Eurogamer managed to get an excellent response from Seth Killian in regards to the fan uproar over the gem system. In it he confirms that there will be no "no-gem modes" within the game and doubly confirms that gems are part of the overall system.Eurogamer: What's been the most vocal concern?
Seth: There's been a lot of consternation over particular gems. People see auto block and they're like, well this is screwed. The thing that's been going around a lot is a slide from a New York Comic-Con presentation that said the gap between good players and bad players can be overcome with these gems.
That's, to say the least, a massive overstatement. The objective with some of the assist gems, that do things like auto blocking and auto throw teching: it's active the whole round, but it requires meter to use, still. So for the first few seconds of the game or until you build the meter it's not going to do anything at all.
The idea with assist gems is - despite Ono-san's statement that this is going to close the gap between new players and good players - it's more in a friendly way, where if you've got a friend that doesn't know anything about fighting games, they can help themselves along by seeing how blocking works or improving their understanding. If you've got your whole game going but you've never really figured out how throws work or how to get out of them, this is something that might help you out.
Eurogamer: I'm a bit concerned about how this will impact the competitive scene.
Seth: Sure. One, the system is still in development as far as implementation goes. Historically, a lot of competitive events haven't used DLC options because it creates a potential imbalance between players. Somewhere in there is a slippery slope. Maybe some DLC characters should be allowed. Maybe some shouldn't be allowed. There's also time selection involved with the gems. Is it going to take too long for a tournament to effectively run it with the gem selection?
We're trying to take that into account and trying to work with first-party on different ways you might be able to carry your gems around with you as a potential loadout. We're exploring all the possibilities and trying to keep that in mind.
Tip from Chameleonice.
I'm sure it'll be just fine. With a company that depends on the competitive fighting game scene for profit, I highly doubt they're going to do something that could drastically screw themselves over. Just wait and see and give it a shot, no need to be close-minded about everything.
oops sounds like some ones in damage control mode. I love the fact all these 'NEW' details surface only after a massive $h!t storm blew through. Well they still have 5 months till release or something along those lines but something tells me they wouldnt be making attempts to balance out anything had it not been for the sheer opposition of Gems by the community in the first place.
At #2 agreed. People need to stop being so close-minded and pessimistic about this.
close the gap between Good Players and New players????
yea thats what i wanna see...some Joe Shmoe whos been playing Shooters his entire life, compete with people who have been playing Fighters their enitre lives. if the Statement is Overstated, then im fine with that...but it better not let new comers excel at a faster then normal rate. thats plain stupid.
Side note...Game looks awesome. I wish Bison was in though :( Anyone know if the Roster list is complete?
@2
you actually convinced me...i wont judge the game until its out. i know a lot of idiots did that in Super and the results were TOTALLY different. i'll wait.
Kinda doesn't make sense to me. Wouldn't the same tools your giving the newcomers just be used against them in the hands of a pro? If you couldn't open up Justin Wong before how are you going to open him up with a auto-block? Idk
I should just be like #3
(YES MORE GEM NEWS MY RUBY BROTHERS!
OPAL FOR HARMONY!)
What's that? The community over-reacted and Capcom is aware of the most common concerns and is taking them to heart while they continue development of this system?
To be on the safe side, we should probably all continue kicking and screaming about a system that none of us have actually played with.
i think gems was a bad idea, but i felt like if they didnt put some unique mechanic the game wouldve gotten boring, FAST.this game is gonna have the same problem Tekken does, ppl are gonna find the most damaging air-combos and spam them the whole fight. its gonna get so old 4 ppl 2 watch lol. the game looks decent tho. hope 2 hear much more
The community, the competitive fighting game community, was just happy with the game without pandora and the gems but with all these mechanics included, it just killed it for them. They just wanted to play a game that rewards player for their skill and the hard work and not a game that has gimmicks such as the come-back mechanics.
I understand their plight and if I were Capcom I would listen to the community and not the casual gamer. Let the community stimulate the fighting game community with their tutorials, streams, and other mediums used to educate players...Capcom stop degrading the games with come-back mechanics, easy inputs, and other casual mechanics.
agree with #1 -
Way out of control here, you guys need to do damage control at this point and just add an option to disable the gems.
Lets have a vote, oh...wait...
I don't understand why they can't just make a gemless mode and then let the players/tournaments decide.
Thats right, people like options, use them or dont, leave it up to the players to decide.
