tenderbrew
Member
This topic reminds me of when MKX came out and all my friends started playing it and wanted to get better. I've been heavy into fighting games for a while so I tried my best to lend them a hand and slowly teach them things like how to do combos and stuff like that. What this showed me the most is that to the uninitiated, fighting games are the absolute hardest games to play and are basically soul crushing. I can understand that it's difficult for people who've been playing these types of games their entire lives to get into the mindset of a player who knows absolutely nothing about them, and I think that's why sometimes you see people quick to jump to the conclusion that new players are looking for a "press A for awesome" button or basically telling them to "git gud".
From my experience trying to teach people to play, it ends up more becoming a practice of somehow breaking the news to people that before they can even really start playing the game in earnest, they'll have to practice, possibly for hours or days, just to be trash at a game. I understand that you can't expect to win every match when you're starting out and losing is part of the process, but newbies aren't even really allowed to answer the question of "Am I even having fun playing this game?" before they're getting absolutely destroyed and being called garbage or scrubs. Most fighting games don't really make the learning process any easier on the player, and even the ones with good tutorials can leave newbie players confused when things start to get complicated and seemingly almost expect a knowledgeable person to be there to help with execution, or using outside sources like youtube tutorials to break things down to their simplest.
That's why I get what the OP is trying to say, that bringing players up to the most basic of basic levels and allowing them to "actually play" in stuff like Smash and Arms is pretty easy and something Nintendo should be commended for. In smash, learning how to control one character means you have a basic understanding of how to control and attack with every character in the game, special moves and all, and the inputs for doing everything are pretty simple. In arms, stuff like moving and attacking is all very intuitive as well, and getting into the deeper mechanics of both of these titles doesn't take long at all as the beginning learning process for each allows a player to answer the question "Do I even like/have fun playing this game?" very quickly.
Going forward I'd love to see more games iterate on new newb friendly crutches and learning tools, and stuff like the auto combos and "stylish mode" in games like MvC and Arc System Works titles should honestly become more of a standard, to help people who have no idea what they're doing get a foot in the door so that beginning period of learning how to play isn't as crushing as past experiences. That way, even games with complex inputs can be relatively welcoming in a sense, letting people have fun before it gets time to get serious.
Great post.