traditional marketing is going to get you a lot more bang for your buck at first. Esports is much more suited to established games where you are jockeying for market share against the other big games. It's a really powerful form of marketing once there is a stable tournament scene to support it because the feedback loop of "wow I saw this hype thing in a top 8 and now I'm going to go practice it myself" is very compelling. Not to mention the possibility of going from a casual player->pro, which is extremely unlikely but that doesn't reduce the pull effect it has on consumers. I should note, I'm not actually disagreeing with this so much as I'm pointing out the other side of it esports are a dumb, dumb idea for an indie to focus on unless the demand is already there and visible. but for a company like Capcom, esports are basically how they're able to weather it when they totally gently caress the dog on a game. without esports, SFV might have straight up killed SF, but because of esports it's still sputtering along and will probably be followed up by a SF6 that may or may not fix its issues. e: I'd sum it up as, it's an insanely good idea if you have the influence and financial muscle to basically force the issue, and an insanely bad idea if you don't
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# ? Oct 6, 2018 22:02 |
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nrs knows how to appeal to all their bases and pump money into a scene. why is it mainly nrs getting this so right so many times?
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# ? Oct 6, 2018 22:06 |
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thank god for esports keeping terrible games on life support
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# ? Oct 6, 2018 22:07 |
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isn't it funny that SFV was designed for esports but SFIV is 10x more fun to watch. I've never seen anything remotely exciting happen in a SFV match. probably because it resets to neutral too easily, and they probably made it that way to make it more "competitive" and "fair" for esports.
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# ? Oct 6, 2018 22:14 |
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Zand posted:nrs knows how to appeal to all their bases and pump money into a scene. why is it mainly nrs getting this so right so many times? The US vs. Japan probably
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# ? Oct 6, 2018 22:24 |
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Zand posted:nrs knows how to appeal to all their bases and pump money into a scene. why is it mainly nrs getting this so right so many times? Ed Boon and company have years of experience doing this sort of deal, whether at Midway or at Williams
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# ? Oct 6, 2018 22:27 |
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Zand posted:nrs knows how to appeal to all their bases and pump money into a scene. why is it mainly nrs getting this so right so many times? The competitive scene for NRS games dries up much faster than other titles though. Inj 2 and MKX are completely dead, but I don't think NRS is too sad about it because both sold really loving well. Still, they haven't been able to make a game stay relevant for more than a year or two.
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# ? Oct 6, 2018 22:30 |
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MKX had a lot of problems because it had really lovely defense. You can jump in for free in that game so no one liked it Then they made IJ2 which is the most defensive game where every jump is a huge commitment and no one likes it
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# ? Oct 6, 2018 22:46 |
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Zand posted:nrs knows how to appeal to all their bases and pump money into a scene. why is it mainly nrs getting this so right so many times? it's also surprising that they accomplish that while also crafting a ridiculously large single player experience. they know how to attack with both prongs which is why the last 2 games sold crazy well
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# ? Oct 6, 2018 23:09 |
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DLC Inc posted:it's also surprising that they accomplish that while also crafting a ridiculously large single player experience. they know how to attack with both prongs which is why the last 2 games sold crazy well its because A) they have a brand B) they actually invest in their games. they cost more to make but they get larger returns because of that effort!!! C) their release cycles arent release a game, then every feels fatigued already because they associate the brand with immediate irrelevancy due to a new "version" of the game coming out a year later (or in some cases, less) also no matter how mediocre their writing is, they at least can write well enough that the entire story feels like a comic book mess instead of outright incomprehensibility Double Bill posted:The competitive scene for NRS games dries up much faster than other titles though. Inj 2 and MKX are completely dead, but I don't think NRS is too sad about it because both sold really loving well. Still, they haven't been able to make a game stay relevant for more than a year or two. yeah unfortunately they still make games that are kinda janky and are more spectacle than embody basic elements of fun. they're not even bad competitive games... just kind of, ehh? anime was right fucked around with this message at 23:19 on Oct 6, 2018 |
# ? Oct 6, 2018 23:16 |
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anime was right posted:its because gotta say it was a fortunate cycle to swap between Injustice/MK for the last 4 games. The games eventually fizzle out but when you're tired of one you get the other in 2 years.
