Watch the Announcement Trailer for Avatar Legends: The Fighting Game (working title), an upcoming action fighting game based on the beloved Avatar franchise,...

Steam: https://store.steampowered.com/app/2424420/Avatar_Legends_The_Fighting_Game/

•12 characters at launch • Rollback netcode + crossplay PC/PS4/PS5/Xbox Series/Switch 2

🍉 Albert 🍉
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203d

still a shitty trend

@[email protected]
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-63d

What would you prefer instead?

greybeard
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173d

Personally? I’d rather buy the game and have the whole game.

@[email protected]
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43d

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.

greybeard
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63d

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.

@[email protected]
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23d

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.

@[email protected]
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33d

I bought MK Deception at launch, it had multiple different play modes, a lot of characters and a new incredible sequel MK game came like the next year and another year after that an entire new game with every character ever.

3 complete distinct games that pushed the envelope in 3 years without DLC. New MK sucks, just looks more polished and people think it should be priced with RDR2 AND get the season model?

You are defending greed to the detriment of art.

@[email protected]
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23d

I never played the MKs from that era, but they do not have a great reputation compared to the modern games. There is a competitive game to be played here too, and a new one every year doesn’t really give any one of them time to breathe.

mohab
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1
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3d

MK and the FGC divorced long ago. When people say fighting games, they’re mostly talking about Japanese fighting games and a few indies.

@[email protected]
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03d

That’s not true. MK always improves something and walks something else back, but the last few games have been their largest competitive community by a significant margin.

mohab
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23d

I don’t even know how to respond to this, like, you’re wrong, but show the graph. I wanna see what kind of numbers you’re looking at because MK competitive numbers have clearly been nosediving for at least half a decade.

Like, even if you go back a decade to MKX just to prove a point, you’ll at best get a nice bell curve that clearly shows a divorce with the FGC when compared to the steadily rising competitive numbers of other fighting games.

@[email protected]
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13d

“Their last few games” spans about a decade, yes. When given the choice to pick eight main stage games by number of entrants, NRS games make the list. Their ratio is horrible compared to copies sold, but they still pull more entrants than most. Believe me: I’d prefer my favorite indie fighting game could pull better numbers than MK too, but it doesn’t.

mohab
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23d

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.

@[email protected]
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13d

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.

mohab
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23d

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 😂

Smash is still a top seller on Nintendo platforms and has never had a season model.

Nintendo sells hardware—entirely different business model. Capcom, Bandai, and Arc System Works sell games.

@[email protected]
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23d

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.

🍉 Albert 🍉
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23d

invalid question,

I think getting kicked in the nuts hurt and I don’t like it

WELL? WHERE DO YOU WANT TO GET KICKED???

@[email protected]
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43d

I’d rather people get paid when they work hard to add stuff to a video game.

🍉 Albert 🍉
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33d

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.

@[email protected]
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13d

I can just about guarantee you this game will cost less than $60 and is made by a small team.

🍉 Albert 🍉
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03d

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.

@[email protected]
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13d

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.

🍉 Albert 🍉
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13d

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.

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