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Games

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
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What would you prefer instead?
Personally? I'd rather buy the game and have the whole game.
That's not financially feasible in fighting games. Guilty Gear -STRIVE-, for example, currently has 32 characters even though it launched with 15 and that's thanks to DLC selling well.
The current version of the game as we know it took nearly 10 years to develop. If you're asking a mid-range developer to put 10 years of development into a self-published fighting game without seeing a single cent, you're obviously disconnected from the market's economics and are OK with the game potentially never seeing the light of day because it's "not complete"
What does the "whole game" even mean in fighting games? It sounds like you're applying non-fighting games standards to fighting games while ignoring any and all nuances related to the genre, which's uninformed at best.
There's "protect the consumer" and there's "nuke the genre"—you're calling for the second here.
It worked for fighting games for decades. Mortal Kombat, Tekken, Super Smash Bros? All sold well. Smash is still a top seller on Nintendo platforms and has never had a season model.
It so did not. Publishers re-released the same game over and over again and consumers paid more money overall.
Heck, they're still doing it to this day 😂
Nintendo sells hardware—entirely different business model. Capcom, Bandai, and Arc System Works sell games.
Yes it did. The last two Smash games both did. What they're doing now is (more or less) what players asked for, to replace the old model. You used to have to buy Street Fighter II for full price like 4 or 5 times. Now you buy Street Fighter 6 once and buy characters after the fact. There are a few regressions here, but your history is not correct.
It was the whole game when you bought it, and then they added more. The reason they can continue to refine a fighting game after launch these days is that they sell stuff after launch. In the online era, you can't really get away with releasing Street Fighter Alpha 1, 2, and 3 three years in a row, because the people who bought it the first time aren't around to play with the people who bought Alpha 3, for example. I think there's a happy medium to strike here, but literally no one has done it before or since Ultra Street Fighter IV.
Obviously I can't specify on this game, since it isn't out yet, but there are plenty of cases were games are released very light on content and use season passes as a way to fill it out, as well as attempt to keep the player counts up.
The alternative is they can pad the roster out with shotos and echo fighters if they want to seem like they're offering better value, but the truth is that making a great fighting game character takes time and money. 15 characters is a pretty reasonable expectation for a base roster, and if it does well, they can add more, keep their people employed, and hone in on a better version of the game.
invalid question,
I think getting kicked in the nuts hurt and I don't like it
WELL? WHERE DO YOU WANT TO GET KICKED???
I'd rather people get paid when they work hard to add stuff to a video game.
then make a videogame, not part of a game for 59.99$ then you have to buy the rest of the game picmeal. only so the executives get bonuses and the people actually working get crunch time.
I can just about guarantee you this game will cost less than $60 and is made by a small team.
still, the business model is to release an incomplete product with intention to sell components piecemeal.
imagine buying a car, and you can't drive it off because tires, windshield wipers, windows, seats, steering wheell... weren't included and you have to pay extra for them.
To use your analogy, they sold you a car, then you added aftermarket components like a new sound system and a spoiler. 10-12 characters at launch is a complete fighting game. It's not like they've got these characters ready to go. The ones they add, and how they play, come down to feedback on what the game needs most, and the devs almost never have the resources to do all of them, nor will they have the foresight to know that until it's been in the community's hands.
Question, do you think getting the game without ever buying any dlc. the game is enjoyable? is it how it is meant to be played?
the point of a car is to drive, if I buy a car it should drive. if I need aftermarket parts for something else that is a different issue.
another example, Age of Empires II. Chuck full of DLC, and I don't think anyone ever complained about it, and in fact it is celebrated. because they did a full game, and instead of making a sequel, they just did new campaigns, and they are still releasing more. You can actually get the base game and never spend a peny more, and it is exactly how it was meant to be played on release.
The problem is that game companies are run by executives who want to prioritise profit, and they ignore user experience or worker welfare. amd end up making shitty products then fire the programmer who actually made the game.
Of course it is. This is the same scenario as the Age of Empires thing. Most people pick one character that speaks to them most and then stick with it, which has a high chance of being in the main roster, even if you got all the DLC. If you're only playing on the couch with friends, you'd never even know if any other characters ever came out. Depending on how the game handles it, if you're playing online against people with the DLC, there might be a problem with going into training mode to figure out how to beat that DLC character; this is a problem that's trickier to solve than you might think, but devs have been trying to address it lately.
The developer of this game is a little bit of a mystery, but it smells like it's composed of the former devs behind Diesel Legacy (which sold for $30 and had no DLC) and Them's Fightin' Herds (which sold for $15 and one season of DLC), and that means this team is quite small.