royox
Member
Or you know, ARMS is fun
That's a subjective opinion. I don't find it fun for example.
Or you know, ARMS is fun
It's been shown that kids are just naturally better at learning new concepts and materials until somebody tells them or they think they cant do it. Kids in general tends to have growth mindsets, a lot of people here in this thread complaining about complex controls have fixed mindsets in that if they think that they can't do it, so they don't do it.I can never take these threads seriously when I learned how to throw uppers and fireballs at the age of 10 or 11.
It's been shown that kids are just naturally better at learning new concepts and materials until somebody tells them or they think they cant do it. Kids in general tends to have growth mindsets, a lot of people here in this thread complaining about complex controls have fixed mindsets in that if they think that they can't do it, so they don't do it.
As a stick player it's not. It's always a quick tap tap. Really good with dashes and hit confirms.
『Inaba Resident』;243853644 said:You're saying that you want more "tutorial games like ARMS for the purpose of teaching someone how to play a fighting game. I'm saying that's bad because you can design a better "tutorial" game that doesn't cut out concepts that are important when learning a fighting game.
Having more games that are designed around something "simple" like ARMS is 100% fine. I myself enjoy the Naruto Storm games. But making those games for the purpose of serving as "tutorial" games? I think that's wasted effort. Cutting out concepts is not how you teach people.
And from what I understand, the general opinion that I've seen online is that ARMS isn't very fun to watch. Correct me if I'm wrong.
I agree. I think ARMS is fine for what it is. It's not trying to be super deep or teaching someone the intricacies of fighting games and that's fine. It's doing its own thing and there's value in that.
Yes. Back when I gave fighting games a chance, I had to Google what "QCF" meant, THEN figured out which quarter exactly I'm meant to use.
I tried Skullgirls and the latest Killer Instinct. I got stuck in the tutorials.
They meant you should use the quarter of your brain dedicated to basic thought processingYes. Back when I gave fighting games a chance, I had to Google what "QCF" meant, THEN figured out which quarter exactly I'm meant to use.
I tried Skullgirls and the latest Killer Instinct. I got stuck in the tutorials.
Yes. Back when I gave fighting games a chance, I had to Google what "QCF" meant, THEN figured out which quarter exactly I'm meant to use.
I tried Skullgirls and the latest Killer Instinct. I got stuck in the tutorials.
They meant you should use the quarter of your brain dedicated to basic thought processing
I think ARMS is great and it's great that it exists
but there's absolutely nothing for traditional fighting games to learn from it. Or Smash really.
There's nothing to defend. The stereotypical Street Fighter input system is garbage and devs should be ashamed of themselves. Artificially raising the skill ceiling with convoluted commands needing specialist pads or sticks for any competitive hope, alienates fighting games from the greater mass acceptance they deserve.
It still blows my mind that people psych themselves out so hard when it comes to inputs. Like, is a QCF really that complicated? It's literally just moving the stick from down to sideways in one motion. I understand that it takes practice to do these things CONSISTENTLY but to say you freak out and can't even complete a tutorial because it wants you to do a QCF? That's all in your head I think.
I wonder if it's because most fighting games are 2D, or mostly happen on a 2D plane? Back then left and right were the go to "move" directions while up and down were mostly reserved for speciality actions, and that held true for a lot of genres. For me, growing up playing platformers or beat em ups made fighting games make perfect sense. I learned how to play SF2 when I was, like, 7. It's not that hard. But if you are used to 3D, where something like a QCF or SRK really has no place due to how it would move your character strangely? Maybe that's the hold up. For Honor is an example of a fighting game that absolutely wouldn't work with standard motions, just based on how you use the stick to move around.
That's a subjective opinion. I don't find it fun for example.
OP you are biased.
Smash may have the same inputs for everyone but their moves , specially up-B ( aka the third jump) is really different for everyone that if you play many characters you need to learn and remember the properties to be able to get back to the stage.
Everyone had at least one Self KO with Bayonetta because her jump order ir not the same as everyone else's.
The inputs in other games are not hard, maybe you are just lazy, the first you test in every fighting game is the hadouken and dragon punch motions, if you can't do that, then you are not actually looking for a fighting game
I highly doubt either of those games threw the term "QCF" at you before showing you this motion or something similar to it
...you press the punch button.I see this thread is doomed to repeat itself for another 8 pages. Goes to show, to have a successful thread on GAF you need a really flame-baity title, I guess.
