Tuesday, September 8th, 2020

Guilty Gear -STRIVE- Developer's Backyard #3


Arc System Works' Daisuke Ishiwatari and Katano are back once again to update fans on the ongoing development of the next Guilty Gear installment, Guilty Gear -STRIVE-. In the third episode of the Developer's Backyard, the team answers fan questions on a wide variety of topics, including: Story, mechanics, rollback netcode, online, and ranking system. One of the first fan questions is a particularly interesting one (and one many returning players have been asking)...

Fan Question #1:  Is your goal with Guilty Gear -Strive- to create a complex fighting game, or a simpler one?

Katano:  First, I’d like to establish that we believe that “simple” and “easy” are separate concepts. With that in mind, I’ll go over the developmental concepts for GGST again.

With previous games in the series, new players would not be able to understand what’s going on in the match when they watched high-level play, so they wouldn’t feel very interested or motivated to improve. Because of that, we are working to make the appearance of moves and general impression of the game easier to comprehend compared to prior entries in the series.

However, advanced techniques will be accordingly difficult to perform. After all, if everyone chooses the same actions, and combos and setplay in particular end up with only one correct option, this would take away Guilty Gear’s unique appeal.

I believe that the solution to getting new players to enjoy matches is not to make the game itself easier, but rather to create a rank system that makes it easy for them to play with others who are around the same skill level. If players can fight others at the same level, there’s no need to try and make new players play the same way as advanced players, nor to make game mechanics that obscure the gap in their skill levels.
I’m certain that we can make a game that new players can enjoy, while also keeping advanced techniques in the game.

Also, the techniques in GGST are difficult in a different way than those in previous GG games. Series veterans have been practicing the difficult techniques from prior titles for many years now. That’s why in the current environment, we’ve been able to see such thoroughly optimized, high-level play. However, our goal for this game is to create something new and equally challenging for all players.

Click the image below to read the full Developer's Backyard (Part III).

               Keep it here on Fighters Gen for Guilty Gear -STRIVE- news & content.

Source:  Official Website
  Related News:  (7-31-2020): Nagoriyuki & Leo Whitefang Revealed for GGStrive,
   (7-4-2020): Guilty Gear -STRIVE- Developers Backyard #2,
   (6-23-2020): Guilty Gear -STRIVE- Zato-1 & Millia Gameplay,
   (6-1-2020): Guilty Gear -STRIVE- Developer's Backyard #1,
   (5-15-2020): Guilty Gear -STRIVE- Delayed to 2021
  Related TFG Links:  Guilty Gear -STRIVE-Leo Whitefang | TFG NEWS