it's interesting A/Bing the promotion of indie arcade puzzle games vs. STG, many of the puzzle devs go super casual when they should probably go niche whereas STG devs often think their casual game needs to win over hardcore players when they could ignore them & sacrifice nothing
there are many STG that come & go without any sort of acknowledgment from hardcore circles that do just as well or better than games they rally behind—not good ones, necessarily, but the point is there's a non-negligible amount of ppl buying them outside of the perceived market
(oops, sidetracked)
otoh, of the massive audience that shows up for the new Tetris or whatever, only a tiny % is going to be actively trawling for new games in that style, or even a single other game; IP collabs are so common in the genre bc they're the tactic that still works
ofc it's not like devs don't realise this or that they're not maniac players themselves, but the messaging can come off as fascile—"x turns the genre on its head!", "simple but deep!", all the usual platitudes with nothing to back them up, sometimes not even thorough playtesting
...but then a shmup can drop with comparable inch-deep descriptors and do fine bc there's an audience for whom those games never amounted to anything more anyway
oh well can't wait to stake my livelihood on this bullshit someday
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even more Virtua Fighter eSports info, this time from Sega's eSports dude & Japan-Asia deputy general manager Hiroyuki Miyazaki news.mynavi.jp/article/202107…🇯🇵
on how Virtua Fighter joined Sega's eSports initiative: when Sega started this initiative in 2018, VF was naturally floated as a candidate alongside Puyo Puyo, but because Sega was new to this space & wasn't sure they could run with two games at once, they decided on just Puyo
they went with Puyo Puyo over VF because it still had an active tournament scene & player base across a lot of demographics, as well as a lot of active name players, whereas VF had been dormant for a while, so it was seen as a safer game to start with
Harada's always seen VF as the game to beat; he recalls being asked by now-Bandai Namco Studios president Nakatani, "how long it take for Tekken to surpass VF?" & Harada replied "five games, released once every 2 years", and even then he felt he was being conservative
in those days, the Tekken & VF communities were at each other's throats, but when VF went away, the anti-Tekken sentiment from VF heads slowly turned into fans asking Harada to make a new VF with increasing seriousness; Harada notes the mood shifted started around 3-4 years ago
this comment extends to people who don't even venture online at all—you'd be shocked by how large a % of players buy fighting games with no intention of fighting another human being, & that extends to some niche ones that you'd presume have an overwhelmingly hardcore player base
one thing this clip doesn't touch on is how asocial the online experience for a lot of 1v1 genres, particularly fighting games, can be—just jumping into ranked, completely divorced of any pre-existing social/community element, isn't something most people are going to find fun
veterans are inured to the drudgery of the typical online suite because they come to these games with an existing social group or online community that motivates them to stick with it, but the games themselves need to do more to natively foster communities for those without them
this was announced in the JP Nintendo Direct & I think it bears highlighting: Konami's making a new Pawapuro-kun Pocket (a 1+2 remake, actually) for the first time in a decade 🇯🇵 unlike Momotetsu, Girls Side, etc I think this stands a chance of localisation
Pawapuro-kun Pocket is the handheld companion series to Pawapuro and much like the GBC/A Mario sports games, the draw is all the extra stuff that's not baseball, but these games went much wilder than Mario ever did, both in terms of side content & the weirdly dark scenarios
Konami partnered with 2K to release MLB-licensed versions of some of the mainline games during the Wii era and they didn't take, but I think the silliness and not-really-a-baseball-game elements of the Pocket series could very easily find an audience overseas nowadays
thinking way too big here, but I wonder if the licensed repro market might be a savvy way to establish certain Japan-exclusive games/series outside of Japan—my mind immediately goes to Linda Cube, but even just staying in Konami's stable, there's that one Brooktown High clone...
I thought the same thing about the TG16 Mini and not only did they not do that but they completely excised certain games for content reasons, but I also wonder if a niche format like this, where the buyers understand precisely what they're getting, might make Konami less skittish
for example, Tengai Makyou II was cut because the producer didn't want to cut the manji, but the TG16 was (ostensibly) a mass-market product with a zillion games, whereas anyone buying a licensed repro of Tengai Makyou isn't going to interpret a manji as anything fascist
just to re-emphasise what disregard for netcode can do to a fighting game: this lauded, once-hyped series revival just flopped onto the world's biggest platform without a whimper because for as fun as it is, it's impossible to play against another person store.steampowered.com/app/1342260/SA…
only the biggest & most casual games can skate by with bad netcode—anything smaller (and that's most FGs) needs to not only implement proven state-of-the-art netcode but do it /from day zero/ so that the launch audience (always the peak for FGs) actually sticks around
if you don't play FGs & wonder why this has become such a talking point recently, it's not just due to the pandemic: certain JP devs in particular have been handwaving or patronising overseas players on this issue for over a decade & if ppl don't demand progress, it never comes