Sure, QCF is simple, but it's dizzying the amount of variations between characters beyond that. It's the quantity of inputs to learn. Just something I find personally tiring. ARMS has much less variation by character and that's cool for me.
Well duh
Yes, I agree Smash Bros. does take some memorization if you want to play different characters, but not to the same degree. Since the inputs are the same, if you forget, you can get a grasp extremely quickly (except sure, the really gimmicky characters like Bayonetta).
Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.
Anyway, again, that's just my standard personal complaint. Before I get jumped on.
...you press the punch button.
There are 3 of them and each one will give you the move.
Each button you push will have varying motion or power.
Yes. Back when I gave fighting games a chance, I had to Google what "QCF" meant, THEN figured out which quarter exactly I'm meant to use.
I tried Skullgirls and the latest Killer Instinct. I got stuck in the tutorials.
Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.
Anyway, again, that's just my standard personal complaint. Before I get jumped on.
I think I was eight when I got SF2 on SNES...I can never take these threads seriously when I learned how to throw uppers and fireballs at the age of 10 or 11.
I see this thread is doomed to repeat itself for another 8 pages. Goes to show, to have a successful thread on GAF you need a really flame-baity title, I guess.
Sure, QCF is simple, but it's dizzying the amount of variations between characters beyond that. It's the quantity of inputs to learn. Just something I find personally tiring. ARMS has much less variation by character and that's cool for me.
Well duh
Yes, I agree Smash Bros. does take some memorization if you want to play different characters, but not to the same degree. Since the inputs are the same, if you forget, you can get a grasp extremely quickly (except sure, the really gimmicky characters like Bayonetta).
Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.
Anyway, again, that's just my standard personal complaint. Before I get jumped on.
Sure, QCF is simple, but it's dizzying the amount of variations between characters beyond that. It's the quantity of inputs to learn. Just something I find personally tiring. ARMS has much less variation by character and that's cool for me.
Dude, that image aggravates me. Just show me the actual button I have to press like Mortal Kombat, or let me toggle it, or something. Like enh, I guess being able to map the moves to actual in-game analogs that you should already memorize is useful, but looking at a move list it's just another annoying layer of abstraction when I'm already not that hyped to have to peruse the move list.
It still blows my mind that people psych themselves out so hard when it comes to inputs. Like, is a QCF really that complicated? It's literally just moving the stick from down to sideways in one motion. I understand that it takes practice to do these things CONSISTENTLY but to say you freak out and can't even complete a tutorial because it wants you to do a QCF? That's all in your head I think.
I wonder if it's because most fighting games are 2D, or mostly happen on a 2D plane? Back then left and right were the go to "move" directions while up and down were mostly reserved for speciality actions, and that held true for a lot of genres. For me, growing up playing platformers or beat em ups made fighting games make perfect sense. I learned how to play SF2 when I was, like, 7. It's not that hard. But if you are used to 3D, where something like a QCF or SRK really has no place due to how it would move your character strangely? Maybe that's the hold up. For Honor is an example of a fighting game that absolutely wouldn't work with standard motions, just based on how you use the stick to move around.
Will point out that isn't true. Smash 4 absolutely has footsies and it's not really a run up and shield type of game anymore, patches changed that.There is not much footsies in general in Smash 4, not in a game where everyone can run up and shield without getting pushed/moves have fucked up priority/worse buffering system
But yes other characters like Marth and Pit are more "Ryu" than him in Smash. He's more of a powerful character, like his design is about doing combos and getting extremely rewarded for knowing how to do a DP
My only experience with a Nintendo fighting game is smash and why the hell do they not just map the tilt attacks to the spare button instead of having two bloody jump buttons?
Yeah some of the best-selling fighting games ever actually
Well they are quite wrong because ARMS is really fun to watch.
The last tournament for the game was extremely fun to watch especially seeing all the movements and different ARMS being used. It felt like two people dancing elegantly with how swift the movement options are especially with really skilled players.
If only because the rest of the genre seems content to let input be a barrier/part of the skill gap for some reason, yes.