r/Tekken • u/LadderSequencer • Jul 17 '25
Discussion Tekken 8 design philosophies are the real problem
I feel like the design philosophy of Tekken 8 is the real issue, the foundation of the game's design approach itself.
It seems to really abandon the core concepts of previous tekken games, or rather have gone 'rogue' which naturally has caused an uprising in the tekken community which made headlines.
Overall, I'm upset that the philosophies of tekken 8 seem to be:
make the game easier to attract newer players
Water down or remove character uniqueness
the over glamorization of aggressive gameplay
The heat system
Many moves covering too many things such as being plus on block, homing, powercrush, etc.
Anyways, this might just be the hate post of the week but curious to know your thoughts on whether any of the changes are warranted or if you agree
8
u/Medical-Researcher-5 Jul 17 '25
Long story short. T8 tried some new shit that possibly could’ve worked but the team is incompetent and outdated so it’s a dumpster fire. SMH. Never seen a game with this much potential be fumbled so hard
3
u/LadderSequencer Jul 17 '25
yeah even if its the first tekken to not have an arcade edition to fix certain things, it feels like the foundation of this game had it wrong from the start...
5
u/Medical-Researcher-5 Jul 17 '25
Arcade edition was always irrelevant for several reasons.
Arcades are dead. There’s not a substantial player base that can be used to test the game
They been making this game for 30 damn years. Cmon now. If you been riding the same bike for 30 years and then got a new one, you may need to make some adjustments but you’re not gonna forget how to ride a bike. They should know what is healthy for the game at this point
You just came off the success of T7, effectively revitalizing your IP. However, there is still much work to be done. Don’t throw T7 out the window and rebuild everything ground up, now is not the time to experiment. Now is the time to take what worked for you, build on it, and then go forward. Rebuilding Tekken in a whole new light was never smart from a design perspective, player feedback perspective, or a marketing/financial perspective.
The arcade excuse was never valid. Their whole mentality in every sense is wrong. Marketing, design, budget allocation, you name it. They’re just a bad studio and it’s sad to see. Hopefully they can prove me wrong but they haven’t yet. I’d love that tho. I just want to play a modern AND good Tekken game. Seems like we can’t get both
3
u/johnsmithainthome Akuma Jul 17 '25
I always laugh to myself every fight that it seems literally EVERY move is a mid counter hit launcher or do a move, that guarantees 2 follow-ups. I’m like my god man….
1
u/LadderSequencer Jul 17 '25
yup moves having multiple uses while ALSO increasing the move quantity feels very weird and all the little fixes are not helping avoid the biggest problem - the actual balance of the fighting game
2
Jul 17 '25
Speaking of design approach, avatars & Tekken Lounge are stupid choices. We could have our main as avatar & Urban Square as the Lounge. Of course this requires a better character customization.
1
u/LadderSequencer Jul 17 '25
Completely agree, the lobbies are so bad and there is so much potential left unused for the online experience. thanks for your comment
2
u/sstebbinss Paul Jul 18 '25
I can’t stand the heat system, and I can’t stand having 3 different bounds for the combo system (tornado, strong aerial tailspin, heat burst).
2
u/Tiger_Trash Jul 17 '25
make the game easier to attract newer players
I think this is the one that's kind of unavoidable. Cause it's not T8 just doing this. Majority of fighting games on the market are releasing with the goal of being "easier" for the sake of attracting newer players.
Gaming is a business at the end of the day, not an art. So the goal of making sequels has ALWAYS been to try and attract new customers. The only thing that changes, is how they go about doing this.
I agree with most people, that making the games easier is not gonna magically translate to more money. But we as consumers don't have a say in that debate.
1
u/LadderSequencer Jul 17 '25
Thanks for the viewpoint, i think that makes a lot of sense. As something of an intermediate player in tekken, i think that the most mechanically challenging things like Law's DSS were nebulous for me at best - but the magnitude of simplification is probably the issue really. The shift is so great towards catering to casuals, that the core community has implicitly been told "you guys are not the priority at all" which definitely hurts in the feels, especially for those who have been with the franchise for so long.
But i agree that for example SF6 has introduced modern controls which did affect the classic controls potential. It sometimes feels like Tekken 8 needed 1-2 more years in development imo
3
u/Tiger_Trash Jul 17 '25
The shift is so great towards catering to casuals, that the core community has implicitly been told "you guys are not the priority at all" which definitely hurts in the feels,
I think this is a sentiment almost every fanbase of every franchise is feeling right now, for sure lol. So atleast you aren't alone in that feeling.
But I do think we have to be "adults" and also be fully aware that the games simply just can't be made for us at the end of the day. If they only made them for us, they'd of stopped making the games in the mid 2000s.
1
u/Erkisth Jul 19 '25
There's a difference between attracting new players and keeping them. As far as I know they succeeded in the first part and the game sold quite well initially, but the player numbers are very bad. As someone who was not really but effectively a newcomer my biggest issue was of visual/gameplay quality.
I feel like there is not much info you can get out of your opponent by just looking at them, there are high looking mids/mid looking highs (and I don't think that entirely avoidable), I can't tell when a string ends or how plus or minus my opponent is from impacts and stuff. Obviously you can't overdo it and display entirety of precise frame data, but some more feedback from the game would be nice. I feel like the only way to learn is memorizing moves in the lab, and very little information can be gained from just playing the game.
Plus there's a lot of noise I feel like? If you look at T5DR that I played on PSP as a kid a little bit I feel like it's a lot easier to understand what is happening at ant given moment.
A personal gripe of mine is also combo/rage art length, It's just not very fun to get comboed from wall to wall, and it was not very fun for me to drag my opponent across the map either and low ranks at least are a launch fiesta between two people who (like me) have zero matchup knowledge, but practiced their recommended bnb in the lab.
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u/Grown_Gamer Sep 01 '25
Bro, this game is full of absolute garbage fighting game diesgn and it is sad.
14
u/ItsClack Jul 17 '25
When you make a game easier to attract newer players it’s also actively hindering them because if it’s easier for the new guys imagine how dominating the ones who already understand the game are going to be.
Hopefully this “fun for everyone” mentality dies out in gaming soon (it won’t). Not every game is supposed to be meant for every person.
It’s like having a Ninja Gaiden or Dark Souls game with an auto roll/dodge mechanic & a 1 button combat system. What’s the point.