Dragon Ball Video Games Ethics

Discussion of all things related to Dragon Ball video games (console and portable games, arcade versions, etc.) from the entire franchise's history.
Kikoha Hater
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Dragon Ball Video Games Ethics

Post by Kikoha Hater » Tue Nov 13, 2007 7:24 pm

I would like to believe that majority of the hate Dragon Ball games come from reviewers that have the “all anime adaptation games are bad” mentality, however I think it could be more to it then just that as said on an episode of X-Play “we don't actually hate anime games, we just hate games that suck and it just so happens that most anime games do suck”. Their detest for them may be justified, because they are for the most part handle exactly like any other license games, EA or Naruto games to be more specific. I would love to see a current/upcoming Dragon Ball game achieve the status and quality of some games such as Resident Evil 4 or Virtual Fighter, I’m tired of seeing fan fall back on the “its DBZ simulator” or “don’t like it don’t play it” copout as an excuse to justify its lack of depth/quality. Aren’t you tired of the way Dragon Ball Games are handled and how the reviewers responds to them. There must be reason why many reviewers are dissatisfied with these Dragon Ball games beyond the “anime adaptation” issue?

I think many fans (looking at the Atari board) have forgotten that the gameplay is the most important aspect and that the gleam and gloss of the “Z” elements should take high priority (accurate storyline, ki blasting, over-the-top super moves, and over 130 characters). Why should I or any gamer should care about all that extra stuff if the gameplay isn’t well-crafted to begin with? While I commend Dimps for at least trying to improve their Budokai games from sequel to sequel, which is in opposition to the Sparkling series which is just a thin coat of new paint over the old games as far as I’m concerned. I’m not afraid of admitting that I think Super Dragon Ball Z is the only Dragon Ball game I would place on the tier as a fighting game, because I felt as though Super Dragon Ball Z had more to offer as a fighting game beyond a stretched out story mode or over 100 characters. Despite the many references to series in both presentation and gameplay, it’s a fighting game first and foremost.

Heres a quote from Ed Boon in the Game Design second edition book.
When I’ve read this I couldn’t help but think of the Sparking series, don’t get me wrong while it not biggest offender it pretty close as far as DB games go.

“Also, it’s not true “the button presses should do approximately the same thing across all the characters.” In fact, exactly opposite is true. Some fighting games have criticized for doing exactly that. If all of basic attacks for the characters were approximately the same, then there really wouldn’t be much distinction between different characters, other than their special moves. This results in perception that all the characters are basically the same and game quickly gets dull.

The goal with fighting games is to make the character as diverse as possible in all areas: Basic attacks, defensive moves, special moves, speed, strength. The more variables you can adjust to make as varied a cast of characters as possible. This is very challenging as rosters of characters in fighting games has gone up from about 8 in the early 90’s to 20+ in today’s games.”

The point of this is thread is not to listen to my ranting, but to get some (hopefully good :wink: ) insight on what you think that game designers can do to elevate future Dragon Ball games from terrible/mediocre and if you agree with the notion of the “Z” factor above all, offer some insight on why the factors must take the highest or higher priority. And please no comments like “if you don’t like it don’t play it” because it does nothing to contribute to the tread and discredit nothing on the possible upcoming opinions from the other forum members.

Well here a few of my suggestions just to get things started.

1) I believe a 2 year or more developing cycle would help give studios like Spike a chance to produce a better quality game, which could in turn allow them to achieve a harmony between a well executed story mode and gameplay.

2) Less focus on the “over100 characters” gimmick and reduce the character roster to at the very least 30-40 and that way the designers can focus on making each characters unique while keeping their fighting style true to their manga/anime counterpart. It wouldn’t hurt or diminish the game as a whole, I meanTekken 5 had 31, Virtual Fighter 5 had 17, and Soul Caliber had 20 characters and to my knowledge those games have been placed on a higher pastel then many of the current DBZ games which tends to have rosters that goes well over 40. This could help reduce developing time and allow them to focus on more important aspect of the game and perhaps focus on the “Z” element :P .

