I've heard of some very fast Starcraft matches, due to the way a typical game is set up. If anything, Starcraft matches have their own pattern and flow while fighting games might be more unpredictable, yes. Still, I don't think it's impossible to have a system that learns how you're trying to play and gives you relevant feedback.
Data presented in the right format can be a great tool to help decision making in any application. Why not use it to encourage people to improve their game?
Tutorials probably do need to get better at not just teaching moves, but also the most basic low-level mechanics, many of which can be invisible to even people who've been playing for years.
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Personally what I think fighters need is more quest modes with good amounts of content to entice players to learn the mechanics.
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Another factor though is commitment and competition. Basically, in order to really enjoy fighters you need to find competition that's as committed as you are. There needs to be an easy way for newbies to find other newbies so they can learn the game together. That's basically how today's experts learned learned fighting games back in the 90's.
You are the one who didn't specify by what you meant by old.
Yep, and all of those games are just as overly complicated to kill the fun for me as SFIV.
Thanks for reminding me of Alpha 2, though. That game was fun and not overly complex. One button throws for life.
At the very least, I'd like a game to be able to learn how to teach a player its mechanics in a more intuitive fashion. My super-data-system might be a while off, but if games can become better teachers, all the better for the industry and its reach.
I've played KH1 and 2. didn't touch BBS. I own resonance of fate, and no- it's not hard in the same way fighters are. Resonance of fate has a simple tutorial that teaches you everything you need to know about the game mechanics in 30 minutes.
JRPGS are objectively easier. There is no JRPG that requires practice and muscle memory to the degree that fighters do. You can give a JRPG to someone who has never played a videogame before, and they'll be done in 40 hours or less just by paying attention.
Give a fighter to the same person, it will take them months before they're at "competitive" levels. If they never play against a human player they will never hit this level. I could say the same thing about DDR or Rockband at "pro" levels. you cannot simply watch, or be told how to play and "Get it". practice is required, and some people will never become "good" .
So you'd like a call of duty of fighters?
Fighters are just tough but rewarding over time prolly will stay like that mang
Because after a while, most players will rely on setups which will result in a 50/50 mix-up of some sort. Telling a player "Your opponent relies on coinflips" is almost useless. If anything, developers should look at trends in their games and explain in game what is happening and how to possibly prevent it/get around it. The problem is the community notices these trends and puts out information faster than the devs, and since determining matchup/tier charts are not an exact science due to almost quantum mechanical decisions by players, this is almost impossible and not worth the money.
It would be better if the devs put in: Better tutorials, breakdowns of matches by top players, execution exercises and a guaranteed patch schedule.
Leave fighters alone, please. Can you imagine fighters with QTEs where no skill or practice is needed to make flashy stuff happen? D: Also, there are lots of fighters and some of them are easier to "get" than others, so it's not like every single fighter is impossibly complex. Not to mention you can play "casually" any fighter out there and still have fun.
You aren't blocking enough. Stop jumping.
By what happens in the modern day. All the "newbs/scrubs" leave after a while and the bottom rung players are actually mid-tier players save a select few, which in turns raises the bar of entry. A lot of fighting games player bases decrease overtime as the game gets older, and the only ones remaining are seasoned vets. This isn't a bad thing altogether, as a new player in an older game can look at what tactics work and doesn't have to figure it out from scratch.Most players by what metric? You're assuming too much predictability.
I don't think fighting games are any more confusing than whatever other genre. As others have said, it's all about how much time you put into it. You'll naturally get better with inputs and reads if you make the slightest bit of effort. That's life in general.
One thing I got to say, I think some fighting games like Blazblue or Skullgirls explain too much. When your tutorial starts explaining how characters are meant to be used (Blazblue), I think you end up sacrificing some of the satisfaction that comes from exploring and discovering the move set. It sort of gives the impression that there's only one way to play a character and that can lead to some frustrating growing pains. New players get so caught up on beginners tactics and combos that they lose focus on the person their fighting against.
Maybe I'm wrong, but I genuinely believe that more people would have success at fighting games if they just learned how to read their opponents instead of just trying to do combos. It's annoying how some people actively discourage turtling when you play online. There's nothing wrong with playing defensively. More beginners should be taught how to defend well rather than be given a list of combos to use.
