Core407 said:The fighting genre needs to balance offense and defense so that winning isn't dependent on offense.
Ehh..some of the top players out there are very defenisve/runaway type players.
Core407 said:The fighting genre needs to balance offense and defense so that winning isn't dependent on offense.
Reno said:Usually it's not a matter of longer vs. practical with competitive players. It's more of a question of optimal vs. non-optimal given the sitaution. Like, do you NEED to do the most damaging combo possible in this situation? If not, then you go for something that's not the most damaging but is what you need to get the job done. There's no point in going for the most damaging combo if the opponent is going to die after 3 - 4 hits.
xabre said:If it wasn't for people like me who like to toss around ideas and try and come up with new concepts you'd be still be stuck playing the millionth iteration of Pac Man and Space Invaders.
The Blue Jihad said:But what about the times when your opponent is still at relatively full health? Would you use a longer combination then, or is it still impractical? The longer your retaliation, the more of an opportunity your opponent has to counter, himself, after all (barring the inescapable combo bullshit). Certainly, there's a greater reward for the greater risk, but on average, what's the length of most combinations in your fights?
Shinz Kicker said:the most satisfying 1-1 fighting esque game was multiplayer on onescreen on ZOE. if they could make zoe more robust, complicated isnt the right word, it would make a great fighting genre/game. if all the robots were balanced rather than having 1-2 mechs that were god like. the speed and controls are too perfect to not build on this. with online multiplayer both players could have their own full screen now as well.
haunts said:Ehh..some of the top players out there are very defenisve/runaway type players.
Turtling was "illegal" when me and my cousins played SFII on the Mega Drive, good times.kurahadol said:Exactly. Turtling is a highly effectiveand legitimate tactic./ridiculously annoying
It's funny though, when you mention anything about turtling to a turtle style player (in my experience at least) they freak out about it and say they don't turtle, I lolz.
step 1) figure out which moves have the highest chance to cause injuryxabre said:Another problem with people who can't stand change is that they think in absolutes. One hit doesn't have to mean injury at all. The ability to injure or ultimately win should depend on the ability of the attacker to hit specific areas of vulnerability at the correct angle and with enough force. That is an issue of balance, the same as any other game.
wow, that sailed COMPLETELY over your head. it's not that he wouldn't be able to charge, it's that he wouldn't have to. potential for abuse? yeah.Zoramon089 said:Why wouldn't he be able to charge?
The Faceless Master said:the problem isn't fighting games.
the problem is people that don't play fighting games and they don't want to learn how to play fighting games because it would take too much time and effort, so instead they just want the games to be dumber so they have less to learn.
that is the problem.
riskVSreward said:Go buy Tao Feng, your dream fighter, and call it a night. I'm sure you know enough "people like you" who would love to play it with you.
The Blue Jihad said:But what about the times when your opponent is still at relatively full health? Would you use a longer combination then, or is it still impractical? The longer your retaliation, the more of an opportunity your opponent has to counter, himself, after all (barring the inescapable combo bullshit). Certainly, there's a greater reward for the greater risk, but on average, what's the length of most combinations in your fights?
Core407 said:The fighting genre needs to balance offense and defense so that winning isn't dependent on offense.
riskVSreward said:Improvements are great, its just that many of these criticisms come from people who dont get the genre and therefore arent improvements at all.
Xenon said:I would say the lack of change in the genre is more of a problem than any thing.
i .. uh .. wait .. what are you saying exactly, and why did you quote me of all people?Plaid Socks said:Why are you guys using "game" and "genre" interchangeably?
Anything and everything takes time and effort to excel, so what does this have to do with anything? When Guilty Gear came out, did this not improve the genre? When XSF or TTT came out, didn't these games improve the genre? Reading some of yours and Markman's posts would have had me thinking that there is a homogenized fighting game community, which there isn't. Each game has there own, really small community. These posts read like bitching about not have enough comp that invests the type of time some of you do. Scrub complaints will be scrub complaints, but genre totally isn't TEKKEN 7 PLZ or VIRTUA FIGHTER 6
The Faceless Master said:i .. uh .. wait .. what are you saying exactly, and why did you quote me of all people?
The topic is about the genre, hence my first comment.The Faceless Master said:The problem isn't fighting games
Plaid Socks said:It was a toss up between you and Markman. Stop complaining about scrubs in this thread.
The topic is about the genre, hence my first comment.
You, Markman and a handful of others keep quoting each other, talking about how the problem is the gamers. People don't decide to put time and effort into something on a whim.
