scroll down

Tekken 7 Was Tailored to Absorb Lag, Harada Explains Network Evolution of the Franchise

Tekken 7, much like any other fighting game, had to feature a profound system architecture that combats lag to give players a great experience. However, unknown to many, this goal for perfection has been an ever-long struggle for the developer that began more than a decade ago.

Speaking with Gamasutra in a recent interview, series producer and director Katsuhiro Harada brought to light something very interesting for those who are obsessed with the complete removal of lag in fighting games.

Around twenty years ago, many fighting games featured attack moves that took just 3 to 4 frames to execute. With the passing of every year, new hardware was introduced and the internet evolved as well. These external changes contributed to additional delay. Hence, Bandai Namco began to increase the frame-data for Tekken in order to slow down the pokes and give players more time to react. In comparison, the fastest move in Tekken 7 right now takes 10 frames.

“A lot of people don’t realize this and become obsessed with a fixed number in itself,” Harada noted. “This is why Tekken started to get rid of the 8 frame moves 10 years ago, along with making other adjustments to the game system so that the architecture is less impaired by lag, as it couldn’t be helped.”

However, this does not mean that Tekken 7 has adopted the perfect system. There are a lot of factors to consider such as the network being used, how long it takes to render the graphics, other processing attributes, the monitor displaying the action, and peripherals in the hands.

Harada admitted that there is a certain limit to how much the lag can be reduced but will continue to work on making Tekken 7 as smooth as possible.

Tekken 7 released over three months ago and passed $1.66 million in sales worldwide last month. It hopes to surpass its original goal to reach $2.1 million in sales by the end of the year.