ilitirit wrote:Faenrir wrote:Oh, it does. As someone who has been following the fighting games scene for some years (i even have a Street Fighter website xD), the lack of new faces in most tournaments is disappointing.
USFIV at EVO 2015 had over double the amount of entrants than its debut. That is double the amount of faces you would have seen had you competed in these tournaments. There is certainly no lack of "new" faces.
If your argument is exclusive to the good players (ie. the winners), ignoring the fact that the execution gap between mid and high level players in a game like SF is virtually non-existent), try to apply it to any other competitive sport.
"Tennis should be simplified because I'm tired of seeing the same people win."
Besides several obvious problems with the argument, even if you completely remove execution from the picture and reduce the game down to spacing and reactions eg.
Divekick, you are still going to find that, all things being equal, the same good players who beat everyone last week are most likely to do so again at the next tournament. To shorten the gap in a game like this, you need to remove the skill aspect and replace it with luck. To see the effects of something like that, just look at the difference between the Smash Melee and Brawl competitive scenes.
Well i don't disagree with everything you said (and i haven't been following the scene lately so what you say is probably true, there ARE new faces). But let's be realistic: the more people play a game, the more chances there are that good players will be more varied. Of course, some of the current best players would still be there. But imagine there were like...say 10M more players. Obviously some of those 10M would be as good if not better. I think the competition level rises up if there are more players. And i don't just mean winners, i mean more players overall because to have more winners, you need more players, simple as that ^^
Your exemple about tennis is irrelevant because it's based on athleticism more than training. Sure, it does require an insane amount of training for players to be in the top 10...but if the players didn't have the athleticism, they wouldn't be able to do it. I think everyone can push buttons on a controller ^^ even though some players might have better reflexes or eye to hand coordination.
And i really disagree on replacing the skill aspect with luck. Luck has nothing to do with it.
The way i see it, bringing new players to the shmup scene is very hard for several reasons.
First, shmups haven't been mainstream for quite some time now, even if there were a few exceptions lately (like Jamestown that sold pretty well).
Second, there are too much danmakus and those are insanely hard, let's be honest. They require much more dedication than what the average gamer has to offer.
Third, it's a niche market which means developers that want to make big $$$ aren't interested in making shmups.
As i said, i think what is needed are games that allow players to define their own level of challenge. A game with different difficulty levels is good (Jamestown had quite a lot of these) but can be difficult to balance when there are too much. The graphic aspect of a shmup is important as well here. My game, for instance, won't attract younger players because they will think "oh my god, why is it so pixelated". But most recent 3D shmups i've seen have too generic designs. What's needed here is great presentation (great designs and textures, 3D models, etc.), accessibility but also some deeper systems (scoring, difficulty levels, etc.).
So basically it would need marketing, a bigger game than usual releases and a high level of polish. Sadly, all those things require quite some money, which would make the development of such a game a great risk as there are other genres that would simply have like a 3:1 or better ratio compared to shmups.
@ilitirit: That's true. But pattern memorization is, to me, a core gameplay mechanic of the shmup genre. If you remove it, it's not really a shmup anymore...
The issue is that players don't face these anymore...In older times, 16 bit era for instance, you had that kind of pattern recognition in RPGs and zelda likes too. And people still played games in arcades too.