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Market Research


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#1 Mr.Blaub

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Posted 11 August 2005 - 02:15 PM

First of all let me state this: I'll make no attempt to sugar-coat or deny the fact that this is market research. Suffice it to say that we're independent computer game developers who are looking to take a new direction with our company and are somewhat in the dark as to what makes a good fighting game.

We don't really want anything as formal as a filled out questionaire at the end of this thread, we'd just like to be pointed in the correct general direction. Your input will be completely anonymous, and we also value opinions on subjects that might not be covered with our own questions.

So please, help us create a fighting game that you'd like to play.

Here are some questions to kick-start the discussion.

Do you like constant action in a match from start to finish or do you not mind in-game cutscenes which glorify the moves you've pulled off, but at the cost of fluidity?

Would you prefer a game which realistically portrays violence, or would you like to see more far-fetched moves and combos?

Would a relentlessly high level of gore put you off of playing the game?

Would a cheesy plot/story be better than none at all? Would it be better than a decent one for the sake of nostalgia?

Would you favour the inclusion of weapons in the game? If so would you enjoy the game more if you could pick up and drop the weapons, or even disarm your opponent?

Are you tired of the same old button-mashing interfaces that are generally used? Would you feel challenged by a controller layout that was more logically responsive to what you wanted to enact in-game?

Do you like the power struggle feature in some games? Where two players grapple or lock weapons and the person who hits a given button more wins the conflict.

Would you choose a few interactive environments over many non-interactive environments?

If there's anything else you can think of, whether it's a feature you'd like to see in a fighting game or one you'd like us to avoid, please let us know.

Thanks.

#2 bladder

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Posted 11 August 2005 - 02:51 PM

I like fighting games that allow as much environment interaction as possible. Most fighting games have horrible story lines which take away from the value of the game if you ask me. I prefer no story line to a cheesy one. Violence is always good, lots of blood. As for realistic or not, well I like them to be realistic, but also not... Like anime style or something. Movements should be as realistic as possible, but you have to go crazy with spetial effects and fireballs. Also, you have to have a dragon punch in there somewhere, otherwise there's just no point :)

And no I hate that power struggle thing, if I wanted exercise I'd hit the gym.

#3 Methulah

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Posted 12 August 2005 - 07:54 AM

<my 2c>
I agree, realistic movement (eg: no f;ying (unless you are Gun Jack)).

Tekken has a very interesting feature where one can make their own character by combining moves and characteristics.

I would think a proper story is better than no story at all and if you need a story Gamedev.net has a huge board full of people who want to see their (sometimes actually good) story in a game.

Fighting games need fireballs, particle effects etc. They need to have tonnes of gore and need to be stylised.

About the grapple thing - when a player goes to throw another player, the player getting thrown should get to hit a button to get out of the throw, but after that, they get thrown, no cheesy grapple.\

</my 2c>
Django Merope-Synge :: django@white-epsilon.com
Lead Designer/Project Manager - White Epsilon

#4 diejondie

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Posted 27 August 2005 - 07:05 AM

maybe you should be more specific on what theme of type of game you're planning to make. but if you're going where the money goes, then i have no clue on what to say about what i would want in a game with no style or theme.

#5 zavie

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Posted 29 August 2005 - 11:08 AM

In my opinion the best fighting game of ever is definitly Soul Calibur.

The biggest reasons are...
- There is not even a single bug: the collision engine is accurate, there are no visual artifacts, etc.
- It is very easy to learn: keys make sense (horizontal and vertical strikes) so moves result easy to perform even when the player hasn't learnt them.
- It is beautiful: textures, detail, bumpmapping, clothes...

I first disliked all the shiny special effects, but I must admit it both smoothes fast moves, and makes the player "feel" his character pain though there is no blood.

So I you want to develop the next great fighting game, I believe you should at least comply with those three rules. :-)


Edit: typo and conclusion.

#6 Steven Hansen

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Posted 29 August 2005 - 03:34 PM

Depends where you plan on putting the game: video arcade - typical audience is 10 minute teens - just do whatever to keep their attention.

Home systems - I typically despise fighting games on PC. The story is boring, the opponents are repetitive, the environments are kludgy, the controls are a nightmare, and button mashing a keyboard (or one of the sorry excuses for gamepad out there) is a miserable exercise with very little reward.

I'm actually kinda excited about "Rag Doll Kung-Fu" - those guys over at Lionhead are pretty bright, and the concept of rag doll physics adds a new and interesting element to a beat-up genre.

Gore doesn't motivate purchase / non-purchase unless it makes the rating too high for the target audience (and then maybe *everyone* wants it - ugh). My vote would be to leave it mostly out, I hate waiting for my kids to go to bed at night to play games that might "disturb" the younger ones. Not to say I game at the expense of time with my kids... they are great! But sometimes there is a lag (slow day), and I feel obliged to wait til everyone goes to bed to pull out HL2 or DOOM3 or Jade Empire. Remember that the gaming audience has matured. Many will likely have young children, influencing which games they think they have time to play.

#7 Lightyears

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Posted 18 October 2005 - 09:05 AM

I'm new to the forums, so hello everyone!

Mr.Blaub said:

Do you like constant action in a match from start to finish or do you not mind in-game cutscenes which glorify the moves you've pulled off, but at the cost of fluidity?

I tend to prefer constant action. IMO, it's hard to create an in-game cutscene that does not distract from actual gameplay.

Mr.Blaub said:

Would you prefer a game which realistically portrays violence, or would you like to see more far-fetched moves and combos?

It depends on whether the game is intended to be realistic or more cartoonish in terms of graphics.

Mr.Blaub said:

Would a relentlessly high level of gore put you off of playing the game?

Yes, too much blood/gore could bring distraction.

Mr.Blaub said:

Would you choose a few interactive environments over many non-interactive environments?

Yes -- as long as the interactive environments don't grow repetitive from the same music all the time, etc. If you have only a few environments, you should introduce at least a few random elements, such as leaves blowing in the background, different weather, etc.





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