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you can't put a price on sparks
(05-08-2012, 10:18 AM)
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#151
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or anything more, as well. such as "competitive fighter." Which would be a serious fighting game. Party fighter just sounds like it is an illegitimate form of fighting game, which I suppose I can agree with calling it that. and like i said earlier, 90% of the games out there you "fight" something. doesn't make everything a fighter. |
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One day I realized that sadness is just another word for not enough coffee.
(05-08-2012, 10:20 AM)
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#153
Which is pretty likely considering the kinds of things you post here.
What needs to be removed from Smash in order to turn it into a fighting game? |
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Banned
(05-08-2012, 10:22 AM)
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#154
But isn't shooting also fighting? Oh shit, so you're telling me Duck Hunt is a fighting game? I was really good at that.
Last edited by Frank "Trashman" Reynolds; 05-08-2012 at 10:24 AM.
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Banned
(05-08-2012, 10:23 AM)
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#155
Fighting games have HP bars... does that make them rpgs? I guess you could even consider super meters mana bars!!! I think we can just axe the fighting genre guys and just calling everything rpgs!
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One day I realized that sadness is just another word for not enough coffee.
(05-08-2012, 10:23 AM)
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#156
Instead of trying to come up with arguments for whether or not Smash is a fighting game, let's just get one thing straight here.
What is a fighting game? Reading comprehension and logic. They're useful skills!
Last edited by Haly; 05-08-2012 at 10:27 AM.
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Member
(05-08-2012, 10:28 AM)
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#157
do people really think the fighting peoples are going to be jumping all over the sony smash bros?
I'll be super suprised if the game gets picked up or taken seriously anywhere near the level of something like SF, Tekken, VF or Marvel, anyone that thinks it will is deluding themselves |
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Member
(05-08-2012, 10:30 AM)
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#160
The fact that the only way to kill people is supers, pretty much guarantees it won't even form a competitive scene like Smash did. |
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Blinded by the luminous glory that is David Bowie's physical manifestation.
(05-08-2012, 10:32 AM)
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#162
They're both intended for quick pick-up-and-play button mashing elements of five minute sessions.
Quote:
Originally Posted by Haly:
Two players. Move lists that aren't simple button mashing (of course, then we can argue if P4U is a fighter, but it is because while it has mashy AAAAAAAAA auto-combos there's other move sets to use and auto-combo is a crutch). No randomize in stages (sup item drops), no having to dash around to platform to stay on the stage to continue to "fight" (Sup Pokemon Parade/Celedon City?) Basically fighters are where both players have an even chance with no randomity involved. And if your game has to have players stop what they're doing to platform to stay in a match, it isn't a fighter all IMO of course. Because we could say "well, button mashy move lists are in DOA" and while, yeah there's "PP->PK" basic combos and the like the parry system there is deeper than Smash's "fighting" engine. |
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Member
(05-08-2012, 10:32 AM)
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#163
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I agree with you by the way. People should just class smash as a subgenre in its own of the greater fighting set and let it be
Last edited by remz; 05-08-2012 at 10:35 AM.
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Banned
(05-08-2012, 10:35 AM)
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#164
I know they are, so you shoud use them. Just because one game in any given genre shares elements, which are defining traits of another genre, doesn't magically change the classification of said game. Road Rash isn't a fighter because I can punch another dude racing against me. But yeah...
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One day I realized that sadness is just another word for not enough coffee.
(05-08-2012, 10:36 AM)
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#165
Regarding those things you listed: If Smash 4 had QCF/QCB inputs, and people played on Final Destination (hurr), with no items, and Sakurai didn't put in tripping, it would be, in your opinion, a fighting game? Or at the very least, a fighting game can be constructed within the bounds of Smash?
Quote:
Thanks! I thought you were arguing against me but all this time you were arguing for me.
Last edited by Haly; 05-08-2012 at 10:39 AM.
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Member
(05-08-2012, 10:37 AM)
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#166
Thing is you can put smash on stamina mode..isnt that basically a hp (stamina) bar just says it in percent.
