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      CommentAuthorPWX_Dave
    • CommentTimeAug 1st 2008
     
    As we learn more about the upcoming TNA game the question has been raised, "What makes for a better wrestling game, a smaller roster with deep and varied move sets or a larger roster with less move variety?"
  1.  
    Honestly I don't know much about the upcoming TNA game but i'll say this about ANY wrestling game. I prefer a smaller roster with deep & varied move sets. GAMEPLAY comes first for me above anything else.

    If you want to break it down here is how i see wrestling games:

    GAMEPLAY #1 # 1 # 1 #1 #1 I can't stress it enough

    CAW comes in second place (I prefer a good caw with limited match types than alot of match types with limited caw)

    MATCH TYPES

    I really don't care about nothing else but if it is included that's great.

    NOTE: Good Wrestling games are the ONLY videogames i play. That's why i invested in an N64, an Xbox & a Dreamcast(of course i was so desperate for a wrestling game that i was willing to buy anything & that included RAW & ECW Anarchy Rulz , but when i did play them both i felt like committing suicide).
  2.  
    Agreed. I don't care WHAT characters you have...if the moves aren't good, I'm not playing your game!
    • CommentAuthormattrison
    • CommentTimeAug 1st 2008
     
    With the new focus on downloadable content, there is no reason why a game can't be released with a near oversized roster as a selling point, especially if they have a presence in the wrestling community, and then have downloadable moves available (either for free or a small fee) for customizing move sets. I mean, if a game came with only basic movesets for every wrestler, the game is playable. But for players that prefer to make CAWs, the extra download for moves would be worth it to better roundout their ideal move set for their created wrestler.

    Same thing can be done with match types, costumes, arenas, wrestler images and AI updates to improve the replayability of the game as wrestlers will change their style and order of execution of moves.

    So in a sense, there is nothing you can do and be totally wrong. The main thing is to do what will get the initial sell and make it playable and somewhat intriguing. Then you can come back later, reliant on user feedback, and deliver on what is missing to fill out the gaming experience to meet most, if not all expectations.

    Rison
    • CommentAuthorradiant
    • CommentTimeAug 1st 2008
     
    Gameplay, above all else. More doesn't mean better. Less is more. Look what happened to Chrono Cross. There were so many characters in that game, it watered down the core gameplay and made the game suck (mind you, it had a lot going against it to begin with but that's a different issue).

    I don't agree with mattrison's idea of downloadable moves, or an oversized roster as a selling point. (logistically, market-wise, cost-wise and from a game design point of view) It's far better to have downloadable characters instead. Also, the era of downloadable content is not necessarily a good thing - it's encouraging companies to get lazy and provide less content on point of sale, making customers wait for content, which they have to again shell out more money for, and worry that it could also potentially be system exclusive content.
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      CommentAuthorvaldik
    • CommentTimeAug 2nd 2008 edited
     
    more moves definetly.
    And besides I actually don't need half the guys from the roster.I mean what the heck am I going to do with lets say Tomko?
    • CommentAuthorspudz
    • CommentTimeAug 2nd 2008
     
    Enough characters with all the moves is exactly what I want...
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      CommentAuthorZin5ki
    • CommentTimeAug 2nd 2008
     
    There's no point in including a character if their wrestling doesn't resemble that of their real-life counterpart as much as their appearance does.
    Sticking a couple of finishers into their moveset without paying attention to what rudimentary holds the character tends to apply and how their wrestling flows is a sign that the developers weren't too interested in fully simulating the "sport", but video game marketing these days can make people ignore things like that easily.
    • CommentAuthorjackedup
    • CommentTimeAug 2nd 2008
     
    The Characters Doesn't matter that much to me but the CAW Mode does, I would like to edit and clone the wrestlers and make my own wrestler look as real as the other wrestlers do.
    That's hard to find in a wrestling game just look at WWF No Mercy you can do that.

    Game play has to be easy i'm sick of Smackdown vs Raw control's one button to run and the rest to do moves I hate when you have to grapple first then hit up or down then a button,
    make the controls so you can perform a move with out going into a grapple that will be good.

    But every game should have is speed and variety of matches and weaponds not like a hammer or a fork or a screw driver but like a baseball bat, steel chair, Barbed wire bat, things you will see in a hardcore match.

    Dave I will buy your game I support you and your team for making your very own game. One last thing please let us be able to edit the game and be able to make mods Thanks.
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      CommentAuthorZin5ki
    • CommentTimeAug 2nd 2008
     
    [quote][cite] jackedup:[/cite]make the controls so you can perform a move with out going into a grapple that will be good.[/quote]
    I've been wanting this for a long time.
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      CommentAuthorPWX_Dave
    • CommentTimeAug 2nd 2008
     
    Yeah we can do that but at this point you would still see the grapple initiate animation. It would work just like Day of Reckoning weak grapple moves.

    So deeper move sets, less characters. Gotcha...
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      CommentAuthorCaMacKid
    • CommentTimeAug 2nd 2008
     
    You guys don't have to worry about more characters, because you don't have any real guys, except for Scotty. PWX has no choice but to focus on moves.

