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Skullgirls Entry?

Last posted Mar 29, 2013 at 10:44PM EDT. Added Mar 02, 2013 at 04:11AM EST
11 posts from 8 users

I'm not sure if Skullgirls is entry worthy yet, but considering what is going on with it at Indiegogo as well as a few months ago with the Breast cancer EVO 2013 charity, it does seem to be making a resurgence.

Valentine is pretty recognizable (for obvious reasons, lol) outside of the fighting game community.

Since Squigly got funded in less than 24 hours a lot of gaming news sites and other social media have been talking about it, as well as the possibility of the first playable male character in the game, Big Band being funded.

Well the Indiegogo Skullgirls campaign will be over soon, and overall it was a huge success! Not only did they reach their goal; they surpassed it!

Not only are they adding Squigly, they're adding Big Band and a character donators will vote on, not to mention Robo-Fortune as well as a bunch of funny voice packs.

And Mane6 the creators of Fighting is Magic will get the Skullgirls fighting engine for their collab with Lauren Faust!

http://www.indiegogo.com/projects/keep-skullgirls-growing

Well I love Skullgirls, casually that is. I can't stand the competitive fighting game community but I'm all for a 2D fighter that plays good and has great character design and animation.

I'm not sure if I'd consider the community much of a subculture though, and I haven't seen any meme's born from the fandom aside from the occasional fan art.

jpifer17 wrote:

I for one think Skullgirls is coming back in a big way.

I agree, with what has happened in just a month just proves how dedicated the fans are, and how amazing the people involved with making the game are. It's most likely going to continue growing as a fandom.

Last edited Mar 29, 2013 at 02:33PM EDT

I don't know about this, to be honest. It's extremely niche, even withing the fighting game community, and while a lot of its notoriety is online, it still hasn't produced a subculture or concrete, visible internet presence.


Let's just look at some of the confirmed Subcultures on the site, for comparison.

  • If you search "Subculture", four of the first five entries are Valve games (10 of the first 12 are video games, in fact). All of them (including the other 6) have creating memes and a significant online fanbase that is noticable; see: Half Life 3 jokes, TF2 anything, especially hats. In fact, Hats are an excellent example because the TF2 subculture has become so huge, it now has stereotypes associated with it. So we can consider that one qualifier for Subculture status: creating memes and stereotypes of the average player.
  • Also on the first page, we can find things like "Weeaboo", "Otaku", "Steampunk", "Cosplay" and "Meme Elitism". In this case, these articles are composed of a certain subset of people who can overarch with other subcultures, but their presence is still noticably different. Also a possible entry to this category would be Bronies.

Skullgirls, on the other hand, doesn't fit in either category for me. It mostly achieved notoriety by asking for $150,000 for one DLC character and making $825,000, as well as the mane6 donation. It doesn't make its own presence otherwise and hasn't really contributed to Web Culture.

I need to go so I'm cutting this short. If you have questions with about my reasoning, leave em and I can answer them later.

Skeletor-sm

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