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Thoughts on Toribash

June 4, 2009

in Start-ups & Entrepreneurship

Toribash’s been on the scenes for a while, but I’ve never had the time to take a closer look at them until today.  A simple registration process and a quick tutorial later, I was online and staring at my Toribash character.  5 minutes later, any remaining visions of glory fast evaporated as I saw my character get brutally decapitated – pffft.

While I am no hardcore gamer, I have been gaming for the past 16 years and have rarely needed to pick up the manual or review the tutorials.  Sensing I didn’t have a choice, I slunked back to Toribash’s in-game Fight School for some basic training, in the hopes of picking up a move or two.  Strangely, I couldn’t complete the first tutorial as instructed – I followed the instructions to a T, but my flying kick never came.  I went back online and got myself murdered several more times before I finally threw in the towel, once even decapitating my own right hand before my opponent even touched me.

Ok so I suck at the game *grin*.  See video below for a well-executed fight by other better players.

As a concept, Toribash is certainly novel.  Their marketing initiatives  also appear to be working, going by the degree of press mentions generated.  I personally like the business model of micro-transactions for virtual goods (i.e. body parts and effects) as well.  Without knowing anything else other than what’s already publicly available, here’s some observations of mine.

Total Addressable Market could be larger

I have nothing against bloody and violent games as long as they appeal to the mass market (i.e. Grand Theft Auto series), but the learning curve for Toribash seems really steep!  It appears to me that one has to either spend a ton of time practicing the moves, and/or have an intrinsic knowledge of the interplay of joints in the human body to execute the moves needed to take down the opponent.  Combine that with the uber-violence and you have a gaming title that appeals (my guess) to a significant subset of the mass market – read, mostly geeky (hey nothing wrong with being one, I belong to this category) and male.

Potential for Monetization is Key

I tried poking around the forums for threads on executing moves, but came back empty-handed.  Youtube yielded better results, with a treasure trove of user-generated tutorials and videos.  Still, I didn’t have the patience to sit through the videos when all I wanted was instant (bloody) gratification.  The tutorials and in-game help could be beefed up to increase the game’s stickiness, and improve the conversion rates of registered users into active users, and eventually paying ones.  I didn’t take a look at how hard it is to create custom parts, but I’m assuming it’s gotta be easier rather than harder, to encourage virtual goods commerce and content generation by avid active users.

And by active, we should be referring to users who login and play one match at least once a week – anything less would mean we’re taking far too much liberties with the English language – in the land of Toribash, you could well be condemned to death by decapitation.

Darn it, I don’t quite know how to do that yet.  Do you?

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{ 5 comments… read them below or add one }

1 Jalis June 5, 2009 at 6:23 PM

Man, you should check the forums before you say the game appeals to the most geeky. If it did, I would certainly enjoy it more, though.

As for the problems with the steep learning curve and no access to tutorials except for specific moves that only work in a few situations, it’s a problem I overcame with just playing singleplayer and multiplayer. After a while, you learn what works for different situations. And using moves that there are tutorials for, isn’t exactly all that smart. Most of the better players have many different ways to overcome the most general openers/moves, and utterly humiliate their opponent. Of course the steep learning curve is hard to get over if you’re not that determined to learn and/or just want to jump in and have fun.

tl;dr if you don’t want to spend time to learn the complex gameplay of toribash, you’re probably better off playing something else.

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2 Zac June 5, 2009 at 8:33 PM

Hey, I play Toribash and am currently a 4th Dan Black Belt on it.
It takes time to learn it, but not long.
Since you like grafication so much, try lowering the dismember threshold in the main menu by going setup>game rules.
Change it to 20, then Uke’s parts should come off quite easily – including yours – to provide your grafication.
It is an extremely addictive game once you get to like it.
Making custom parts is easy and hard, depending on if you’re a good artist or not.
This in Toribash is called texturing, and is quite difficult if you’re a beginner. People make TC (ToriCredits) out of it by making people full body texture sets, which are very appealing usually.
You can also make your own, but they are hard for someone like me with no art skill whatsoever.

Thankyou!

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3 Shin-Ryuu June 5, 2009 at 10:42 PM

Complex gameplay for some people is a border that they can’t pass… People like that should come back to typical FPP shooters or other games where weapons means a lot. In Toribash the only thing that matters is training, training and one more time training. I’m playing for about 1.5 year and I’m still overwhelmed with ammount of possibilities that this game gives you. Have fun learning and cya around somewhere.

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4 James Chan June 6, 2009 at 8:41 AM

I managed to do my first de-limb today :-) kicked the leg off Uke in Single Player. I’m not giving up yet!

Having trouble finding a free screen capture tool to output my replays to Youtube. Anyone has any ideas?

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5 Gerald @ Nabi June 9, 2009 at 4:07 PM

Good to see you’re checking out our stuff James.

We used to include a light video exporter (ffmpeg) in the client but are doing some optimization to the filesize.. (we like to keep our client download as light as possible).

In the mean time, you can use Fraps (www.fraps.com) Snag-it (http://www.techsmith.com/screen-capture.asp).

Also, we do realise Toribash did cater to a niche audience to begin with. We started with a core product that allowed players to experiment a lot with body motion-physics and all sorts of fight moves (and fight scenarios) possible. That’s allowed us to draw a good pool of loyal hardcore users who spend hours making mods, replays, videos and fighting online.

Increasingly, our focus has been on easing the entry of newer players and it’s something we’re evolving towards. The next step towards opening up our addressable market is our development of Toribash on the Nintendo Wii and that has taught us a lot in terms of player engagement and evolving our players into the fight mechanic, which aspects we will be taking experience to the PC online version

Being completely self-funded at this point, our strategy has been incremental bi-monthly releases incorporating player data and input into each new release. We also hope to synch aspects of the Toribash Wii and PC Online communities and grow the two communities in tandem.

A few vids to check out..
Toribash Wii: http://www.youtube.com/watch?v=hGCd4vivZtI&fmt=18
Toribash Skate Comp: http://www.youtube.com/watch?v=XONA7M6_C2A&fmt=22

If you’re in the Killiney area, we’d be glad to catch up for a coffee and take you through what we’ve done on the Wii, as well as our incremental plans for Toribash online.

Catch you soon! Gerald@Nabi

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