Harada says revealing Tekken frame data is possible, but he wouldn't do it; feels doing so will impact the game's lifespan

Posted by Steven 'Dreamking23' Chavez • February 7, 2014 at 7:37 p.m. PST

Many modern day fighting titles have attack frame data floating around the internet, and some even have it openly available in-game. One company that has generally avoided revealing frame data to the masses is Namco Bandai.

Recently, a Twitter user asked Tekken producer Katsuhiro Harada why it is that Tekken frame data is not displayed for players to study. Harada posted an extensive reply that discusses their decision to hold this information back, and gives a few examples to further explain.

"It is of course possible to display the frame data within the game but I wouldn't do it," Harada says. "Including the entire frame data (the time and range of an attack's data) into the game, there are things to consider when you give the player access to this data."

Hit the jump to read more.

The Tekken producer feels that divulging frame data will hurt the longevity of the game, and will not allow players to discover things on their own.

"If players could easily have access to such data within the game, it will allow players to uncover and find out the intricacies and details about characters and their moveset much faster which can lead to an impact on the game's lifespan."

He goes on to say that providing this information will also limit discussion among players who like to strategize. The debates people might have about certain attacks will no longer exist because frame data will serve as a definitive answer to those arguments. "If the frame data was displayed and freely available, every single player would easily have the 'answers' to moves and situations an opponent can throw at you basically," Harada says.

Additionally, the Namco representative points out that judging whether or not an attack is strong does not lie solely on the numerical data. Other factors come into play when looking at game balance. "When it comes to arguing the balance of the Tekken games, I don't consider players saying certain moves are bad only because of the frame data's numerical value," Harada explains. "Because as I mentioned earlier, there a lot more factors in moves to consider like the animation, range, reach, if your opponent is sharp enough to block it etc."

There is much more to Harada's response, so be sure to check out AvoidingThePuddle's post for the fully translated tweet, courtesy of Flying Wonkey. Image.

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