Capcom if you reading this just put in the selection Screen
1p vs 1p gem mode
1p vs 1p no gem mode
2p vs 2p gem mode
2p vs 2p no gem mode
4 player battle gem mode
4 player battle no gem mode
That's it for player who wants to play standard gameplay or players selects gem mode to get better understanding of the game or to play just for fun. Problem solved.
#2 i agreed what you saying but also understand why others don't agree to this. Also i could see the reason why capcom is doing this.
@4
That's implying that there was something overpowered about the gems to begin with, and we have yet to see this...and judging by Seth's statements, we probably won't either.
A lot of the complaining has been wild assumptions and baseless accusations of the gems being "broken", especially when it comes to things like the auto-block gem. More than anything, auto-block and auto-tech are just crutches for newcomers that can probably live with losing meter that they probably weren't going to use properly anyway.
For a more experienced player, learning to block properly and conserving meter in a game where meter is important for everything (tag cancels, EX moves, supers, cross-assaults, etc.) is going to be the biggest factor towards shying away from gems that hold your hand like the auto-block gem. The average experienced player should be able to easily take advantage of another player using the auto-block gem by getting them to burn the meter that auto-block requires to activate.
Anyways, to me the best part of this article is Seth saying that Capcom is paying attention to concerns about gem selection and tournament time and all that. They're trying to address an important issue that could directly affect future SFxT tournaments, which is what I like to see.
This is the sort of stuff they should've been promoting Gems with from Day 1.
I want to like the system cause I think it has massive potential for fun and depth, but I'm just hoping they pull it off without gimping what was looking to be a very solid game without it.
Dhalsim doesn't need meter and when you finally get in on him he has auto-block/tech?
**** Off.
If this game ended up with paid DLC exclusive gems, I'm not buying this crap. I don't give a **** about what Seth thinks regarding how powerful are the gems, ANY game mechanic should be available to Everyone.
Greedy ********.
I think a lot of people here are seeing the gems system as half empty. Instead of seeing it as for one meter, get a free tech (durr I don't have to think); try to look at it from the opposite point of view. If ur opponents uses this free tech gem, drain their meter by simply throwing them. at least in umvc3, you have to implement some long combos and strategies to drain a fraction of their meter bar. In sfxt, I can get rid of a whole bar of meter by simply throwing?! Anyone who is anyone in the fgc understands that meter is just as important as life, and being able to dump on their meterbar with a simple mechanic is just priceless especially since they can't turn the gem off lol.
Very simple solution capcom! Make a gems optional! there is nothing wrong with having fun with gems but don't force it on everyone. I really don't give a dam about this game anymore. hurry up AE 2012! Till then ill be playing MW3 and Elder scrolls Skyrim.
Good so see some open minded people. #2, I salute your sir
I hope when this game crashes and burns that Capcom will finally realize that the fighting game community is sick of gimmicks, comeback mechanics, and "simplified fighting systems that appeal to a wider audience".
You don't need to put this stuff in to make your games good, Capcom. Just build a solid engine and let us fight. We don't need these extra gimmicks and comeback mechanics. Likewise, people aren't stupid. They don't need you to make the game easy for them. You're supposed to be bad when you first pick up a game. If a game doesn't have a learning curve, what's the point of putting time into learning it? It's all the more rewarding to get good at a game that you used to be really bad at
Are they just playing dumb? The problem that lies within the gem system isn't how powerful hey are, it's becuase art if them are gonna be DLC and such. It's like you need to pay to be able to use A groove or C groove, or need to preorder to get K groove in CvS2. So much with the "gems are well balanced" crap they keep pulling out their a**, the DLC gems will be more powerful than the standard ones in game no matter how they are trying to cover it up, because that's the only reason that will make people want to buy their DLC gems. I'll say this again, unless all players are fighting on even ground gems should not be DLC or in anyway being exclusive.
@22 so wouldn't that become a disadvantage for the newcomers? how is that helping them close the gap? im seriously trying to understand.
Someone who buys DLC gems will have more options than someone who doesn't and that's unfair. It would be like Blizzard charging people for talents in World of Warcraft. Character customization is a good idea as long as all of the gems are included in the retail package.
the slide actually says disparity between high level players which actually sounds worse than helping a beginner (what they called girlfriend mode)
''despite Ono-san's statement that this is going to close the gap between new players and good players''
Lol. Ono did say that, and he is the dude behind the series so Its clear that it has been their intention to find some substitute for Skill so that everyone can Versus decent players.
