Discovering the Making of BlazBlue (Part 2) - Thorgi's Arcade Reaction
Added 2025-05-23 04:26:37 +0000 UTC
Comments
I find this topic incredibly interesting honestly and have been suggested to check out Core-A-Gaming before. I'll have to see if Cerby's interested, cause this could make for a great discussion.
Xero Degrees
2025-05-24 05:27:34 +0000 UTC
Chronophantasma is definitely not a title you want to abbreviate but I’d also like to to remind you that continuum shift extend was also abbreviated and the community never let go of BBCSEX being a part of the franchise’s history.
Also I could talk about fighting game devs and their relationship with the casual and competitive audiences for a long time because there’s a bunch of nuances and I just overall find it very interesting but I’ll try to just talk about the things that were mentioned in this video. The first thing is that fighting game devs definitely think more about the casual audience than the competitive one, and that’s an overall good thing. I forget where I first heard this from (I believe it was either Jiyuna/Animeilluminati or Gerald from Core-A-Gaming who said it) but when I heard it I absolutely understood what it meant and agreed with it and it was that as competitive players believe that we are much more important than we actually are. This goes for any genre really but it’s exacerbated in fighting games because almost all gamers associate fighting games with competition. In reality though, we make up such a small percentage of not only sales but also active playerbase. For example, Evo 2023 was the biggest Strive tournament ever with just under 2500 people registering but compare that to the 3 million copies that have been sold and it all of a sudden looks like nothing. Just right now there’s more people playing on PC alone than there were people that attended the tournament but if you check in the lobbies and add up all of the people on every floor and in the parks for every region, I doubt the total would even reach 1,000 - and that’s with crossplay - which means that the rest of them are either idle or doing something related to the single player content (which as you also mentioned Strive is fairly bare bones in the single player content department even compared to other fighting games). Especially as of late devs have been better about communicating with the competitive community about changes that they make especially with regards to balance but it would not surprise me if the majority of the conversations they have are about retaining and getting more casual players.
Okay I really did want to say more but I’m seeing just how long even the intro to this discussion is and it’s also starting to shy away from Blazblue (although I would like to talk about how Blazblue fits into this topic), I think it’s probably best to wrap it up and then perhaps in the discord I can elaborate some more on it. On that note I’ll just add in that I don’t think that the competitive aspect of the games should be ignored or made intentionally less competitive but that competitive players should have some more humility and see that there’s more that the devs should be focusing on than just the things that would make their own experience better, and that’s as someone who is very invested in the competitive scene of just about anything and was once in stark contrast to suggestions from the casual perspective before eventually reflecting on myself and being humbled.