Hello my good sir,
Nice post, pretty concise with a lot of information and depth. Well done.
I have some questions and feedback regarding your post.
- Remove the glass ceilings on pop height, spin, and momentum.
- Can you define what do you mean by "the glass ceilings on pop height, spin, and momentum" ?
- Speed physics must be realistic. Push intensity, angle, and incline should determine acceleration — like the old Skate games, even Skate 1 had it.
- To my understanding, the speed has its effect when you go down on a really steep slope like in the car park. The problem with it is that we alsmost never experienced it on daily basis as the map is mostly flat.
What is your take on the front/back flip momentum ? On my side, it feels that the game force the player to only one rotation and the rotation speed is based on where/when you will land. Quick rotation if the landing area is near and slow one when the landing is far away. Feel like your not in control of your flipping behavior.
- Launch with more tricks than Skate 3 had, not fewer.
- Bring back advanced tricks: Late flips, Finger flips, Caspers, Darkslides, Handplants, Pressure flips.
- Expand footplant/grab variations — depth over cosmetics.
- For the 3 points above, I think the Full Circle dev team will is to master the basics of the series and to add more depth later to keep some novelty.
- Plus they are coding all the mechanics from scratch with the Frostbite engine while others game of the series were made on Criterion's game engin.
- I totally agree with you but wanted to add a depth layer
- Add wallrides
- To my knowledge it's already there. Maybe you could define your expectations.
3. / 4. / 5. Yes to everything you said. Very clear in few words.
- Scrap loot boxes and RNG.
- Most of people will agree with that but and on my side I have mixed feeling. RNG box is not fun but what are the alternative to seemingly extend the life duration and the inquiry to get people to connect everyday.
- Stating that this is not wanted is a thing but what alternative or other solution can be brought with the intent logic of gatekeeping stuff for the player/customer to continue playing to unlock it ?
- Sell real skate gear, boards, clothes, and brands — we’ll buy it.
- True. I think they didn't settle any new contract yet.
- Apart from that I think they can push forward content made by artists and cite them. Why not artists inside the community.
- Get real skate brands involved in microtransactions. Let them sell actual decks, graphics, and apparel in-game.
- Allow brands to test potential graphics/products in Skate before real-life release — make Skate a culture launchpad, not just a storefront.
- Moreover, why not use the game as an advertizer and analyze data made from the sells. It can be relevant.
- Fund it like a flagship franchise, not a side project.
- Tough call. Small unknown team to develop a side project. It need to have successful KPI for EA to loose the leash.
Replay features
- The replay features should embark some TikTok/Short vertical editing for the younger generation (or the one whose appeal) to share easilier the content they make on this game. I don't like TikTok but this is still a great communication tool.