11-29-2014, 12:39 PM
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#4
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Pro
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Do 1 counts late in the match after a big move happen often in sports entertainment? Does kicking out of a finisher after a 1 count represent sports entertainment VERY well...?
WWE2k15 is a step in the right direction in a lot of ways, but this article hits it on the head: wrestling should not be about simple combat, it should be about telling a STORY.
Off the top of my head, I can think of about ten ways of fixing the pinning meter-- all 2k would have to do is implement one or two of them:
1. On a 1 count, the highlighted kickout marker should be VERY small. On a two count it should expand exponentially depending on the move preceding the pin. Between a two and a three, there's an increase again based on wrestler stats and the move preceding the pinfall attempt.
2. Create a stat for all wrestlers called "Kickout Ability." This functions different from Resiliency, in that it determines the size of the highlighted kickout marker. Main eventers would have a very high kickout ability.
3. After a finisher, even if a player hits the highlighted region, the kickout animation won't kick in until a late 2 count.
4. After big moves, and late in the match, the kickout meter won't even appear until the 2 count has begun, but then the highlighted section is way large and hard to miss when it does appear-- meaning the epic match can continue until a more interesting conclusion is reached.
5. Decrease the timing between a 0 and 1 count, and increase the timing ever so slightly between a 2 and 3 count (I know it's already a little longer, but it should be longer still).
6. Make the meter timing variable... in other words, on a 1 count it moves impossibly fast, between 1 and 2 it moves slower, between 2 and 3 it moves at a pace somewhere between.
7. Reinstate Epic match length, but have it affect the highlighted kickout marker size in a way that lends itself to actual epic matches.
8. Finally institute a spirit meter (which is what I thought momentum would finally be this year-- WRONG) and have the highlighted area fluctuate based on spirit levels-- which is more representative of wrestling anyway.
9. Another option would be to do away with the meter completely, go back to button mashing, and tie it to a spirit meter... the AKI games never had this problem, the only way you were kickout out of a finisher at 1 is if you hit it very early in the match.
10. Hire me as a creative consultant, so I can suggest about a hundred ways of improving the gameplay for your series and bring it to "elite, can't miss, must buy" status.
Pick one, 2k...!
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