Something needs to change before the people change, even if its marketing the community, culture, or online. So stop talking about people, and talk about marketing, community, etc.. if thats what discussion is going to boil down to. This is turning into a scrubs redux thread. Go link to one of the dozens of srk or tz threads on it.
Every criticism of players, that didn't directly relate to scrubs, is true for all other games indoors and outdoors. So repeating this irrelevant.
Plaid Socks said:It was a toss up between you and Markman. Stop complaining about scrubs in this thread.
The topic is about the genre, hence my first comment.
You, Markman and a handful of others keep quoting each other, talking about how the problem is the gamers. People don't decide to put time and effort into something on a whim.
Something needs to change before the people change, even if its marketing the community, culture, or online. So stop talking about people, and talk about marketing, community, etc.. if thats what discussion is going to boil down to. This is turning into a scrubs redux thread. Go link to one of the dozens of srk or tz threads on it.
Every criticism of players, that didn't directly relate to scrubs, is true for all other games indoors and outdoors. So repeating this irrelevant.
Gokurakumaru said:We need a new fighting game series that's not afraid to break with current paradigms. True 3d hit detection like Street Fighter 4 attempted and then disappointingly backpedalled on needs to be tried out by somebody. Granted a 2d fighter probably isn't the best forum to broach the idea, given the lack of visibility with small characters, large stages, and side on views in SF-like games.
While the current "chess game" style of fixed frames, guaranteed hits, et. al. works, it's also limiting and ultimately not much like real fighting. There's little room for improvisation because the relationships aren't dynamic enough. No real physics, still hit box based. With current-gen tech some innovative designers could do some really out of the box stuff in this genre. It would likely be clunky and not as good as conventional fighters in its first release so it would need some tarting up or a gimmick to sell, but somebody needs to evolve the genre lest it die out. It's a small miracle we've had so many sequels recently when fighting games sell less and less with every new game released.
Kintaro said:Hmmm...well, IIRC, Fight Club did the broken limb thing (sucked). UFC Dreamcast did the whole "realistic" martial arts thing (was panned because matches were too quick). Bushido Blade did the realistic thing as well (that realism was why people abandoned that series).
All of these ideas were introduced at one point or another and no one dug them. Worst yet, the ideas, while good in theory, also severely cut back the game's accessibility. The very thing people continue to harp on as a "problem" with fighters.
Markman said it best. The problem with the genre is the people. It is and forever always will be a genre that demands more from the player than the bare minimum to become a good at the games within it. That's the way it should be. You can pick up a basketball, a baseball, a tennis racket, a soccer ball and a fighting game and fuck around with friends for some fun. However, to become good at the game, every single one of these things demands more from the player. Now, you don't hear assholes demanding changes to those things so that they can beat those who have decided to learn and practice at the game. Why should fighters be any different?
It's a competitive digital sport more so than any other video game genre. This fact is why I love it so much just like the other sports in my life.
genre addiction is the process by which:
* Players become addicted to a specific set of game mechanics.
* This group of players has a strong homogenous preference for this genre of games, creating a well defined, easily serviceable market segment.
* Game developers who release games within a genre with a standardized set of play mechanics are most likely to capture the largest percentage of the pre-existing market.
* Over time, the game mechanics defining the genre becomes rigidly defined, the tastes of the genre addicts become highly sophisticated and innovation within the genre is generally punished by the market place.
# Introduction: A new and addictive set of game mechanics are created.
# Growth: The game mechanics are experimented with and genre addiction begins to spread.
# Maturity: The game mechanics are standardized and genre addiction forms a strong market force. Product differentiation occurs primarily through higher layer design elements like plot, license, etc.
# Decline: The market consolidates around the winners of the king-of-the-genre battles that occurred during the Maturity phase. New games genres begin stealing away the customer base. With less financial reward, less games are released.
# Niche: A population of hardcore genre addicts provides both the development resources and audience for the continued development of games in the genre. Quality decreases.
akachan ningen said:2. It doesn't need to be like real fighting. Real fights often end with one punch or kick to the balls. That's not fun to play.
SapientWolf said:# Niche: A population of hardcore genre addicts provides both the development resources and audience for the continued development of games in the genre. Quality decreases.
well, the only idea mentioned in this thread that hasn't been given a serious try is hardcore physics based reaction and damage, and i guess with the popularity of Mario Kart Wii, there is a full market of people out there who are ready to play and have fun with games with a random outcome.Plaid Socks said:It was a toss up between you and Markman. Stop complaining about scrubs in this thread.
The topic is about the genre, hence my first comment.
You, Markman and a handful of others keep quoting each other, talking about how the problem is the gamers. People don't decide to put time and effort into something on a whim.