    With the WWE games, they have to include as many characters fans want.
    • CommentAuthorSpunk
    • CommentTimeAug 2nd 2008
     
    [quote][cite] mattrison:[/cite]With the new focus on downloadable content, there is no reason why a game can't be released with a near oversized roster as a selling point, especially if they have a presence in the wrestling community, and then have downloadable moves available (either for free or a small fee) for customizing move sets. I mean, if a game came with only basic movesets for every wrestler, the game is playable. But for players that prefer to make CAWs, the extra download for moves would be worth it to better roundout their ideal move set for their created wrestler.

    Same thing can be done with match types, costumes, arenas, wrestler images and AI updates to improve the replayability of the game as wrestlers will change their style and order of execution of moves.

    So in a sense, there is nothing you can do and be totally wrong. The main thing is to do what will get the initial sell and make it playable and somewhat intriguing. Then you can come back later, reliant on user feedback, and deliver on what is missing to fill out the gaming experience to meet most, if not all expectations.

    Rison[/quote]

    You understand that you are on a board full of people who haven't moved on past PS2, right? I agree that downloadable content is completely where it is at. If there was actually a wrestling game that every once in a while would add a new character or the developers would update the current roster's movesets, appearance, music, etc. it would rule. These licensed games especially, it would give them some more life as opposed to how they are now. I'll play the newest SD! game for about 2 weeks and then get tired of it. With the possibility of say a Smackdown game where they keep upgrading it, wel, that would be great.
  3.  
    You got that right Spunk when you said "You understand that you are on a board full of people who haven't moved past the ps2."

    In fact i just got a brand new ps2 system just to play Fire Pro R. Just for Fire Pro.

    I am not buying no PS3, Wii, Xbox 360 unless PWX eventually ports over to one of those systems in the future.
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      CommentAuthorvaldik
    • CommentTimeAug 3rd 2008 edited
     
    I thought PWX was going 360 in it's final release
    • CommentAuthorspudz
    • CommentTimeAug 3rd 2008
     
    I think Dave considers this, he didn't say "We are porting it!"
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      CommentAuthorvaldik
    • CommentTimeAug 3rd 2008
     
    [quote][cite] spudz:[/cite]I think Dave considers this, he didn't say "We are porting it!"[/quote]
    or did he?
  4.  
    A 360 port where you can't download and add user generated content (mods) ?
    So all you would get would be the basic roster and modes and the caw mode.

    Doesn't really float my boat I'm afraid.
  5.  
    [quote][cite] PWX_Dave:[/cite]Yeah we can do that but at this point you would still see the grapple initiate animation. It would work just like Day of Reckoning weak grapple moves.

    So deeper move sets, less characters. Gotcha...[/quote]

    Actually I hope you implement it. I look forward to the AKi grappling system out of all the grappling systems out there. I think it's wonderful & extremely easy to pick up & play. I've never enjoyed a better grappling system in a wrestling game than Aki's.
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      CommentAuthorZin5ki
    • CommentTimeAug 3rd 2008 edited
     
    [quote][cite] RoadWarriorAce:[/cite]I've never enjoyed a better grappling system in a wrestling game than Aki's.[/quote]
    Thus far I've never enjoyed any grappling system in a wrestling game, especially not AKI's.
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      CommentAuthoraction937
    • CommentTimeAug 3rd 2008
     
    I'm always on the fence on this one. I think you need both. Here's why.

    I've played fighting games with great gameplay, but i didnt care about any of the characters. So i never was motivated to learn anybody.

    I've also played wrestling games with ok gameplay, but like SVR, I like about 5% of the roster. I just don't care about any of the character. probably why i stopped watching wrestling.

    Now in my opinion, nothing beats LOW:showdown as far as roster goes. but the game play was horrid. Although I almost found myself trying to play LOW and liking the gameplay.

    I know gameplay comes first. but ultimately I think both are very important. for wrestling games.
  6.  
    [quote][cite] action937:[/cite]I'm always on the fence on this one. I think you need both. Here's why.

    I've played fighting games with great gameplay, but i didnt care about any of the characters. So i never was motivated to learn anybody.

    I've also played wrestling games with ok gameplay, but like SVR, I like about 5% of the roster. I just don't care about any of the character. probably why i stopped watching wrestling.

    Now in my opinion, nothing beats LOW:showdown as far as roster goes. but the game play was horrid. Although I almost found myself trying to play LOW and liking the gameplay.

    I know gameplay comes first. but ultimately I think both are very important. for wrestling games.[/quote]

    Well the question was which would you prefer if one was to take precedence. You can't have both. I'm taking it you prefer gameplay above a huge roster with gameplay so horrible you would wanna commit suicide because you can't take it anymore. I know it happened to me when i played ECW Anarchy Rulz (& acclaim was using the worst wrestling game engine ever created by man where you enter button combination A+B+F etc... spin on your head then do the Michael Jackson Moonwalk with hands on your crotch then (God willing) then maybe you might pull off a move).

    Now if playing that doesn't drive you into an insane asylum. God i don't know what will.
  7.  
    Large moveset, definitely. We can make our own new characters all day long, new moves aren't as easy.