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Posted (edited)

BTW AC+ story mode was written by a different man who's also a DMC series writer (Morihashi Bingo). All Drama CDs, novels, manga and X/XX (aside from AC+)/Overture plot were written by Kaihou Norimitsu.

Edited by Chipp12
Posted
BTW AC+ story mode was written by a different man who's also a DMC series writer (Morihashi Bingo). All Drama CDs, novels, manga and X/XX (aside from AC+)/Overture plot were written by Kaihou Norimitsu.

DMC writer? That explains a lot. That said, "Jester" was an awesomely written character though. Was he responsible for the English Jester?

Posted
I think the only game with 1f FRCs was the original XX.

After #R all of them became helluva easier to do imo

The horrors of XX Axl and 1f FRC BNBs. /shudder.

Posted

So Ishiwatari wasn't responsible for the story past the original GG? Or is he like a good version of George Lucas, who provides cool ideas in raw form and delegates the realization of his ideas to other people?

Edit: And is Kaihou Norimitsu on board for Xrd?

Posted
So Ishiwatari wasn't responsible for the story past the original GG? Or is he like a good version of George Lucas, who provides cool ideas in raw form and delegates the realization of his ideas to other people?

Edit: And is Kaihou Norimitsu on board for Xrd?

He's the director and lead designer/conceptual person, but he himself isn't a writer... that's pretty par for the course with any video game creator and their series (Hideo Kojima, Satoshi Tajiri, etc). None of them actually write the scripts of their series (Kojima might write a bit, but he definitely doesn't write most or all).

So both, actually. Yes, he is "responsible" and he's like GL in that he delegates his ideas out, but he's not the one putting pen to paper for the actual scripts. That's almost never the case in these development situations unless maybe you have a really small indie game/team.

Posted

Its seems F2P fighters are taking root, if DOA5U and the recently announced Tekken Revolution are any indication.

So hypothetically, if the console version of Xrd will be F2P, how will Arc handle it? I didn't keep up with BlazBlue since CS, but I heard that Arc made some questionable economic decisions since then.

Posted
Its seems F2P fighters are taking root, if DOA5U and the recently announced Tekken Revolution are any indication.

So hypothetically, if the console version of Xrd will be F2P, how will Arc handle it? I didn't keep up with BlazBlue since CS, but I heard that Arc made some questionable economic decisions since then.

LMAO, you mean giving the BBCSII update for free and only charge for the new characters?

Or going with physical release for BBCSEX because the "fans" keep saying that they will wait until the next revision with all the characters on the disc, but when it came out everyone bitched that Relius wasn't DLC?

Posted
He's the director and lead designer/conceptual person, but he himself isn't a writer... that's pretty par for the course with any video game creator and their series (Hideo Kojima, Satoshi Tajiri, etc). None of them actually write the scripts of their series (Kojima might write a bit, but he definitely doesn't write most or all).

So both, actually. Yes, he is "responsible" and he's like GL in that he delegates his ideas out, but he's not the one putting pen to paper for the actual scripts. That's almost never the case in these development situations unless maybe you have a really small indie game/team.

Though Toshimichi Mori tries to write most of stuff himself.

About the original GG - I think that he mostly wrote it himself though staff roll for the original game doesn't have something like "Scenario (writer)" so I can't say for sure.

Posted
LMAO, you mean giving the BBCSII update for free and only charge for the new characters?

Or going with physical release for BBCSEX because the "fans" keep saying that they will wait until the next revision with all the characters on the disc, but when it came out everyone bitched that Relius wasn't DLC?

That's silly, not everyone wanted that.

Posted
Though Toshimichi Mori tries to write most of stuff himself.

He doesn't. If you pay attention to the credits, someone from Nitro+ is credited for the script. Any writing Mori himself does would be the story outline, not any of the text you see in the actual game.

Posted

Scenario and Scenario Writer are two different positions.

Also, Mori isn't even the only one credited for Scenario in the credits for any game; it's him and three other people.

