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xabre
Banned
(06-23-2008, 05:44 AM)
 
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Improve a genre - Fighting games #1

The fighting genre is pretty stale, how would you improve it?
DY_nasty
Junior Member
(06-23-2008, 05:45 AM)
 
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#2

BlazBlue.
Bookey
Member
(06-23-2008, 05:47 AM)
 
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#3

grappling
Guybrush Threepwood
Banned
(06-23-2008, 05:47 AM)
 
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#4

Release a current-gen version of this:

Andrex
Member
(06-23-2008, 05:48 AM)
 
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#5

QTEs out the wazoo.
vissione
Member
(06-23-2008, 05:50 AM)
 
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#6

Genre is fine.

They need to invest in dedicated server and improve netcode so timing of online and offline gameplay is not so off.

Peer to Peer will kill this genre regardless of how fast the internet becomes because just when you're kicking little billy's ass from across the globe, his big brother decides to hit "Download Now" and there goes the combo!
Mamesj
Banned
(06-23-2008, 05:50 AM)
 
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#7

I want a realistic, down-to-earth fighting game... that's completely off-the-wall and swarming with magic robots. and also, you should win things by playing.
karasu
Likes his fat guys jiggly
(06-23-2008, 05:51 AM)
 
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#8

Get rid of the wrestlers and their throws that take eighteen minutes to finish. Especially multi-throw shit like King does. Otherwise, I don't think the genre is stale. Fighting never gets old.
Router
Hopsiah the Kanga-Jew
(06-23-2008, 05:51 AM)
 
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#9

itxaka
Member
(06-23-2008, 05:52 AM)
 
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#10

Introducing peggles and portals somehow.
Kintaro
Worships the porcelain goddess
(06-23-2008, 05:53 AM)
 
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#11

Tobal 3.
Tmac
Member
(06-23-2008, 05:53 AM)
 
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#12

Never liked it much, so i really dont care.
SatelliteOfLove
Member
(06-23-2008, 05:53 AM)
 
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#13

Originally Posted by karasu:
Get rid of the wrestlers and their throws that take eighteen minutes to finish. Especially multi-throw shit like King does. Otherwise, I don't think the genre is stale. Fighting never gets old.

Mind fucked into standing for a few frames: Watch the rape, I say. No change needed.
karasu
Likes his fat guys jiggly
(06-23-2008, 05:54 AM)
 
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#14

Originally Posted by SatelliteOfLove:
Mind fucked into standing for a few frames: Watch the rape, I say. No change needed.


I have no idea what you just said.
badcrumble
Member
(06-23-2008, 05:57 AM)
 
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#15

I personally would prefer, at least on consoles, fewer dial-a-combos and more moves based on simultaneous button presses, but I am fully aware that this is a matter of taste and would also result in greater differences between console and arcade fighters, which would be a problem.
Rentahamster
Rodent Whores
(06-23-2008, 05:57 AM)
 
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#16

Saturn controller guy and Tobal 3 guy are on the right track.
SapientWolf
Member
(06-23-2008, 06:02 AM)
 
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#17

Somehow incorporate the hyper-kinetic style of recent kung fu movies (Crouching Tiger Hidden Dragon, Iron Monkey, Drunken Master, etc.), where blocking isn't a static animation.

Make a new one-hit-kill weapon based fighter (like Bushido Blade) and port it to the Wii.
gketter
Member
(06-23-2008, 06:02 AM)
 
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#18

Make a game that evolves the concepts introduced in Bushido Blade (PSOne)
Damodar
Member
(06-23-2008, 06:03 AM)
 
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#19

I don't the genre is stale at all, but I WOULD like to see a game that would be more of a brawler than a finesse fighter. Use Euphoria for things like hit reactions and falls and to slightly affect all animations to reflect injury to various body parts etc Also, using Euphoria to make parries and blocks look better.

