Deft Beck
Member
I was playing Darkstalkers: Resurrection for the first time and I got my ass kicked by the first CPU opponent. I found that looking in the move-list and trying to decode the combos for my character's attacks broke up the flow of play. I resorted to button mashing and was defeated quickly. I had a similar experience with Street Fighter 4.
That got me thinking. Correct me if I'm wrong, but it seems as if the fighting game genre could have a major problem of introducing newbies while the systems lying underneath them become more complicated for the elite.
Perhaps I'm a tad biased. In terms of the fighting game scene, I'm an outsider. I only play them casually and I understand that other genres can be just as obtuse to those who aren't invested in them. Beatmania IIDX, one of the most high-level rhythm games, must be incredibly daunting to outsiders in its own way. Shmups, MMOs and MOBAs may have the same problems, too.
With all of these genres, they may be played at basic levels ('easy' songs in rhythm games, casual modes in shmups, matchmaking with newbies in MOBAs) and there are rewards for those who stick to it and move to higher and higher levels. Sure, there are tutorials that ease people into the surface level of the systems, but it's also a matter of not overwhelming the player and making them feel like they're progressing.
Personally, I'm incredibly daunted by videos of events like EVO, while awed by events like Konami's top-ranking rhythm game tournaments. I appreciate that there are those who have mastered the genres to that level. I might just be happy to play "real" fighters and stuff like Smash casually, though.
Do you believe that there's too much of a difficulty curve in the fighting genre, in particular?
Are developers doing enough to cultivate multiple audiences at different levels of play?
That got me thinking. Correct me if I'm wrong, but it seems as if the fighting game genre could have a major problem of introducing newbies while the systems lying underneath them become more complicated for the elite.
Perhaps I'm a tad biased. In terms of the fighting game scene, I'm an outsider. I only play them casually and I understand that other genres can be just as obtuse to those who aren't invested in them. Beatmania IIDX, one of the most high-level rhythm games, must be incredibly daunting to outsiders in its own way. Shmups, MMOs and MOBAs may have the same problems, too.
With all of these genres, they may be played at basic levels ('easy' songs in rhythm games, casual modes in shmups, matchmaking with newbies in MOBAs) and there are rewards for those who stick to it and move to higher and higher levels. Sure, there are tutorials that ease people into the surface level of the systems, but it's also a matter of not overwhelming the player and making them feel like they're progressing.
Personally, I'm incredibly daunted by videos of events like EVO, while awed by events like Konami's top-ranking rhythm game tournaments. I appreciate that there are those who have mastered the genres to that level. I might just be happy to play "real" fighters and stuff like Smash casually, though.
Do you believe that there's too much of a difficulty curve in the fighting genre, in particular?
Are developers doing enough to cultivate multiple audiences at different levels of play?