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Member
(05-08-2012, 10:38 AM)
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#169
Quote:
Wouldn't that also make smash a one button game? lol.
Last edited by remz; 05-08-2012 at 10:41 AM.
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Banned
(05-08-2012, 10:39 AM)
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#171
Or you're just trying to make my brain hurt. I guess that could be fun.
I'm getting some sleep. be back in the morning for more lol
Last edited by Frank "Trashman" Reynolds; 05-08-2012 at 10:48 AM.
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One day I realized that sadness is just another word for not enough coffee.
(05-08-2012, 10:43 AM)
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#172
Quote:
Last edited by Haly; 05-08-2012 at 10:46 AM.
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Member
(05-08-2012, 10:51 AM)
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#173
It's not what a platformer is: The opposing hitboxes don't generally have similar abilities, and the objective is often different. It's not what an FPS is: The attacks are usually ranged and often hitscan based rather than damage box based. Beat-em-ups? Clearly very close to that definition of fighting game - as, let's be honest, you'd expect it to be - but there's still a clear difference of intent. Beat-em-ups are fighting against large numbers of weak hitboxes who generally don't have your range of damage boxes. At a one-on-one level against a boss, a beat-em-up is pretty much indistinguishable from a fighting game (unless you can offer an explanation as to why it's not?) If you disagree with any or all of this, give me your definition of the genre - at the absolute purest, most abstract level. Forget everything related to theming. |
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Member
(05-08-2012, 10:55 AM)
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#175
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Banned
(05-08-2012, 10:56 AM)
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#176
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Member
(05-08-2012, 10:57 AM)
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#177
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Member
(05-08-2012, 11:00 AM)
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#178
also people shouldn't forget that a game doesn't have to be good to belong to a genre.
Mario Kart has serious issues for true competitive play, yet people won't argue it isn't a racer. I understand why the FGC thinks its a poor competitive game or that it has little depth, that doesn't mean it isn't a fighter, there's casual and non casual games in every videogame genre. |
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all my loli wolf companions are so moe
(05-08-2012, 11:02 AM)
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#179
dustloop is pretty cool though. Hahahah, that's actually one of the reasons why the people in SRK hate the game. :P
Last edited by Boss Doggie; 05-08-2012 at 11:05 AM.
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Member
(05-08-2012, 11:05 AM)
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#180
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One day I realized that sadness is just another word for not enough coffee.
(05-08-2012, 11:08 AM)
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#181
The "close to the source hitbox" part of it excludes most SHMUP and most games based around shooting.
And I guess it would need another qualifier like "focuses on competition between players" in order to exclude ARPGs. |
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One day I realized that sadness is just another word for not enough coffee.
(05-08-2012, 11:25 AM)
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#186
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Member
(05-08-2012, 11:31 AM)
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#187
It involves match-ups, hitboxes, mix-ups, frame advantage, zoning, rushdown, combos, guard breaks, moves with start-up/active frames/recovery phases, invincibility frames, wake-up attacks, sidesteps and rolls...
Too much in common with fighting games in terms of how it plays for me to call it anything else just because of distinguishing features. |
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Little Big Dev
(05-08-2012, 11:31 AM)
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#188
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(05-08-2012, 11:39 AM)
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#189
Huh, I didn't know people were actually arguing against this, I thought this was a long-running troll joke like $5000 PC and PS3 has no game.
It's obviously a fighting game, Powerstone in 2D. People denying this in a serious manner need to brush up on their genre and gaming knowledge. next! |
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Member
(05-08-2012, 11:44 AM)
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#193
Fighting games is an sub-genre of Beat n'Up (which is also an sub-genre of Action games). The goal of an Beat n'Up is do defeat enemies with mainly close combat fighting skills. The actual difference, which also declares the fighting genre, is one thing: Fairness. Normally the match-ups of Beat n'Up lies on an unfair advantage for the player. The player characters get much more option or better states to easily overcome the enemy NPCs. Only Boss have sometimes skills and states close to the player but on the other hand suffer from noticeable weaknesses.