EDIT: I'd so be down for a new bushido blade, I loved the first.
KevinCow
Banned
(06-23-2008, 06:04 AM)
 
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#20

I've been kinda mentally designing a fighter designed around the traditional controller for some time now. Movement would be designed around the analog stick and would move you around the arena in all directions, not the eight directions of other 3D fighting games. One trigger would be crouch (and would be analog, so you could crouch at different heights) and the other would be a modifier for blocking, parrying, grabbing, and some other things. The four face buttons would be like Tekken, with left and right punches and kicks mapped to the diamond. All these things working in conjunction with each other, along with some procedural animation, would produce moves.

Maybe not inherently an improvement, but I think it would be something different. Though I do think it could improve the animations, which often look silly and robotic in even the most fluid fighters.
DY_nasty
Junior Member
(06-23-2008, 06:04 AM)
 
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#21

You people are all clearly deprived of the greatness that Guilty Gear brings to the world.

Also, Marvel Vs. Capcom 3 would've been awesome for the kids.
The Take Out Bandit
Working on my PhD:
Playa Hating Degree
(06-23-2008, 06:05 AM)
 
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#22

Mandatory worldwide on-line play from Japanese developers across platforms!

Japan having it's head up it's ass WRT to the rest of the f@cking world is what's terminating the birth in the womb. :\
Damodar
Member
(06-23-2008, 06:06 AM)
 
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#23

Differing levels of crouch is certainly an interesting idea that would work well with my idea, I think.
Relix
he's Virgin Tight™
(06-23-2008, 06:07 AM)
 
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#24

Add bigger boobs
rhfb
Member
(06-23-2008, 06:08 AM)
#25

RPG elements. Use a fighter long enough, advanced techniques become easier to preform, and even more advanced ones become unlocked.
SapientWolf
Member
(06-23-2008, 06:08 AM)
 
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#26

Also, gun-fu (DMC3 spoilers / Equilibrium Spoilers). Make it happen.
Pachael
Member
(06-23-2008, 06:09 AM)
 
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#27

I'm almost surprised a good motion based fighting game hasn't been developed for the Wii
MarkMan
loves Arcade Sticks
(06-23-2008, 06:09 AM)
 
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#28

Improve a group of gamers - Fighting Genre

---

Now that's more like it...
Linkzg
Member
(06-23-2008, 06:10 AM)
 
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#29

I think fighting games are still fantastic, but if there was to be a new style to emerge in this new gen, I think there is room for it. Personally, I really want to see a kinetic based game that doesn't have every move set in stone. It is heavily based on branching from whatever position you were at to the next one without returning to a normal stance. So if you got punched in the face, your body would lean to one side, meaning if you attempted a punch one arm compared the other, it would lead to something very different all based on the weight shift. Also, heavily based around the areas you fight in.
Lifeonmars?
Member
(06-23-2008, 06:12 AM)
 
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#30

Originally Posted by Relix:
Add bigger boobs
And more boobs.

Like 5 on each character.
Nikorasu
Member
(06-23-2008, 06:13 AM)
 
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#31

More PC fighters plz. Capcom has the right idea.
itxaka
Member
(06-23-2008, 06:13 AM)
 
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#32

Originally Posted by SapientWolf:
Also, gun-fu (DMC3 spoilers / Equilibrium Spoilers). Make it happen.


It´s gun-kata isn´t it?
The Take Out Bandit
Working on my PhD:
Playa Hating Degree
(06-23-2008, 06:16 AM)
 
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#33

Originally Posted by SapientWolf:
Also, gun-fu (DMC3 spoilers / Equilibrium Spoilers). Make it happen.

Toshinden was way ahead of you.
Gilgamesh
Member
(06-23-2008, 06:18 AM)
 
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#34

Originally Posted by Guybrush Threepwood:
Release a current-gen version of this:
Once again I support this idea.
Nikorasu
Member
(06-23-2008, 06:44 AM)
 
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#35

Originally Posted by Guybrush Threepwood:
Release a current-gen version of this:


Negative. Fighting games need arcade sticks. That pad was an exceptional substitute, but it was still a substitute. What we need are good, durable, multiplatform usb arcade sticks.
Grayman
Member
(06-23-2008, 06:44 AM)
#36

Originally Posted by xabre:
The fighting genre is pretty stale, how would you improve it?
ehhh change it up too much and it wouldn't be a fighting game anymore. Just making new series of fighters with new mechanics may freshen up things more than drastic gimmick changes.
xabre
Banned
(06-23-2008, 06:45 AM)
 
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#37

It's stale because all of the prominent commercial fighters essentially follow the same formula and have for years. This formula is all about memorizing long strings of button presses and is largely geared for the hardcore of the hardcore. Some may be highly strategic (say VF5) but there's little intuitive about these games. You can't really say they're a realistic interpretation of actual real-life combat and that's why they should be improved.

