SkullGirls recently had a fundraising drive to insert an unfinished character into their game after the team was mysteriously laid off several months after the game released early last year. Everyone on the SG’s team was VERY pessimistic about it happening, as it is a very long and expensive process to insert a character and their moves and stage to make them fit with the rest of the cast to not ‘break’ the game. So they went to IndieGoGo to ask the fans for donations. What happened next surprised everyone! They needed $150K total for 1 character in 30 days….they ended up funding FIVE characters and a slew of other goodies for the fans within that same time period. Over $830,000 was donated from countries all over the world. With that kind of money you’d think the scene would be thriving with new blood itching to play…you’d be wrong.
I was mused to make this article after seeing a sign on stream at a major fighting game tournament. “$830k / 8 entrants”
The more popular games at major tournaments average around 80-150 entrants per game. Having only 8 is…um…a nice try. I thought long about why nobody is playing this yet received so much support financially. The support part is a mystery but the former, I can speak of from several experiences with the Lead Designer himself; Mike Zaimont
Forget the fact that the combos take forever and how virtually every move is safe (No Risk). The GroundWork for the game is where the game was doomed from the start. Whoever is in charge of making a game with a tiny roster into a Vs-type fighting game should not be making games.
Sure it’s a good idea when you have alot of characters but forcing it into a game with a small roster just because you like that game alot is unprofessional and laughable.
One of the things Mike Z (Lead Programmer) says as a defense as to why things are crazy and unfair in SkullGirls is, “Well, Marvel 2 (MvC2) had it” Instead of making SkullGirls into it’s own game he tries to mimic the ‘BROKEN’ (aka OverPowered = obvious best characters, others are ignored for tournament play). MvC2 was famous for blazing fast speed and unforgivable traps and patterns. If you are winning, it’s a one player game; the other person should not be moving. With SkullGirls, he basically made a game where the game would be stale VERY VERY QUICKLY!
Only 8 characters with up to 3 of them onscreen in a match, with unlimited screen time with streams and YouTube. Then you have the ‘Broken’ ones dominating high-level play from Day 1 until now even after a patch to make them fairer. Makes it so nobody really wants to play it if A) You know what works 0r B) You know you cant get around it or C) You are not skilled or hungry enough to do a 100% life draining combo on someone. For Street Fighter Fans, it kind of like having everyone be Super Turbo Akuma in the game with more skill but just as deadly at all angles.
The aforementioned ideas are the reasons why it can never be on the main game roster. If the game was more lenient, simpler to control. One on One. If the all the characters had fair options. Marvel3, Tekken, Virtua Fighter, Persona Arena, work well because a large amount of the cast has options to save them. Eventhough SG has a very small roster if they get put in a predictable yet inescapable situation, the game is over. NOT a fun feeling! This game was modeled after Guilty Gear with really long combos and had a combo-breaking move called Burst but Mike Z says “[SG] doesnt need a Burst” Not why but, that’s all… Combos usually eat up 20 seconds. I bet none of you reading this have the fortitude to sit to yourself and count to 20 slowly in your head. That’s how long the average combo is. Imagine that feeling match after match? Will you get bored of it?
Will the new characters and upcoming patch to the game revive interest at tournaments? Only time will tell.
-MraY