W/e.
@30. your just trying to troll right? so customers should blindling buy games with a no money back guarantee. gtfo of here with that logic.
I just can't understand why Capcom are so against giving the option to turn the damn gem system off. Let the casuals role around in all the pretty gems they want. And let the competitive players play a fighting game how it should be played, with no gimmicks and crutches. I hope this game fails, so Capcom will finally realize the community won't eat every piece of crap they serve us.
I for one want to try out this system before making any real comment on them.
As someone had commented before, this is a 'versus' game, over-the-top and crazy mechanics are to be expected. Did anyone complained that Street Fighter vs Capcom you can't choose to play 1-vs-1? Or did anyone complained that the Gems in Marvel Superheroes should have been a separate mode? Maybe someone did but things turned out fine, I think. Let the main series be the lean, mean, tried and true gameplay heavy and let this game just pull out all the stops because it's a 'versus' tradition.
As for people assuming that DLC would make those who pay would ultra powerful with more options, I would like to see the list of gems before making that assumption. MvC3 had Jill and Shuma as DLC and I don't really think they were all that good at all...
#11
Sounds like a plan but can I overreact to even the smallest bit of info, too? Maybe ignore the fact that most of the gems aren't active when you start the fight and will barely have any effect?
@#36
#30 is basically saying, people like you need to chill and wait for more info before you start shedding tears and believing in your own assuptions about the gems haha
#37
Well..this is how THIS fighting game should be played so...
Let's see: the game's got a loose combo system (no 1 frame links here), there's online training (which wouldn't affect BP, PP or whatever their equivalents are in this game), no double stick motions for super and crossarts... this game couldn't get easier to pick up for newbies. The whole "we're putting the gems to help beginners" is just pure bull****.
#44
We're complaining about online training now?
#46 then what are you trying to say? Because I don't get it. sounds like one long complaint.
@31 that's exactly it. people are so afraid of gems making it easy for newbies, but depending on how u look at it, the gem can easily be a double edged sword. all those auto stuff takes meter, so whenever u see ur opponent about to get a bar, just do whatever the cost of the gem is to keep them down. not so newb friendly anymore is it?
as for all the buffs, it has a cost as well. I believe they said that some of them can only be activated if you do x amount of hits. No complaint here. basically, it's like giving your character a separate super. Another cost is you have to take x amount of hits. This isn't new. Think ultras.
As for balancing it out for all the super scary gems, I'm sure the cost is something dumb like land a 16 hit combo which will most likely take about 2ish bars of meter. As you can see, none of this is really newb friendly. As far as I can see, the only newb friendly gem are the auto ones, which i just explained can be used to keep them down.
if they are going to make gems with 2 different types like these;
1-)Automated response to oppenent like tech-throw
2-)Gems actually add new properties to game like you wouldnt be able otherwise.(dp does +50 damage, immume to hard knockdown etc)
if you worry about newbs can easly access what you already can do after countless of played time, no problem you will be able to access something that newb cant. ill pull out 2 gems out of my butt.(might unbalanced).
1-)newb gem= autoblock
2-)pro gem= you take half as much damage while blocking and cant be chipped out.
2nd game might even be able to make newb players game setup completely trivial and since you are pro and know how to block on your own, have fun!
1st gem is to cover up who doesnt have very good defensive play.
if your oppenent is better than you as in overall measure, while the newb covering his weak parts with gem help, pro player is going to make his character better. This can be seen in mirror matches. on one side there is newb and a normal ryu, on the other side again ryu but better dp somehow, immune to knockback, focus attack can absorb two hits(you name it , dunno how many gems you can socket).
Note: This only applies if there are gems that makes your char better on straight comparison.
However im speechless about that actually gems are sold. A game shouldnt have a DLC that can change gameplay drastically, especially at player versus player games.
#52 Then sorry, but it did sound like complaints, especially with tht last line.
Some of the posters here are complete idiots or just plan @$$ kissers. It aint like crying and whining over balance changes, you don't need to play this game yet, to see WTF the Gem System is. Just from how it is being explained and described you know WTF it is.
Some Gems give you auto blocking, auto tech throwing, and ect, for the cost of some meter. You don't need to play the game to know how phucked up that is. Get serious, people. It doesn't matter how they try to balance it out, it's just lame and not at all a part of what makes fighting games. Most of all, it's lamely uncharacteristic of a Street Fighter game.