I'd appreciate something that is more grounded in actual combat where physics such inertia and specific, pixel perfect hit detection are properly simulated. If you look at a racing sim, look at how they simulate the whether conditions, the road conditions, the car from the tyres, the suspension, the drive train etc. Even damage in some cases. All this is often fully simulated. Do any of the top fighters simulate injury? Fatigue? Proper environmental interaction (not gimmicky shit)? Actual body-part specific hit detection? Actual physics? Procedural animation? This is just all for starters.

The genre is stale, it's one of the most stale there is.
Gully State
Member
(06-23-2008, 06:48 AM)
 
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#38

Originally Posted by SapientWolf:
Somehow incorporate the hyper-kinetic style of recent kung fu movies (Crouching Tiger Hidden Dragon, Iron Monkey, Drunken Master, etc.), where blocking isn't a static animation.

This. Devs need to implement this. Adding animations to blocking also opens up even more depth in counterattack strategies.
Aaron
Member
(06-23-2008, 06:49 AM)
 
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#39

Get people to play more fighters and realize there's nothing stale about the genre at all. Most people's suggestions here either already exist, will never happen, or would be terrible in practice. Seriously, physics in a fighting game? Why not make command imputs completely random? This isn't a genre that makes allowances for luck. Actions need to be somewhat predictable or there's no point.

Originally Posted by xabre:
It's stale because all of the prominent commercial fighters essentially follow the same formula and have for years. This formula is all about memorizing long strings of button presses and is largely geared for the hardcore of the hardcore. Some may be highly strategic (say VF5) but there's little intuitive about these games. You can't really say they're a realistic interpretation of actual real-life combat and that's why they should be improved.
This applies to VF and Tekken. There are dozens of fighters out there.

Quote:
Do any of the top fighters simulate injury? Fatigue? Proper environmental interaction (not gimmicky shit)? Actual body-part specific hit detection? Actual physics? Procedural animation? This is just all for starters.
All of this has been tried, and they always result in shit. Why? Because they have shit all to do with the genre, and don't add anything to the game. I'm not sure you have much experience with the genre you're slamming.

Last edited by Aaron : 06-23-2008 at 06:55 AM.
DarkJC
Member
(06-23-2008, 06:51 AM)
 
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#40

Originally Posted by vissione:
Genre is fine.

They need to invest in dedicated server and improve netcode so timing of online and offline gameplay is not so off.

Peer to Peer will kill this genre regardless of how fast the internet becomes because just when you're kicking little billy's ass from across the globe, his big brother decides to hit "Download Now" and there goes the combo!

Dedicated servers are pointless between two people and will actually give you more latency than a peer to peer connection.
Oldschoolgamer
The physical form of blasphemy
(06-23-2008, 06:52 AM)
 
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#41

There is nothing stale about the genre, but, I want one thing. I want to be able to do all of the crazy shit in those MK Vs SF animations. I want to be able to fight through floors and parry a thousand daggers thrown in mid air, and beat the shit out of someone in the heavens, while firing a proton cannon I shouldn't have.

Oh and MvsC3.
The Faceless Master
Member
(06-23-2008, 06:56 AM)
 
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#42

Originally Posted by MarkMan:
Improve a group of gamers - Fighting Genre

---

Now that's more like it...
bingo.

before being able to purchase or play a fighter, people should have to pass some sort of test.

kind of like a driver's license.

but for fighting games...
xabre
Banned
(06-23-2008, 06:57 AM)
 
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#43

Originally Posted by Gully State:
This. Devs need to implement this. Adding animations to blocking also opens up even more depth in counterattack strategies.

