

I’d be interested to hear your thoughts about these ranking systems, as well as what you plan to do from here on. On the other hand, however, being able to choose your opponent could also create a disparity in ability between players in the same rank. With the ranking system in Xrd, intermediate level players would be randomly matched with high-level players, and end up ranking down. We ask for your patience until then.Īre you considering introducing a ranking system to the new Guilty Gear? We are hoping to show the players our netcode not through a section of Developer’s Backyard, but rather when players can play the game for themselves. Why aren’t you guys addressing Rollback Netcode in these blogs? The silence around the netplay is truly worrisome.Īs we announced previously, GGST will use rollback netcode, which is currently under development.

In the end, we want to leave room for the players’ discoveries to exceed our expectations.Īlso, although we are still working on the game, there are going to be many major changes compared to the closed beta test. We wanted everyone to play the game, particularly in regard to the new mechanics, in a neutral state. When we release information on our official channels, it will have an impact on how people play the game. We wanted to collect data about what players would find and how they would use it in their limited time with the game. Yes, even as of the closed beta test, we included many more techniques than those we’ve explained. Do you plan to have more similar, advanced, and unique techniques, and are there more that players seemed to have missed in the Beta? I've noticed that there are a few subtle, almost hidden mechanics and techniques, such as changing direction when Roman Canceling an airdash or by using Faultless Defense after an airdash to fall faster. We’ll have more information for you later.
#GUILT GEAR PLAYER GROUP SERIES#
The story is a continuation of the Xrd series games, but in such a way that even new players can enjoy it.Īlso, we have something in the works for those who are curious about the story so far.

Will the story in Guilty Gear -Strive- be a continuation of the previous game? Or will it be the start of a new story? I spoke about this a bit during the Japan Fighting Game Publishers Roundtable stream. However, our goal for this game is to create something new and equally challenging for all players. That’s why in the current environment, we’ve been able to see such thoroughly optimized, high-level play. Series veterans have been practicing the difficult techniques from prior titles for many years now. I’m certain that we can make a game that new players can enjoy, while also keeping advanced techniques in the game.Īlso, the techniques in GGST are difficult in a different way than those in previous GG games. 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 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. However, advanced techniques will be accordingly difficult to perform.Īfter 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. 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.īecause 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. With that in mind, I’ll go over the developmental concepts for GGST again. Is your goal with Guilty Gear -Strive- to create a complex fighting game, or a simpler one?įirst, I’d like to establish that we believe that “simple” and “easy” are separate concepts.

In this section, we will answer questions we received after Developer’s Backyard Volume 3.Īs always, I (Katano) will answer along with General Director Daisuke Ishiwatari. We’ll continue to share our developmental intent, plans, and the latest info with you all. With that out of the way, let’s get the conversation going between us here at Arc System Works and the players. We’d like to answer your questions and comments regarding Nagoriyuki and Leo Whitefang in a future installment, so please send them in via this form.