With the continuous whoring of Street Fighter and Capcom games piled on top of this gem crap, all they're doing is beating the $h!t out of the genre again. Way to go Capcom, you revive the genre to main stream and now are killing it again.
You know what else would fill the gap between good players and bad players? PRACTICE! The hell you need gems for?
Seth, I've met you in person and you're a great guy but this game is trash.
Why do the link to the source never work you freaking thief?
I advice Capcom to:
- keep the gems
- keep a few gems (let's say 12) as been the best ones out there. All the other gems are DLC, and not as great. For example, other gem would be more for advertisement purpose and doesn't bring anything new to the gameplay.
- allow each players to have up to 3 gems. 5 is too much, will take forever to select, and make the game too complex.
- Make the gem for auto-blocking/parry and counter grab activation have a difficult activation: it is activated as long as the opponent have 80% life left, and you have 10% life left... for example. Also make the gems duration short... like 10 seconds game time. Therefore someone may get auto-parry for 10s to get a chance to avoid getting blow up almost perfect without a chance to even hit his opponent.
#27 EmeraldFont "Just build a solid engine and let us fight. We don't need these extra gimmicks and comeback mechanics. Likewise, people aren't stupid. They don't need you to make the game easy for them. You're supposed to be bad when you first pick up a game. If a game doesn't have a learning curve, what's the point of putting time into learning it? It's all the more rewarding to get good at a game that you used to be really bad at"
I couldn't agree with you more!
I dont understand why people are against the gem system i really like it and im very excited about it. i think the gem system is a good gimmick to make the game a bit harder to master for example in street fighter 4 you need a exact timing to do combos in steeet fighter x tekken you just have to mash only buttons to do a combo .....
Sf3 fans hated FA system in 4, and 4 fans are complaining about gem system in sfxt. I think this is just how us gamers speak these days. Voicing concerns and opinions is a great thing. My two cents, ultradavid tweeted that he had 10 minutes on sfxt at some tourney, got bored and walked away....maybe....MAYBE the gems will actually turn out to add fun depth, change type A match ups, and give some flair. You're all complaining about nonsense defensive gems....who cares? Clearly those are for new players. Id be surprised to see sako, diago, Wong, Ross, fchamp, Ricky, Valle or any other pros sacrificing offensive gems for a metered tech hahaha. Think about it.....now dlc gems.....that's a whole different story and let me be the 42384th to say mother f that s.
#56
This isn't a street fighter game though and you shouldn't expect it to play like one.
None of us has played the game at all, the gem hate/love has to wait. Panicking is just about to sully the experience because they bout to start pulling last minute "fixes" for crybabies. By all means though, continue to insult the game as if you've actually played it before. If it's trash to you then STFU and wait for TxSF, we are grown men here, stop crying like b!tches and realize Capcom hasn't dropped an unplayable fighter in like, ever.
Lol, you can tell who is meter savy in this slew of comments.
These scrub gems cost meter.
They aren't beneficial to even an acolyte player.
What you should be taking into question is the means of activation.
The gems as a whole rides on that. I know that someone who gets strength buff from getting beat on isn't relying to much on his skill in a matchup and is just waiting to DP or just looking for an opening.
Anyone fishing like that desrves to get their face smashed by my Poison. Quite honestly I would be afraid of any typer of gem activation that passes based on time.
Say you lake a good entry, and you get a speed buff.
OR
What if time ran out and you had three bars and a gem activated to give you an extra thirty seconds.
Then you see gems picked not by character match ups, but by player match ups.
We all have a complexity to us, what happens when our opponent studies us enough to pick not against or characters but our own habits, and ticks and mistakes.
The anti-justin wong setup today, would change later down the road because we are forced to change our own style of play, and or gem setups. Think of it that way.
(Gems can't be optional guys, we gotta get our shine on like real playas.
Besides, a "standard" mode without gems? That's like a fresh new whip without rims!)
#68
LACK a good entry black berry auto correct just stunted on me.
If you have decided already that you hate this system that you've never tried before and know little about...how about this:
We set up a website where you doomsayers can register to "opt out" from all things SxT. You'll be legally banned from:
Playing the game
Purchasing the game
Tournaments
Watching official streams
All offenses punished with life in prison. No problem, right? You disagree with the system so much, this should be easy to abide by.
If you're so fed up with something that hasn't happened yet, just "Opt Out" and stay free.