Then there's this, from CT Reconstruction:

post-10459-139515175125_thumb.jpg

Posted
Well, firstly, there's the fact that what you suggested wouldn't really help much. The points on FRC's in general aren't random: A lot of the time, they're placed as to give a certain effect (like Ky's Stun Dipper). Increasing it to 21 frames would not make it any easier to cancel on the exact fames those moves need. It usually could be increased by a smaller amount, but otherwise nope.

Secondly, I personally find it execution somewhat entertaining, and, as a game, it's purpose is to entertain it's players. Refer to 4r5's post about execution causing satisfaction for the general overview.

Thirdly, while I'm probably going to get shouted at by somebody for saying something like this, and probably with a fine point that I personally don't see as of now, I have this strange viewpoint of execution being a test of a players dedication: If they're not going to be willing to put in the effort to learn the actually not really hard commands that GG requests, I doubt they would have as such to learn the game in it's entirety, aside from it's technical qualifications. Such a statement might sound sort of elititst or callous, but I'd also wager it's correct.

I have to agree with this sentiment that dedication should be rewarded in a fighting game.

Posted
Scenario and Scenario Writer are two different positions.

Also, Mori isn't even the only one credited for Scenario in the credits for any game; it's him and three other people.

Then there's this, from CT Reconstruction:

I consider myself to be quite knowledgeable about Nitroplus and their staff, and I have no idea who this guy is :psyduck:

Posted
I have to agree with this sentiment that dedication should be rewarded in a fighting game.

frcs have nothing to do with dedication. its just timing a button press. either you hit or you miss. you can practice it, but its a practice benefit with a low ceiling; you practice it until you understand where the timing is and then you just do it

Posted (edited)
Scenario =/= script. Anything Mori does is the same as whatever Daisuke does for GG- a story outline, again as is par the course for video games.

Yeah you're right about it because the people who are credited under "script" don't work on scenario (in Japanese games at least). Because most of their Adventure Games = Visual Novels have writers under "Scenario" category. BTW Akkyun was one of Nitro+Royale Heroines Duel scenario writers but as I've said again "Story Mode Script" /=/ "Story Mode Writer".

Even if there's more than one scenario writer aside from Mori in some games he still acts as a writer in all of them and also makes drafts for the whole plot.

Daisuke, on the other hand, just supervises them.

Also from what I've seen Kaihou Norimitsu is working with Nitro+ too now (and even wrote several Gargantia episodes).

Edited by Chipp12
Posted
frcs have nothing to do with dedication. its just timing a button press. either you hit or you miss. you can practice it, but its a practice benefit with a low ceiling; you practice it until you understand where the timing is and then you just do it

And that's dedication.

Posted
2 minutes of dedication
It takes me maybe ten minutes to get most FRCs semi-consistently nowadays. It takes me maybe two minutes a day afterward to stay in practice, nothing major. But GG was the first fighting game I tried to learn, and when I started FRCs felt impossible for a while. They're intimidating, make no mistake about it. Most people aren't used to the kind of muscle memory fighting games demand. It feels like work.
Posted
It feels like work.

It IS work. And that's okay as long as you get a sufficient return on that work in the form of satisfaction and fun.

Here's what I think a lot of "hardcore" FG players are quick to forget: Their perception of how much time and effort is worth putting into a game is different than the large majority of the people who buy and play these games. I'm right there with y'all in thinking it's a bad idea to make everything in a fighter stupidly easy to make Johnny Casual happy. An investment of some time and effort should be required to play a game like GG proficiently, since it comes with the territory. But when I see hordes of people on GameFAQs and TVTropes complaining about how insanely hard Smash Bros is, then I come here and people are acting like the concept of a ten-frame FRC window is the most fucking absurd thing they've ever heard, suddenly I realize that being a game designer is the perfect job for people who hate themselves and want an excuse to die.

Posted (edited)
frcs have nothing to do with dedication. its just timing a button press. either you hit or you miss. you can practice it, but its a practice benefit with a low ceiling; you practice it until you understand where the timing is and then you just do it

Um, isn't that like everything in a fighting game? It gives a clear advantage to those who learned it over those who didn't.

20-30 minutes of practice to get it down and daily practice isn't too much to ask in my opinion, but that is indeed dedication.

That said, I wouldn't mind the FRC windows being slightly increased at all.

Edited by Sanger Zonvolt
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