Yes, there's a world of possibility in that and that's what I primarily have in mind. Look at any Kung Fu film and the extensive attack -> block -> counter attack -> dodge -> attack -> block etc that always happens. Intuitive, challenging, enjoyable. Beats that press a, b, a, diagonal left, b, x bullshit that fighting games consist of.

Originally Posted by Aaron:
Seriously, physics in a fighting game? Why not make command imputs completely random? This isn't a genre that makes allowances for luck.

Oh boy.
abstract alien
baby dolphin -> sun
it's the only way
(06-23-2008, 06:58 AM)
 
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#44

Remove the focus on juggles and develope something more concentrated on actual ground combat. Even just decreasing the damage on juggles dramatically would really help alot.

But...

Smash bros has pretty much given us a brand new approach to fighters though, so id like to see something a bit more tekken-ish with that idea. As zany as smash bros is, its actually quite realistic in the way that you have full control over a character and you arent forced into one direction(pertainig to 3d fighters). Also, the way you can retreat, having weight and momentum play a role, controlling your jump fully, attack effects changing as damage is given, and using a level to a greater degree of interaction and strategic planning than most other fighters really makes smash bros quite realistic in that respect as well. Id really like to see something like that with the tekken level of depth as far as movelist, speed, and timing.
flintstryker

(06-23-2008, 06:59 AM)
 
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#45

make fighting on a full 3d plane (just like 3d action games) and players are able to move freely and manipulate the environment to their advantage.
Aaron
Member
(06-23-2008, 07:01 AM)
 
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#46

Originally Posted by xabre:
Yes, there's a world of possibility in that and that's what I primarily have in mind. Look at any Kung Fu film and the extensive attack -> block -> counter attack -> dodge -> attack -> block etc that always happens. Intuitive, challenging, enjoyable. Beats that press a, b, a, diagonal left, b, x bullshit that fighting games consist of.
The entire Dead or Alive series is built around counter attacking. If you're looking for something with simpler inputs, try the Last Blade series.
Zoramon089
Member
(06-23-2008, 07:01 AM)
 
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#47

Smash Brother's has attempted to improve the genre by removing dial-a-combo's and focusing more on improvising and greater movement but fighting game fans have shunned it because it's too different for their specific tastes
xabre
Banned
(06-23-2008, 07:01 AM)
 
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#48

Originally Posted by Aaron:
This applies to VF and Tekken. There are dozens of fighters out there.



They're good games man, but if you think they're realistic you need to lay off the drugs.

Quote:
All of this has been tried, and they always result in shit. Why? Because they have shit all to do with the genre, and don't add anything to the game.

Injury has shit all to do with fighting? Fatigue has shit all to do with fighting? Really?
Plaid Socks
Member
(06-23-2008, 07:03 AM)
 
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#49

Today: Ditch the pseudorealism. Have characters beyond the scope of national stereotypes. Be able to abandon any form of traditional martial arts. Ditch "sequel"/upgrade mentality. Perhaps fighters can learn from adventure and platform games that have evolved and tried new things?

As far as gameplay goes, the number one thing that needs to continue to be improved is defense/blocking/counter. More thought and more varying animation should be put into this. This would be easier to do though if they got rid of the life bar or at least make it an option out of other choices (like selecting a special art in sf3).

Environment interaction is a good direction.

Pubs and Devs need to go balls out and start making online play and there communities as strong as possible.

Most important, we need fighting mods for this gen. Why do we have to use fps based engines? Can't Capcom, Namco, Tecmo, hell Midway package a competent editor for artists, coders, and designers to play around with? Look what it did for the fps genre :(
Android18a
Member
(06-23-2008, 07:03 AM)
 
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#50

Ditch health bars as they are now. It's always silly to see a character get a super-move-pummelling, then be finished off with a simple punch to the arm.

KO's should be down to player skill and getting a good hit in, rather than gradually whittling down an energy bar. Kind of like the N64's Fighters Destiny, but done better.

Perhaps it might be better to have a Stamina bar, which would be more a reflection on character speed, agility etc, with powerful blows slowing a character down rather than just knocking points off a meter.

I mean, in boxing for example, you're not normally going to win a round with a chest jab. It's going to be a clear, powerful head hit. And a head hit upon an opponent who is staggering, tired...
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