It's nice that Seth is doing damage control but just from a logical standpoint it's safe to say that there is no way this can be balanced, it took how many iterations of SF2 to make somtething kinda balanced and that had way less variability than this tag system + the inevitable tiers + the numerous gem and character combinations + pandora if that doesn't get cut. I think this is a losing gamble for Capcom on principle but that will not stop this Game from being a good source of revenue, maybe after 9 months they'll get the gem system to be better and ssfxt will be the game I buy. As it stands now I see this as being too tenuous a system to be considered balanced on its first release.
I don't care about gems and I'm not going to cry about them.
I just want a game I can play with my friends.
If you hate gems and want to play a competitive game without them, go play SSF4.
#71 we just trying to save the blind money. when you buy sfxt pokemon/diablo/smash brothers and the game gets old in 2 weeks because u can master any character doing the same combo. abc tag abc special... even chunli lightning legs is a command now. easy mode games don't last long. there isn't a challenge.
capcom im glad your milking the same sf4 game and mvc3. because after sfxt we may have to weight another 6+ yrs for a competitive fighter. ur killing the genre u revived. leave the gems to companies like nintendo. we want a pure fighter not a card collectors edition. i pray that killer instinct comes back during ur folly.
When I heard about SfxT the first time. I was like they are doing way to much at one time now. Sf4ae/2012,Mvc3, Umvc3, now SfxT, possibly Dark Stalkers. Either your going to flood/water down your own genre or you are not going to put in enough resources to make all the games good.
Can you imagine EA putting 4 different NFL football games, Or Treyarch releasing 4 call of duty type shooters, WoW or Starcraft putting out 4 different expansions all in the matter of 1 1/2 years. That is what capcom is doing right now.
As a game designer/developer, I know the importance of gathering facts from the community, so here's what I feel as a gamer.
When I first heard about Street Fighter X Tekken I got extremely excited as I like both games. I was thinking "It's the best of both worlds!"
Instead of doing a safe bet which everyone would buy, they want to implement a system that can bring them even more money. The gem system. The perfect system to sell something people really want with minimal work effort behind it. They don't have to create a character or stage, model it, texture, animate, the only thing they need to do is change some stats. And it's something most people really want. It makes the player better or worse depending on how they use them. If not, then they will be useless, which they are not. Why would you want an uneven playing field however small? All the times you won in Street Fighter IV with no HP left would mean a loss in Street Fighter X Tekken. Why even want to risk a loss without any reason? And to get a deeper understanding of the gems, it might be good to practice with them in training mode or play with them to better understand the enemy. So to get them all I might have to pre-order, buy collectors edition, then keep buying DLC. That means I cant even try the game out as I miss some of them by not pre-ordering.
I say this with the voices of many, in the hope of a reconsideration or at least an understanding that Capcom will sell less then they could have, if they hadn't implemented the gem system the way they did it. Remember, it's a game you play with your friends and want your friends to buy. If a player don't buy it because of this, neither might his friends, as they loose their dedicated sparring partner.
Also so many in the community would like to sponsor the game with extra money if needed. By buying extra stages, clothes or other non-gameplay related material. They could just ask us to buy, but not forcing it by breaking the game if not.
I no longer have an interest in this game, and it just makes me sad. But for me there is another hope. Tekken X Street Fighter!
"if you've got a friend that doesn't know anything about fighting games, they can help themselves along by seeing how blocking works or improving their understanding. If you've got your whole game going but you've never really figured out how throws work or how to get out of them, this is something that might help you out."
Great, that sound reasonable.. but Seth, try to make Capcom understand that this should be a mode that isn't the core of the game!
See how much trouble you've envolved yourself in to with these gems? and why even bother? we all know the drill..
Justin Wong & Co. finds about 10 gems and a few combinations that will be used, and then everyone follows in their footsteps because it simply is the best gem combinations..
And then there will be 4.5 million other combinations that you've spend time on balancing and create, that will stay in the game and never be touched.
Capcom you should focus on balancing out the characters, not auto abilities and power ups..
I've got a lot of friends that doesn't understand fighting games, and I would love to use the gems to assist them this way around, but not as the core of the game, it should simply just stay a clasy crossover fighter like you've always done Capcom..
We are you freakin' fans Capcom, it is us that is going to buy, and play your games.. why not make it for the players? and not the newcomers that doesn't give a damn anyway?