By what happens in the modern day. All the "newbs/scrubs" leave after a while and the bottom rung players are actually mid-tier players save a select few, which in turns raises the bar of entry. A lot of fighting games player bases decrease overtime as the game gets older, and the only ones remaining are seasoned vets. This isn't a bad thing altogether, as a new player in an older game can look at what tactics work and doesn't have to figure it out from scratch.
Complex how? It's very easy to play and understand, its depth stems from very little damage being guaranteed. Everything comes from reading your opponent.Someone should make an accessibility tier list of fighting game seriesWhich fighter is considered to be the most complex? Virtua Fighter?
Someone should make an accessibility tier list of fighting game seriesWhich fighter is considered to be the most complex? Virtua Fighter?
20 year old games are 'modern fighting games' now?
Someone should make an accessibility tier list of fighting game seriesWhich fighter is considered to be the most complex? Virtua Fighter?
I'm admittedly ignorant about VF, but I mostly hear that it's more complex than other fighters :O I bought Final Showdown and I had fun with it, but ultimately I don't have offline people to play with.VF is easy, I wish people would stop calling it hard :[
The amount of time required to practice, to maintain an average level in SF4 is humongous.
I started playing fighting games in 1992, with SF2, paused playing them from 1995 until 1999, when I buy a DC and played all the nice fighting games in it (SF3, MsvC, Capcom vs SNK, etc.)
While I was never a pro, I was still able to enjoy playing them with my friends.
Now, SF4 and UMvsC3 demand a level of dedication and time to be somewhat proficient, that the fun in playing them is lost there, just turning them into a boring training, count-the-frames game, where you just wait for your oponent to do a mistake and then punish it.
I prefer to invest my time playing other games where your investment of time in them is more satisfying.
My humble opinión, though.
I don't think I've seen it tried in the fighting games that I've played. However, it should be a point of emphasis, don't you think?3.) Do you think it's possible for a tutorial to discuss the metagame, even if briefly?
MOBAs have steep learning curves but are extremely popular right now, so maybe fighting game developers should look at what those games are doing right in terms of attracting new players.
In SF2, you don't have all those comeback mechanics to save you if your ground game is sloppy. And the combos were way more punishing because there was no damage scaling.So SF2 is harder to master than SFIV? I couldn't disagree more.
In SF2 I just had to master the moves, combos, ranges and then you create your strategies from there. In SFIV you have all that stuff plus a bunch more stuff like meter, focus attacks, etc.
f2p?MOBAs have steep learning curves but are extremely popular right now, so maybe fighting game developers should look at what those games are doing right in terms of attracting new players.
I don't think anyone thinks otherwise.Despite what the fighting game community thinks, the majority of people who bought MVC3, SFIV, and Mortal Kombat were not hardcore tournament players, just general consumers.
Leave fighters alone, please. Can you imagine fighters with QTEs where no skill or practice is needed to make flashy stuff happen? D:
The high-level tactics in a fighting game seem fun and interesting, but getting there just seems... not necessarily difficult. Obtuse is a good way to say it, actually. Pointlessly obtuse.
I don't understand the point of hiding all the good gameplay under layers and layers of bullshit. Why is the special move mapped to down back quarter circle high strong kick and why would I want to get good at doing it when I can go play another game that immediately bases its learning curve on actual human skillsets like problem solving, decision making, etc?
Like, I'm not trying to be a dick here. If someone could explain the appeal to me...
The high-level tactics in a fighting game seem fun and interesting, but getting there just seems... not necessarily difficult. Obtuse is a good way to say it, actually. Pointlessly obtuse.
I don't understand the point of hiding all the good gameplay under layers and layers of bullshit. Why is the special move mapped to down back quarter circle high strong kick and why would I want to get good at doing it when I can go play another game that immediately bases its learning curve on actual human skillsets like problem solving, decision making, etc?
Like, I'm not trying to be a dick here. If someone could explain the appeal to me...
The high-level tactics in a fighting game seem fun and interesting, but getting there just seems... not necessarily difficult. Obtuse is a good way to say it, actually. Pointlessly obtuse.
I don't understand the point of hiding all the good gameplay under layers and layers of bullshit. Why is the special move mapped to down back quarter circle high strong kick and why would I want to get good at doing it when I can go play another game that immediately bases its learning curve on actual human skillsets like problem solving, decision making, etc?
Like, I'm not trying to be a dick here. If someone could explain the appeal to me...
