- Joined
- Nov 23, 2019
Depends on what you mean by this. Any money that was given to YS Net in the form of budget (either from publishers or investors) is technically YS Net's, but then it's subject to recoup. Exclusivity deals and sales are part of the recoup.The same cannot be said though for money generated elsewhere, whether that be through exclusivity deals or sales of the final product.
I think the pressure was on once he went the KS route and then many different people were able exert influence over him. I will say that a Shenmue game stripped of its "open world" trappings is essentially just a story game, so that does seem to track with his initial instinct.Or you can choose to believe that Yu went from wanting to make a game that was entirely story-focussed to a game that barely touched on the story at all based on the say-so of Ryan Payton.
I guess. I don't think we're likely to see either game so who knows?The fact that he's exploring the idea when there are still at least two more Shenmue games to make would seem to suggest as much, no? Why talk about it in two interviews if it's not something he's seriously considering?
Not necessarily, there's a lot of animation depending on the variety of items and there's the added tedium of how laborious it makes relatively simple interactions. This was something that was understandable when Shenmue's graphics were mind blowing but nowadays no one in their right mind would make a game where it takes a full minute to buy and drink a can of Coke for no reason.The items needed to be modelled either way and the animations for picking up key items would also have had to be made. With that in mind, being able to inspect random objects likely adds very little to the overall cost of production.
Why would limiting the number of people Ryo can talk to make story progression frustrating? Bear in mind that any time I'm referencing the flaws of S1, I'm not considering leaving everything else as is. Much of S1, particularly disc 1, is spent asking for directions and waiting for specific times; not exactly amazing game design imo.As for some NPCs being unhelpful, I really don't see your issue. Most of the people in Yokosuka probably wouldn't have known who Charlie was or where to find sailors, so them telling Ryo as much makes perfect sense. What wouldn't make sense would be if Ryo could only ask one or two specific people for leads (which would also make story progression incredibly frustrating).
Depends what you mean by quality, as I mentioned, merely changing the input method had huge effects on the rest of the game.I was merely expressing that the quality of said combat isn't something that concerns me too much.
You cannot make this argument about every game; S1 contains numerous, arbitrary instances of this for nearly every optional scene. Most games, including S2 and 3, make it clear to the player when they won't be returning to an area; I don't think it's a bad thing to telegraph to the player one way or another when they're about to miss out on content, particularly people looking to 100% the game.You could make this argument about pretty much every game ever made; save for those that throw up a big warning whenever players reach a point of no return.
I would make very big changes to S1 and it's telling that S2 and 3 abandon a lot of its design decisions.Would you rather Shenmue had taken this approach, or would you have preferred it if the game manufactured some artificial roadblock preventing players from finding Heartbeats until after they'd spoken to the right person?
I'm not sure what you're referring to.It kind of does do this in other places already, and these are the very worst parts of the game.
Widening the window, or making it take place over a set time are terrible, but making it so that you can't learn a move once you make it past Heartbeats isn't (something you can stretch to take weeks, mind you)? How about just giving the game a normal dialogue system where Ryo can just talk to Yamagishi about martial arts whenever he wants?Respectfully, all of these ideas sound terrible to me.
You literally have to talk to Yamagishi on the very first day of the game and they don't talk about this at all. As a matter of fact, this would be a perfect time for him to have the scene where he teaches Ryo the move as it would help establish that you can learn moves from random NPCs.I like that you can only find Yamagishi-san having a drink and reminiscing about his old friend in the immediate aftermath of Iwao's death. If he were there all the time, the moment would lose all meaning.
1. I never suggested a visual novel, I've repeatedly said RPG which you might notice is what Shenmue began life as. 2. Having a normal Shenmue RPG style game is very preferable to S3 imo and 3. Virtua Fighter RPG was originally supposed to be one game, attempting to stretch out each location to its own full game when they obviously can't sustain it is in my view the biggest issue with the series and something that, if rectified, could actually make the series successful. I just don't see the benefit in making everything so protracted and this has obviously come to a head with S3 where "nothing happens" is the number one complaint about the game (at least from people who were ostensibly fans).If he'd used just the Kickstarter money to make such a game (which you seem to be suggesting he should have), I think we'd be in the exact same position we are now, only without Shenmue 3 to show for it.
I'm not saying anyone would find what you said offensive, it's just ridiculous to suggest that 2D games, low budget games, games without voice acting etc. are somehow less immersive than a novel (or a 20 year old DC game for that matter). I totally intend for my comments to be insulting to Shenmue 3, I would imagine that you don't actually intend to insult the vast majority of games.Firstly, I'm gonna go out on a limb and say that the guys who made Disco Elysium couldn't care less about the opinions of some random person on the internet, let alone get offended by them. What this even has to do with Disco Elysium (a game centered primarily around player choice and stat-based skill checks; two things that would not translate well at all to any of the mediums I mentioned -- although would work quite well as a table-top board game), I'll never really know, but I find it rich that you find this insulting given some of your comments about Shenmue 3.
I'm confused. So what is it you want from the future of the series?Case in point.
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