@27
@EmeraldFont they could do what you just said, but thats not enough money 4 them. look @ KOF, Guilty Gear, Blazblue(kinda). now compare their gameplay mechanics 2 SF4/SSF4/Mvc3. the 1st 3 games i mentioned are undeniably harder to learn/master than the 2nd 3, but are all less popular. u want Capcom to look @ its fanbase but theyre not. theyre lookin @ the whole market. and to do that, u have 2 make a game that appeals to noobs, hence why SF4 and MvC3 are soo easy 2 pick up/ master.
@27 basically what im saying is that Capcom pulls stuff like x-factor & gems to appeal to newcomers so they'll enjoy the game vs gettin eradicated by skilled fighting fanatics all the time and never spending a penny on Capcom's products anymore. i kno it sucks, but, Capcom wants that extra cash
Seriously the hate is getting old. Capcom built the game with gems in mind so that is how it should be played. If you don't like it then speak with your wallet and don't buy it.
Everyone says capcom is going overboard with this, but y'all allowed them to go this far by putting up with ultras and x-factor. Y'all complaints do not mean anything if you are going to buy it anyway. That just sends capcom the message of "Eh they're just making noise and will buy it no matter what."
Besides we don't have enough info on them to say that they will ruin the game. I think gems can be a interesting mechanic and mostly the only reason why sfxt is on my radar. The only thing I don't like is the rumored dlc gems, but I wouldn't buy those anyway.
@90 The dlc gems aren't rumors. http://www.eventhubs.com/images/2011/...
I seriously don't understand why so many people are so dead-set against these things. It seems like every time they try something new, the community gives them massive **** for it. They bray, they neigh, they bawl and make idle threats of "speaking with their wallets."
Is there some kind of undercurrent or vibe that is anti-progress, or something? The gems system when it is released may be a disaster, it may be awesome, or it may merely be mediocre. But, in the grand scheme of things, it is ultimately a step along the way of progression - whether it fails or not. It's a step towards progress for the genre, and the genre hasn't really seen much progress since the nineties. Fighting games have never been perfect, and are quite far from it. For the love of Pete, let the genre grow.
@27 and @86
Yall make it sound like they seriously dumbed down the engines of today's fighters compared to yesteryears with these "gimmicks" and "comeback mechanics." Please inform me how SF4 is so much easier to master 100% compared to Third Strike, KOF, etc. The only thing they really have different from those games is execution with shortcuts, and even third strike has shortcuts, just much less leniency. KOF has unnecessarily complex motions, which isn't bad, but not something to applaud either.
The ideal fighting game is one that you aren't having to necessarily concentrate so much on execution, but on application. You can have a very depthful fighting engine full of numerous options and amazing mindgames without being exceedingly difficult to execute. It's an unneccessary barrier to entry. A veteran player should beat a newbie because that person knows how to apply all of his knowledge from experience, not necessarily because he can do a quarter circle to half circle back supermove cancel off a tightly linked combo.
I agree that comeback mechanics can go too far. X Factor in vanilla marvel is too overpowered imo, and hopefully it works out better in ultimate. But this idea that we have a generation full of simple gimmicky fighters is just not valid. And some of these gimmicks, like gems, are necessary gambles for the genre to stay alive. If nobody tries anything different ever, then fighters will become stale, as all that would change from game to game is characters and moves. New systems are welcome.
@92
People are afraid of change. It's very much an anti-progress attitude. No one admits it. Everyone assumes they know what would be best. It's honestly like that in all walks of life though. That's why there are very very few innovators out there, and many more followers that stick with what's safe out of fear of taking a chance and failing. It makes it hard for innovators when their target audience is ready to bash all ideas of creativity before the picture has even been painted yet. It's okay to voice your opinion and thoughts, and it's okay to criticize after you have the realized idea in front of you. But to sit there and have access to the bare minimum of an idea, and assume nothing but failure can come from it, you are impeding progress. You would think that a company, or any group, that has such a great track record of prior successes would be granted some amount of respect to their ideas considering so little of the product's application has been revealed.
I'm sure they'll add a gemless mode in Super SFxT... Sorry... Had to make that joke.
he didnt say anything to easy the negativity towards the gems, if ur in dmg control it less say something worth the energy required to post it.
In the design conference below, Seth Killian and David Sirlin talk about having stewardship over your game as oppose to giving in to the demands of the players.
http://iplaywinner.com/news/2011/10/3...
Long story short, while it is easy to add a no-gem mode, it is the wrong thing to do according to the developers vision for the game. So, don't expect it to happen.
there getting out of control with all this gem stuff