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Soulcalibur producer - Industry hasn't found a way to make 'true' 3D fighting games

by rawmeatcowboy
10 October 2011
GN Version 4.0
"With 2D fighters, as long as you have a grasp of the ranges required to land attacks, that's pretty much all you need," he explained. "From there, you can figure out which combos work the best under these rules -- it's a very one-sided approach to strategy."

He continued, "With 3D fighters, your opponent can approach you from all sorts of angles while doing all sorts of things. There are many more possibilities, so it's impossible to come up with one all-effective answer to every situation you're presented with."

"In this way I think 3D fighters are more demanding of players than 2D games, because while 2D games always give you the same front-on perspective, you might be viewing the action from all kinds of angles in a 3D title. ...we haven't found a way to make it intuitive for players yet.

Giving players full 3D freedom in a game like this sounds like a great idea, but for example, if you want to go behind a character, you'd have to give another input in order to reposition your direction and face your opponent again afterward, and that's something a lot of players would find annoying.

So freedom is something people want, but not too much of it. Soulcalibur makes some compromises along those lines -- it offers some freedom, but under certain conditions." - Soulcalibur producer Hisaharu Tago


It's definitely true to say that the industry is still wrapping its head around just how fighting games can be made 3D. We've seen circular arena-based fighting and things like that, but you just don't have the freedom that most other 3D games offer. At least, when it comes to movement.

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