11/15/2022 0 Comments List of tekken 7 dlcWith games like Call of Duty, you have a group of players that don’t play the online versus, they just play through the campaign because they want to see the story from that particular instalment. Tekken has a fan base that looks forward to the story based elements or past modes so it’s something we would like to continue to explore with future iterations of the game. There were still a lot of things that we wanted to do but couldn’t due to time constraints although a lot of time and money was devoted to that particular mode. That being said, that was still not enough time. That would make it about a year which for a fighting game is quite a long time as they are usually not so long in development. We started development on the story mode after Tekken 7 Fated Retribution released in the arcade. How long did it take to create, and would you like to make something similar for the next Tekken game? The story mode is obviously a big focus of Tekken 7. They are the ones who aren’t that vocal so it’s much more difficult than pleasing the hardcore fans as you have to figure out what the casual crowd is going for. The most difficult aspect is trying to figure out what the casual players want from the game. The hardcore players are very vocal stating what they like about the characters, the way the characters play and different elements of the game. For Tekken 7 we released the game in the arcades first and got a lot of feedback before the console release. Arcade players are mainly veteran hardcore fighting game players. If you look at the arcade market it’s mainly just in the eastern hemisphere. Tekken has been developed first in the arcade for quite some time. How difficult is it to balance a game like Tekken 7 so that veteran fighting game players are satisfied with the depth of its gameplay? Tekken 7 has proven to be popular with the hardcore fighting game community. These things where designed to make it more entertaining to watch and thus appeal to that new group. Also the super slow motion occurs when players are low on health and they trade blows towards the end of a match. They give you a visual cue of when the tide in the battle is turning so that viewers can feel the same excitements as the player. To try and go after these people watching the streams, we made the game easier to understand by adding in “Rage Arts”. When you look at this new player base, a lot of them are watching and streaming a lot of games and tournaments. The Tekken series is very long running so when you get a group that has entered at one point they get older so you want to get a new younger fan base to keep the series healthy. Well the new elements that you mentioned were done intentionally not just to bring in a new audience but more accurately a younger one. How important do you think it is to capture the attention of more casual gamers with a game like Tekken 7? Speaking of wider audiences, Tekken 7 is a little more accessible than previous entries in the series thanks to the new rage system and other smaller tweaks. It’s hard to tell which one is the more popular opinion since we get much more visibility on the community now via social media. Trying to understand exactly what the overall player base wants has become more difficult as you have different groups saying different things. It’s no longer interaction just between fans and the developers but fan discussions from the different communities and countries. Instead of having our games played in the arcade and interacting with the players asking questions, there is also now feedback from the internet via different social media platforms. One thing that has changed is the interaction with fans. This is the first number instalment in quite a few years but the market push behind it was quite big so I was pretty confident. Each time we would release a new instalment of Tekken, it does well selling several million copies so there is not much worry there. Katsuhiro Harada: I wasn’t really worried as Tekken has always been on the cycle of arcade to console. After being available for so long in arcades, what was it like seeing the game get picked up by so many people? Were you nervous at all about how the game might be received by a much wider audience? We'd like to start by talking about Tekken 7, which recently released worldwide on consoles and PC. Push Square: Firstly, thanks for taking the time to answer our questions, Harada-san. We also talked to the Tekken boss about the game's development, and downloadable content. The highly rated sequel has sold well and it's been a hit with the hardcore community, but what's the plan for Tekken 7 moving forward? We got the opportunity to ask series creative director Katsuhiro Harada this very question. Tekken 7 launched back in June, successfully putting the series back on the fighting game map.
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