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It's
clear that you're trying to make the game more accessible to more people. How
do you make the fighting genre itself more accessible to people? And so that
they feel more confident about, "Okay, maybe I can actually play
this."
YO: What we've done this time is that we
kind of hit the rewind button and went back to Street Fighter II, because I think we're used to that. That lowers
the hurdle for people who are familiar with Street
Fighter II, but it doesn't necessarily bring new people.
We haven't done anything terribly special.
What we really need to do if we want brand new people playing fighting games,
is we need to simplify things to the point where they no longer have to rely on
looking at the manual.
Perhaps less buttons is the key, or perhaps less special
moves is the key.
Really, we just need to focus on the idea
of reading your opponents' moves. People would understand the fun of that, and
it doesn't require a lot of special moves. It needs some kind of general
simplification to get more people into it at this point.
This
didn't really open the market, but with SNK's Neo Geo Pocket versions of games
like King of Fighters R2, there were
only two buttons, but it was based on length of press. But I wonder if that's
actually more hardcore, because you have to internalize the timing.
YO: I completely agree. When it comes down
to asking people to memorize timing like that, we do kind of get into hardcore
territory, and that's what happened with the focus system in Street Fighter IV.
We deliberately made
it so that the hardcore people can worry about the timing and memorize exactly
how long you need to hold it down for the second or third level attack, whereas
the ordinary folks out there can just hit it and let go -- and they've already
done something, and they don't have to worry about exactly how long they hold
the buttons down.
When it comes to timing and things like that, even if you do
reduce the number of buttons, timing actually makes it more difficult and
hardcore I think, ultimately.
When
I play fighting games, I really like to play them by feeling, because that's
how you really understand how a fighting game is really going to work. I prefer
not to look at the manual, but understand basic tools like, "This is how a
special works. This is how supers work," and then move from that. Street Fighter IV seems like the kind of
game you can play by feeling, using those sorts of tools. What sort of feeling
are you trying to go for with this? It's a very subtle thing, but...
YO: That's a really good philosophical
question. Basically, with Street Fighter
IV, we're going for real simplicity. It's the idea of, "Welcome back
to Street Fighter." We didn't
want to think too deeply philosophically about what kind of feeling we wanted
to get across. With III we sure did.
With III,
we looked at Street Fighter II and
said, "This is what's wrong with this game. Let's fix it." We looked
at the SNK games. "This is what they're doing wrong. Let's fix that. Let's
make it so that you have to do this in this specific way, or you're not going
to be able to win."
We did that with III,
but with IV, we deliberately went for
a simplified kind of way where we avoided that philosophical thing and went for
as simple and appealing as possible.
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It remembers me that when appeared Street Fighter II and MK I tought it to be great, and I played those games, I knew how to do the most simple (but exploitable moves), but when expert players started to show up, I got: Oh man, I have no idea how to play this thing, I will not play anymore.
And in fact I stopped playing those games, with the notable exception of Virtua Fighter series (simple and lovely gameplay!) and Soul Calibur 3 (that people that live with me has, and I play sometimes, it is a good game, simple and not overly complex, altough I avoid playing it when expert players are around...)
Even the MK series got harder and harder to play, in fact I could not ever beat the second character on easy mode on MK2 unless using spammer characters...
The Shaolin Monks MK game, altough it does not look like MK, it was one of the few games from the series that got my attention again.
I hope that it works with Street Fighter IV! A game where I can play, and not get easily beaten by the pros :P (not that I do not get beaten, but do not happen like when I tried to play Guilty Gear with a friend of mine, and he launched me on air and I only landed after being dead...)
I think Street Fighter 4 has a big problem when it comes to animations and it's not only the way the transitions are done. Animations don't match with flying arcs especially when hit. And even pre-packaged ones like Abel's big throw look extremely stiff and wrong.
I will still buy the game and it could end up being the best 2D fighter yet but the animations already bug me.
Then it sounds like you should play an RPG or something that does not require reflexes, timing, or skill.
I mean seriously, my sister beat MKII back during out boring childhood summers. For fun.
I would like say something on the 'SF3 is ahead of its time' comment Ono said in the interview.
I think if 'SF3 is ahead of its time' , then the right time would never come. The problem SF3 had was the plan they use on balancing the game was not that right. The fault was not the parrying system;it is the push this parrying too hard in the first installment. I think it should make it nearly useless at first and push EX special move instead of parrying in the first SF3.EX special move give a easy solution to every character to deal with some problem beginners often face but not easy to solve. Just let parrying be there and leave it alone at first, and put more importance on this after people feel familiar with its existence and basic usage like deflecting projectiles. The lukewarm result SF3 series got also was also caused by many balancing fault in the first installment of SF3.
On SF4, I don't agree that the approach currently used in the game can bring forth a chance for the beginners. Look at the gauges! Life bar, super and Ultra. Hardcore love the maths behind these but beginners killed by these without knowing what happened. This turn-off a lot of amateur.
There is more going on screen with Halo, Final Fantasy and these other "casual" games than Street Fighter IV. The life gauges, Ultras and whatever is not what is going to prove to be a hurdle for casuals; once again it is the gameplay system that will be the real barrier. People keep saying that this is a "rewind to Street Fighter II" but its really only SF2 on the surface.
Ive had 2 months to play this game heavily in the arcade, and I was able to attend some location tests (if thats what you want to call them, GDC and Evolution) here in the states over the past year. So, I have had some time with SFIV and I'll say the gameplay system is much more complicated in IV than it is in SF3: 3s. This is the biggest misconception about SFIV, that it is some sort of dumbed down street fighter for the masses. You all are in for a big surprise.
Look, with parries it was just a tap forward or down. With Street Fighter 4 so much goes into the Focus Attack system most people wont even really know where to begin. To do the most damaging combos you have to utilize then Focus Attack Dash Cancel and I'll say its much more difficult to do something like that compared to a parry into super or something.
With that being said this is a real good interview, I really enjoyed it!