Since Team NINJA wants DOA6 to be taken seriously as an esport game, it is of utmost importance that they have a road map set up for fighters prior to the release of DOA6. A qualifying cup or tournament schedule would not only add to DOA6s replay value and help garner interest among fighters, but will show how serious Team NINJA is about making that change. Within the game development process you can see that they have made several changes to the style of the game to ensure that casual players also enjoy the experience and don't feel alienated.
This is a specific opinion post, so gameplay mechanic discussions (frame data, move safety) are better left for news posts or the forum. Since Team NINJA has delayed the game, and we have little data on the final build, opinions wouldn't be educative enough to matter. The general review for DOAs gameplay has been sincerely positive by most of the professional players in the DOA community that have played it.
Releasing a road map before the launch of DOA6 tells offline players there is an incentive right away that they can work towards. It will also help fighters fill out their schedules as work and family are going to be a bigger priority, especially if players are running on short notice. Team NINJA has banked on esports being a successful part of the game, so they need to show us why and should illustrate this change sooner than later.
Team NINJA has also reached out on multiple occasions to assure the casual interests of the game will be fully intact. The video game press continues to zone in on the more sexual topics of the game since they are proving to be quite incapable at discussing anything else. This does not help the offline scene at all like discussion for a tournament circuit would, but instead causes even more pointless discord at Team NINJA's expense.
The game has been toned down to not be overly distracting or absurd like the character creation mode in Soul Calibur. Team NINJA's identity has not changed and their signatures remain the same. The characters and costumes are still sexy, but not as wild and Xtreme as the Venus, which is best left for the DOAX series.
When DOA became more competitive, graphical compromises were taken to the backgrounds of the stages, but it doesn't stop Team NINJA from rivaling the best designers out there with bigger budgets. DOAs stages still do more than any other fighter out there, and has always been ahead of its time with level design. If an understandable sacrifice like this is going to be made for the sake of competitive play, why is there nothing yet from Team NINJA pertaining to tournaments?
There are more destructible environments in the stages than ever before, and nearly every level demonstrates the beauty of DOAs brilliant gameplay. Levels like 'Unforgettable' take small graphical hits because of the size, but you get a completely new and innovative idea and perhaps the biggest 3D level in fighting game history.
The true beauty of DOAs stages is discovered by what the offline players can do with them. How 'Home' was interpreted in the beginning of its cycle is drastically different from how a professional match will play out now. Stages are one of the primary examples... or a testament even to the importance of offline play.
Casual players that are turned off by all of this shouldn't be because they are still getting what they want for the most part, and more out of the box than DOA5: Vanilla. DOA Quest will give you a chance to understand the game better and reward you for it, plus there are options like Story Mode, DOA Central, DOA Encyclopedia and more camera options for picture addicts.
Team NINJA is doing a great job of balancing out everything their players want while also encouraging casual players to try playing competitively. Now the offline scene needs to know what's next in the coming weeks leading to this important competitive chapter in DOA history. Going into EVO Japan, there wouldn't be a more serious topic than this to discuss if I was in the shoes of Yohei Shimbori.
This is a specific opinion post, so gameplay mechanic discussions (frame data, move safety) are better left for news posts or the forum. Since Team NINJA has delayed the game, and we have little data on the final build, opinions wouldn't be educative enough to matter. The general review for DOAs gameplay has been sincerely positive by most of the professional players in the DOA community that have played it.
Releasing a road map before the launch of DOA6 tells offline players there is an incentive right away that they can work towards. It will also help fighters fill out their schedules as work and family are going to be a bigger priority, especially if players are running on short notice. Team NINJA has banked on esports being a successful part of the game, so they need to show us why and should illustrate this change sooner than later.
Team NINJA has also reached out on multiple occasions to assure the casual interests of the game will be fully intact. The video game press continues to zone in on the more sexual topics of the game since they are proving to be quite incapable at discussing anything else. This does not help the offline scene at all like discussion for a tournament circuit would, but instead causes even more pointless discord at Team NINJA's expense.
The game has been toned down to not be overly distracting or absurd like the character creation mode in Soul Calibur. Team NINJA's identity has not changed and their signatures remain the same. The characters and costumes are still sexy, but not as wild and Xtreme as the Venus, which is best left for the DOAX series.
When DOA became more competitive, graphical compromises were taken to the backgrounds of the stages, but it doesn't stop Team NINJA from rivaling the best designers out there with bigger budgets. DOAs stages still do more than any other fighter out there, and has always been ahead of its time with level design. If an understandable sacrifice like this is going to be made for the sake of competitive play, why is there nothing yet from Team NINJA pertaining to tournaments?
There are more destructible environments in the stages than ever before, and nearly every level demonstrates the beauty of DOAs brilliant gameplay. Levels like 'Unforgettable' take small graphical hits because of the size, but you get a completely new and innovative idea and perhaps the biggest 3D level in fighting game history.
The true beauty of DOAs stages is discovered by what the offline players can do with them. How 'Home' was interpreted in the beginning of its cycle is drastically different from how a professional match will play out now. Stages are one of the primary examples... or a testament even to the importance of offline play.
Casual players that are turned off by all of this shouldn't be because they are still getting what they want for the most part, and more out of the box than DOA5: Vanilla. DOA Quest will give you a chance to understand the game better and reward you for it, plus there are options like Story Mode, DOA Central, DOA Encyclopedia and more camera options for picture addicts.
Team NINJA is doing a great job of balancing out everything their players want while also encouraging casual players to try playing competitively. Now the offline scene needs to know what's next in the coming weeks leading to this important competitive chapter in DOA history. Going into EVO Japan, there wouldn't be a more serious topic than this to discuss if I was in the shoes of Yohei Shimbori.
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