Something needs to change before the people change, even if its marketing the community, culture, or online. So stop talking about people, and talk about marketing, community, etc.. if thats what discussion is going to boil down to. This is turning into a scrubs redux thread. Go link to one of the dozens of srk or tz threads on it.
Every criticism of players, that didn't directly relate to scrubs, is true for all other games indoors and outdoors. So repeating this irrelevant.
timetokill said:Basically, more games like Fist or Twist.
For more fun input, fighting games should totally steal the "auto-heal when not hit for long enough" mechanic from FPS games. That should make for fun fights.
SapientWolf said:This thread is a case study in genre addiction.
The thread has split into factions. There is a relatively small but very vocal community that are happy to continue playing variations on the standard themes. They view any major changes as an attack on their hobby and will viciously criticize any radical departures from the tried and tested formulas. This xenophobic group will continue to get smaller and more vocal as time goes on.
Then there is another fringe group that who are more likely to be receptive of a fighting game that breaks from tradition. Making games for this group can be risky, because their reaction to a new title is less predictable than the genre addicts. But this group has the biggest potential to grow the market and save the genre from languishing in the final stages.
akachan ningen said:It doesn't need to be like real fighting. Real fights often end with one punch or kick to the balls. That's not fun to play.
west said:At high level play, ending the combo in situation that leads to new mixups/pressure is more important than damage. In GG for example it is usually better to do a lower damage combo that ends in knockdown than a more damaging one ends in a recovery/neutral position.
In tournaments I usually go for combos I know I can do 100%. Keep the flashy stuff for casuals.
UC1 said:Nope, you're wrong. I can only speak for myself, but I know that I don't fall into this group. There's a lot of people who don't like SF3 or any of the Marvel games because they're not similar enough to SF2, which I find to be ridiculous as change is a good thing. Then there's people who say that UFC, wrestling, SSB and powerstone type games are not fighters because they're not traditional enough, which is just a waste of time to argue about. Genres are an afterthought.
Basically the suggestions that I'm going to be sketchy about are things like "get rid of hitboxes, add physics, procedural animation, over the shoulder view, damage a specific body part until it's injured, take away HP and gauges completely, make it more realistic, no juggling, more stun animations, make stun animations random, add more dynamic 3D parry moves, etc, etc."
The reason these ideas sound a little dodgy is because they're either extremely difficult or impossible to implement and balance. And practically speaking you might even need to make the game split screen or use system link or online. You can have the most far out, weird sounding and innovative ideas in the world and you might be a genius, but the rest of us have zero frame of reference for these ideas and are going to reject them immediately. You'd literally have to write a massive design doc about how all of these changes work, or show us a demo, otherwise they just sound stupid. And it's not a coincidence that these ideas tend to come from people who know very little about existing fighting games.
.They view any major changes as an attack on their hobby and will viciously criticize any radical departures from the tried and tested formulas.
akachan ningen said:1. they backpedalled on it because it sucked.
2. It doesn't need to be like real fighting. Real fights often end with one punch or kick to the balls. That's not fun to play.
3. It's not a miracle. Fighters have continued to thrive without much tinkering with new mechanics precisely because they were refined very early on by gifted designers. If it hasn't died out by now, it never will. FFS, people are still playing SSF2T, a game from 1994. A lot. And they don't even need to sell a lot, they just need that small group of enthusiasts.
Everything else you said is just vague and baseless. "There's little room for improvisation because the relationships aren't dynamic enough." Could you possibly say less with so many words?
In any sport? Tons.Gokurakumaru said:As an aside how many fights between similarly ranked fighters have you actually seen that end with a single punch knockout? I can think of precisely zero.
Reno said:They already have that mechanic in several games.. mainly tag-based games like Tekken Tag, DOA, Capcom's VS games, etc..
and that mechanic is also in Street Fighter 4 via Saving Attacks, so now both 2D and 3D fighters have it.![]()
The Blue Jihad said:So is what I'm reading accurate? That most of the higher-level players here don't really use the high-risk longer combinations, often eschewing them for more effective and shorter combos?
More and more I'm thinking that the removal of long combinations wouldn't be terribly detrimental.
Gokurakumaru said:We need a new fighting game series that's not afraid to break with current paradigms. True 3d hit detection like Street Fighter 4 attempted and then disappointingly backpedalled on needs to be tried out by somebody.
anotheriori said:SapientWolf
# Niche: A population of hardcore genre addicts provides both the development resources and audience for the continued development of games in the genre. Quality decreases
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anotheriori said:2008 fighters pics
temjin said:someone needs to evolve the powerstone fighting game play and build off the awesomness that brought.
Dr.Hadji said:Smash Bros.