In fighting games every character has to have a fair chance against all the other characters in the game. What means that everybody can use the same basic options and tools with some befits to underline there unique playstyle. That's why a good fighting game is defined by his overall fairness and a good set of basic and unique options. To put it all together: Smash Brothers is a game mainly about close combat fights, where every characters can resort to the same options to make the fights fair and some unique attacks to let them stand out. So it's a fighting game. |
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Member
(05-08-2012, 11:49 AM)
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#194
The video was pretty cool... until the smash guys came telling theres a difference between brawl and melee.
That you dont like brawl it doesnt mean its not the same game with small things changed. But hey, trip, trip, trip, physics, totally different genre, wa wa wa wa. Of course you can not like Brawl because it has some different things that hinge your gameplay, but not calling the same game only becuase of that? Arent other fighting games that changed a little their physics in some sequel that fans liked more/didnt like? Does that mean those games are different because of that? No, only that people will like them more, or less. |
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Member
(05-08-2012, 12:11 PM)
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#197
Thats why people invent the rules of Smash, to make it a game, which can be taken seriously and is worth putting a lot of time into.
Last edited by Metal B; 05-08-2012 at 12:15 PM.
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Member
(05-08-2012, 12:13 PM)
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#198
You play as a cast of characters whom fight each other, if that isn't a fighting game I don't know what is.
It has party elements added in and is different than the traditional 1v1, so had more games been made like it I'd say it's a subgenre of fighting, but I digress. Calling it anything but makes you sound like a pretentious "hardcore gamer". |
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Junior Member
(05-08-2012, 12:15 PM)
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#199
I'm trying to understand the "Smash is a competitive platformer"-argument.
Because navigating the stage is important, it's more like a platformer? But navigating the stage is also important in other fighting games, to varying degrees. In Street Fighter, there are many matchups where you gain a significant advantage if you manage to press your opponent into the corner. In games like Soul Calibur or DOA, in addition to the walls, you also have to avoid ring outs, which means navigating the stage is even more important. In games like Fatal Fury, you can even switch to a different plane. What's the difference between the plane in the background of FF and the plattform above you in Smash? What I'm saying is: many traditional fighting games have platforming elements, yet we all call them fighters. At what point does a game stop being a fighting game and become a competitive platformer? Imagine Street Fighter, the same as before, but with little blocks on the stage that you have to jump over or can use as partial cover. Not a fighting game anymore? About the "simplified controls"-argument: I think everyone will agree that Tatsunoko vs Capcom is a fighting game, and not a casual fighter or party game, yes? Did you know that the game features a simplified control method not unlike Smash? The 1 button is for attacks (different attacks with different directions), 2 button does all special moves, press both buttons for Hyper Combos. But even with the simplified button layout, it's still the same game, just easier to get into for new players. And about the "random stuff"-argument: As someone else already pointed out, many traditional fighting games have a random element in them. Did you know that SSF2T had a random reversal time window? Which means, sometimes it would be easier to get your reversal recognised, and sometimes it would be nearly impossible (only 1-frame time window). Which makes the reversal success rate almost as random as tripping. Imagine if tripping was semi-random like the reversal. Like, there is a chance you may trip after dodging if your next button press isn't coming fast enough (time window varies). This inclusion wouldn't make tripping less annoying, but mechanically it would be exactly the same as in SSF2T. All in all, I find it strange that adding more options to the base genre is somehow making it not belonging to the genre it came from. Adding a mana bar to Street Fighter 2 didn't make it a RTS or RPG, it became SSF2T. If you add items to Street Fighter, it would still be Street Fighter, just with more options.
Last edited by Kontergurke; 05-08-2012 at 12:28 PM.
Reason: added final thoughts
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Member
(05-08-2012, 12:17 PM)
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#200
No different from having to create multiple character tiers in 99% of fighters due to the developer's inability to properly balance the roster.
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