Join the Version 2.5 pre-registration event "Coronation of the Void Hunter" to get Polychrome Γ320, in-game commemorative items, and an exclusive title!
Stand to draw prizes such as gaming consoles, figures, and Polychrome Γ800! https://t.co/QoZChK2S1x
I'm entering #ShadowverseWB Lobby Bananza: Rupies Galore for a chance to win 2.5 million rupies! π
π Enter now and use the in-game share function to earn a card pack ticket for free!
https://t.co/AmXI2PMGMB
Yeah women with muscles are DISGUSTING AND MANLY! Iβve never seen a hot woman with muscles! I donβt care if a ton of sexy muscle mommies reply to this with pix of themselves flexing cuz Iβll never be convinced! So they better not or itβs going to make me so mad! π
Okay, I have expressed this here several times, but since I keep getting the same post over and over again, let me reiterate it.
First, it would be wise to stop showing us your "specific character ideas" on social networking sites or in letters to us.
Instead, your actions will contribute to the possibility that your request will not be realized.
This is the conclusion I have reached not only with TEKKEN, but also with other titles I have worked on over the past 30 years, as well as with other in-house titles.
Many people send game companies letters, character ideas, and game scenario ideas via social networking sites and contact forums.
Basically, the more specific and detailed the idea is, the less likely we are to adopt it, and the further away from it we are from being influenced by it.
Why? Because a certain percentage of people will file a lawsuit in the form of "you used my proposal without permission" or "you stole my proposal" or "that was my proposal.
(The scary thing is that in the past, people who have not sent me any letters or emails at all have protested vehemently, "My idea came first!")
I've had them come out of the blue when I was walking around in private or at a game center (and it was for an RPG title that I had nothing to do with the development of).
In the past, several of our titles have solicited user ideas and naming rights in magazines as "campaigns".
However, many game companies stopped such initiatives and campaigns after such troubles, including lawsuits claiming rights despite having signed all kinds of consent forms in advance.
It's not a question of whether we can win the lawsuit or not, but the fact that these kinds of troubles arise is a burden for us.
I'll always refer to and listen to the opinions of fans/users in my case, and don't get me wrong, opinions and ideas are two different things.
Also, of course, there are times when fans help me when designing characters.
In the case of "Shaheen", it was unheard of in the industry to release sketches of the character in the concept planning stage before the character was announced on SNS to gather feedback on what needs to be revised or improved in consideration of Middle Eastern culture.
In addition to that, we also had @Ghafarinho (and his friend), a Saudi player who was studying abroad in Japan, supervise the character design, dialogue, character names, and his command list names.
By the way, he @Ghafarinho learned Japanese and returned to his home country, where he is now working as a Senior Video Game Content Rating Specialist. Without him, Shaheen would not have become what it is today.
For "Eliza", the plan was to first publish a list of character ideas that were considered but rejected, and then hold a fan vote to create an actual character that would appear in the game.
We presented the details at the San Diego Comic-Con Comic-Con, and even there, the character grew out of a lot of feedback from fans.
"Lars" was created through the Swedish Embassy's mailing list, where a wide range of Swedes, from students to company executives living in Japan, came up with ideas for the character name.
Ultimately, the idea of Lars Alexandersson was suggested by a Swedish woman working in Japan, who was invited to the development office before the character was announced.
There she was very happy to find out that her idea had been adopted for TEKKEN (the game title was kept secret and the call for ideas was open).
There are still many more examples, but these are all examples of cooperation that can only be achieved through good relationships with the community.
They are also currently accepting illustrations for TEKKEN's 30th anniversary, and these are another example of the very positive relationship between the community and TEKKEN.
However, as I explained at the beginning, it is basically a risk in this day and age to receive details of specific ideas from fans, and it should be noted that we try to avoid trouble as much as possible.
(1/4) Part2: Retrotink 4K vs Morph 4K firmware features comparison: Up-Scaling & Interpolation & Cropping & Pre-Scale & Misc.
Just one part of the supported features. Part 3 coming soon.Thx @IceStrike256 for testing direct mode
For images and more details check the tweets belowπ