3) I would do some good if Namco Bandai gave other developer (good developers mind you) a shot with the franchise like they did with Super Dragon Ball Z. I wouldn’t mind so much if Bandai Namco kept to their DB game a year with the Sparking series, while allowing another studio develop 2-3 cycle game.

4) Would it kill the designers to offer controls that are intuitive and responsive? :evil:

Edit: What L's. :wink:
Last edited by Kikoha Hater on Tue Nov 13, 2007 7:54 pm, edited 1 time in total.

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Thanos6
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Post by Thanos6 » Tue Nov 13, 2007 7:44 pm

I think they should keep at least two series going at the same time: A Super series for those who prefer an SFII/Marvel Super Heroes style of play, and the Sparking series for those who want to play as their favorite obscure character.
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Post by VegettoEX » Tue Nov 13, 2007 7:45 pm

Only thing I want to contribute is that there's no "L" in Sparking! :D
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Post by NECPS » Wed Nov 14, 2007 6:23 pm

While I still agree with most of those ideas, I must say, in Dragonball most of the fighters do fight the same way. They may vary from sizes,
strength, speed and how they release breeze energy, but little will vary from the way they fight. It is focused in martial arts, so you won´t have a kick-boxer, jiu-jitsu, ninjutsu, capoeira, stealth cqc combat here.. or whatever..


Also the whole series are like big adventures and not just fighting series. So that is way I like when we can explore the world like B3, use item capsules (more than earring, since when earrings transforms in dragonball??) talk to different people, buy something, earn something, workout in fighting style with a partner etc.


When I play dragonball games I like to have fun in and out battles. Things I can´t find in arcade street fighters or tekken.

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Post by Kikoha Hater » Wed Nov 14, 2007 8:44 pm

I disagree, pay attention to how each character fights and compare them to another character, for example notice how Freeza utilizes his tail in battle or Majin Boo extending arm, or hell even Broli’s grappling moves. Seriously come on, not every fighter in series attacks the same way (beside the usual punches and kicks), it just that the series weren’t heavily consistent. I don’t feel many Dragon Ball game capitalize on their uniqueness more than Super Dragon Ball Z. Oh and kickboxing, jiu-jitsu, ninjutsu, capoeira falls under the category as martial arts.

Look, not every Dragon Ball game are going to be about “big adventures”, I don’t see why fans have condemn one game for breaking the mold and trying something different. This is not a “Super Dragon Z vs. Budokai Tenkaichi” thread, I have no desires into getting into that all over again (I'm aware of both of thier flaws), it's about how the fans feels about what game designer can do to put Dragon Ball Z games in a better light.

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Post by Big Momma » Thu Nov 15, 2007 10:13 pm

I think the best thing they could do for DBZ game is another year or two of developement. With the PS3, 360, and Wii, I think its possible to have a great story, excellent gameplay and unique controls, and still be able to have 150+ characters.

I'm still waiting for a Budokai 1 story mode. With those great cutscenes.


(I'm also thinking maybe a Naruto: Rise of Ninja type game where you start at the beginning of dragonball and work all the way up through GT, except not as "paraphrased" as Naruto 360)
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Post by NeptuneKai » Thu Nov 15, 2007 10:27 pm

Well I don't mind the more shallow games; I had my fair share of decent fighters on the Super Famicom. It's a unique yet shallow combat system that works for what they are trying to do, crank out games with tons of characters. They aren’t pretending like they are trying to be a hardcore fighter so it doesn't bug me too much.
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Post by Chuquita » Fri Nov 16, 2007 2:14 am

Giving the developers 2 years to make the game rather than 1 year sounds like a good plan to me. I semi-recently checked out the cut scenes for Budoukai 1 and they look very impressive (it's been so many years I'd forgotten and sadly only remembered the in-game models) and I'd love to see them do something like that again.
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