The high-level tactics in a fighting game seem fun and interesting, but getting there just seems... not necessarily difficult. Obtuse is a good way to say it, actually. Pointlessly obtuse.
I don't understand the point of hiding all the good gameplay under layers and layers of bullshit. Why is the special move mapped to down back quarter circle high strong kick and why would I want to get good at doing it when I can go play another game that immediately bases its learning curve on actual human skillsets like problem solving, decision making, etc?
Like, I'm not trying to be a dick here. If someone could explain the appeal to me...
To be honest the only thing that starts to bother me is 1 frame or 2 frame links, this shit is not hard its just stupid for the most part i doesnt require "skill" its more a matter of luck and how you "feel" today add in playing over the internet and it turns 1 frame links into pure gambling. The rest i can deal with but 1 frame links is just bullshit.
I will explain to you why this complaint will fall on deaf ears when directed at fans of fighting games, and it's quite simple: input motions are not hard, and if you don't have the dedication to overcome that hurdle then the amount of streamlining required to get *you* to play fighting games is unacceptable. Furthermore, even if you finally get past the relatively tiny hurdle that is input motions and you discover that the entire reason people who enjoy playing fighting games competitively do so because it is literally just a field of infinite hurdles to be overcome, you'll quit anyway because making fighting games take less work to "learn" just masks the fact that fighting games are all about learning.The high-level tactics in a fighting game seem fun and interesting, but getting there just seems... not necessarily difficult. Obtuse is a good way to say it, actually. Pointlessly obtuse.
I don't understand the point of hiding all the good gameplay under layers and layers of bullshit. Why is the special move mapped to down back quarter circle high strong kick and why would I want to get good at doing it when I can go play another game that immediately bases its learning curve on actual human skillsets like problem solving, decision making, etc?
Like, I'm not trying to be a dick here. If someone could explain the appeal to me...
BlazBlue has combos with small rooms for error in the range of 1F. The input buffer doesn't change the fact that some combos involve delay and dashes.1 frame links aren't inherent in a system. They're the result of moves being a certain amount of frames to initiate. And judging something by how difficult it is to do over the internet is a poor way to do anything.
It's not like Ono was sitting around going, "Make Cammy's strong be +5 on hit annd make her c.fp be 4 frames. MWAHAHAHAHAHAHAHAH I HAVE CREATED A LINK! FEAR ME, INTERNETS!"
If that's the case, play Blazblue. Generous buffer window. don't have too deal with links.
Leave links alone.
#linksforlife
execution is part of rts and fps games too. sc measures/glorifies apm. not just any new player can pull off headshots in fps games. etc. etc.Because execution is part of fighting games.
I will explain to you why this complaint will fall on deaf ears when directed at fans of fighting games, and it's quite simple: input motions are not hard, and if you don't have the dedication to overcome that hurdle then the amount of streamlining required to get *you* to play fighting games is unacceptable. Furthermore, even if you finally get past the relatively tiny hurdle that is input motions and you discover that the entire reason people who enjoy playing fighting games competitively do so because it is literally just a field of infinite hurdles to be overcome, you'll quit anyway because making fighting games take less work to "learn" mask the fact that fighting games are all about learning.
If you make the skill floor higher by making the game super intuitive, all you're doing is making the bad players look more flashy.
Make basic combo execution easier? The game will become less about comboing (which is easy) and more about mindgames (which is hard).
Make mind games easier to reconcile? The inverse will happen.
Make them both easy? People will drop your game like a rock.
No matter what you will do, bad players will still get trashed by anyone decent at the game and the complaint will be reduced to what it actually is: You don't want to put in the effort to become decent at fighting games. This is a perfectly understandable position to take of course, as being decent at a fighting game is almost like a second job. But what you are asking by trying to make fighting games more intuitive is contradicting the appeal of fighting games in the first place.
I like this post.
execution is part of rts and fps games too. sc measures/glorifies apm. not just any new player can pull off headshots in fps games. etc. etc.
As a "leaver fighters alone!" person, I think this is a good thing.Make basic combo execution easier? The game will become less about comboing (which is easy) and more about mindgames (which is hard).
Because I only get 60-70% success rate on mine and many other people apparently feel the same way. And I don't suck at shooters for example, so it's not just gamepad proficiency.Also, they're really not even remotely difficult to perform. Quarter circle motions are really, really, really, really, really, really, really not hard. Same with charge moves. I don't even know why some perpetuate this idea.