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# ? Oct 6, 2018 23:19 |
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DLC Inc posted:gotta say it was a fortunate cycle to swap between Injustice/MK for the last 4 games. The games eventually fizzle out but when you're tired of one you get the other in 2 years. yes, and they release actual sequels
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# ? Oct 6, 2018 23:21 |
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What makes Melee impenetrable is the triangle of brand/gameplay/legacy. The only thing that the dime-a-dozen Smash clones can even attempt to provide is gameplay, and that alone can't sustain a franchise pretending to be AAA/III slap city instead decided to go with none of the three and just make the jank work for them and surprise it's actually pretty fun
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# ? Oct 6, 2018 23:42 |
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slap city has legit really good gameplay though it's just not taking itself too seriously which means casuals can enjoy it
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# ? Oct 6, 2018 23:44 |
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What is NRS up to anyway, they have been pretty quiet this year
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# ? Oct 6, 2018 23:58 |
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congrats yall convinced me to buy slap city
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# ? Oct 7, 2018 00:09 |
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anime was right posted:congrats yall convinced me to buy slap city Roll up your shirt and jeanshorts and partake in the greatest death sport Slap a bestie on their face so pretty welcome to Slap City Put on your finest speedos knock some sense into all these weirdos Crush a Ruby without remorse or pity welcome to Slap City
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# ? Oct 7, 2018 00:12 |
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CharlieFoxtrot posted:What is NRS up to anyway, they have been pretty quiet this year Everyone's figured they're makin MK11, would make sense.
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# ? Oct 7, 2018 00:49 |
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I'll never play Slap City because I'm an aesthetics elitist and it's way too jank for me to enjoy but it makes me happy that they've apparently been able to make a smash clone actually succeed. DLC Inc posted:it's also surprising that they accomplish that while also crafting a ridiculously large single player experience. they know how to attack with both prongs which is why the last 2 games sold crazy well This is the secret right here. Single player content drives sales for fighting games WAY more than people realize. Most fighting games are simply too difficult for the average person to actually be able to enjoy online multiplayer. A robust single player experience is a huge draw for a fighting game and people get real mad if you skimp on it. I think SCVI is going to knock it out of the park because of this, in addition to the game just being fun as hell to play and to watch.
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# ? Oct 7, 2018 00:51 |
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anime was right posted:congrats yall convinced me to buy slap city I've played it like twice and it's pretty fun
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# ? Oct 7, 2018 02:53 |
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Double Bill posted:The competitive scene for NRS games dries up much faster than other titles though. Inj 2 and MKX are completely dead, but I don't think NRS is too sad about it because both sold really loving well. Still, they haven't been able to make a game stay relevant for more than a year or two. Part of that is because they adopted a very predictable update/sequel pattern that people cottoned onto pretty quickly - it was easy to figure out when patches would and wouldn't happen and when the new game was coming, so many longtime players are almost conditioned to wind up and down in relation to those rollouts. It's also happening because NRS games have been in the wider FGC for long enough that the players aren't afraid to play other games anymore.
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# ? Oct 7, 2018 03:10 |
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CharlieFoxtrot posted:What is NRS up to anyway, they have been pretty quiet this year Supposedly they're working on a non fighting game so we'll see how that goes.
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# ? Oct 7, 2018 03:38 |
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KungFu Grip posted:Supposedly they're working on a non fighting game so we'll see how that goes. ...SHAOLIN MONKS?!
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# ? Oct 7, 2018 03:41 |
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Action-adventure is the rumour, so kinda? It may or may not be a co-production with Rocksteady, the Batman Arkham devs.
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# ? Oct 7, 2018 03:53 |
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Countblanc posted:I bought Slap City not knowing who the h*ck Ludosity was but now I own like 3 of their games and have been happy with all of them. Advertising works! CharlieFoxtrot posted:What is NRS up to anyway, they have been pretty quiet this year CharlieFoxtrot posted:...SHAOLIN MONKS?!
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# ? Oct 7, 2018 04:03 |
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# ? Apr 26, 2024 15:36 |
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anime was right posted:congrats yall convinced me to buy slap city https://www.youtube.com/watch?v=68ouP_ZHe9M Looks jank as hell at first glance, but the developers (unlike EVERY OTHER SMASH CLONE EVER MADE) seem to actually understand fundamental concepts like recovery frames and hitstop...plus the graphical hit effects actually make it easier to follow the gameplay unlike other Smash clones where the effects either don't exist or make the game a mess to watch. Plus it doesn't have loving stupid conditions like being required to hit with a super in order to get kills.
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# ? Oct 7, 2018 05:21 |