viewtiful_dru
Member
I'm just going to sum up my feelings on the subject:
- There is no reason to make controls in a fighting game arbitrarily hard. I'm talking about convoluted legacy inputs like chicken wing or hooligan combo or pretzel input. (personally I think complaining about QCF motions is a little silly, it is simply a single sweep of the stick from the down position to forward and a button press)
- Even if you simplify the controls, if the mechanics are deep enough, the game will still have a learning curve. All you do by simplifying the controls is lower the barrier to entry, but the gap between beginner and advanced players will still be wide
- Even if controls are simplified, new techniques will invariably arise that players will need to learn to do well at a higher level than beginner (examples: tiger knee hyper viper beam in MvC2 and wavedashing in Melee)
- Shoehorning simple controls -in the manner in which some in the thread suggested- into established games such as Street Fighter wont work, because the game was designed and built from the ground up as an arcade game using a joystick and 6 buttons for input.
- You can sacrifice the "complex" controls in SF at the expense of move variety, and I don't believe that will make players happy. Having variety encourages different playstyles to emerge.
- More fighters in the future should have a tutorial mode built into training mode that teaches some of the fundamentals of how to play the game. Granted, it can't teach you how to be a pro and beat up Momochi for free, but at least you'll know that c.HP is an anti-air move and when to use it through given example. Really this is much more important than simplifying the control scheme, because no matter how simple it is, if you don't know how to utilize your moves, you wont win.
- Hopefully this tutorial mode can also show you some basic strategy such as zoning with hadoukens and counters to basic strategies.
And yes, while the hypothetical future game may not have 30 hit cheap-o chain combos, you still will have to memorize lots of things, just like anything else in life. And once you memorize them, they become 2nd nature. Nobody should expect to start playing a fighting game without learning anything and beat people. With fighters, you get out what you put in.
- There is no reason to make controls in a fighting game arbitrarily hard. I'm talking about convoluted legacy inputs like chicken wing or hooligan combo or pretzel input. (personally I think complaining about QCF motions is a little silly, it is simply a single sweep of the stick from the down position to forward and a button press)
- Even if you simplify the controls, if the mechanics are deep enough, the game will still have a learning curve. All you do by simplifying the controls is lower the barrier to entry, but the gap between beginner and advanced players will still be wide
- Even if controls are simplified, new techniques will invariably arise that players will need to learn to do well at a higher level than beginner (examples: tiger knee hyper viper beam in MvC2 and wavedashing in Melee)
- Shoehorning simple controls -in the manner in which some in the thread suggested- into established games such as Street Fighter wont work, because the game was designed and built from the ground up as an arcade game using a joystick and 6 buttons for input.
- You can sacrifice the "complex" controls in SF at the expense of move variety, and I don't believe that will make players happy. Having variety encourages different playstyles to emerge.
- More fighters in the future should have a tutorial mode built into training mode that teaches some of the fundamentals of how to play the game. Granted, it can't teach you how to be a pro and beat up Momochi for free, but at least you'll know that c.HP is an anti-air move and when to use it through given example. Really this is much more important than simplifying the control scheme, because no matter how simple it is, if you don't know how to utilize your moves, you wont win.
- Hopefully this tutorial mode can also show you some basic strategy such as zoning with hadoukens and counters to basic strategies.
And yes, while the hypothetical future game may not have 30 hit cheap-o chain combos, you still will have to memorize lots of things, just like anything else in life. And once you memorize them, they become 2nd nature. Nobody should expect to start playing a fighting game without learning anything and beat people. With fighters, you get out what you put in.