Are fighting games too hard to play for the average casual player?

Where’s the button to request a ban?

It’s called the “report” button, go nuts.

I remember the 80s fondly, but don’t recall any serious or complex fighters back then? I would say hardcore gaming kicks off in the early 90s, with SFII, VF1 and Batsugun. Get your chronology right bros :wink2:

in all honesty even those barley told you the game outside of standard movement option and button function.

Smash had the same tutorial. Hell, a lot of the Neo Geo one’s told even more than smash did.

I feel smash actually goes a bit more beyond standard stuff. But then again I’m only familiar with Neo geo fighter tutorials and only two or maybe three games touch lighlty on basics. Only one really did the job right IMO and that’s Double Dragon which provides all of basic function except for throws. + gives tips on certain situation.

Smash series some time were hit or miss.
smash 64. / High light item usage.
Smash bros Melle. + informs of over all function (except air dodge, which is actually good since it should only be use with intermediate knowledge)
Brawl version - is really terrible as it neglects few basic things. its only positive thing is it mentioning of out of bounds. (which varies from stages so not so helpful)

while im no melee enthusaics i must admit this just add to his great testimony with really well made video. Not only does it informs on basic functions but it indirectly teaches general knowledge( plat forming, damage building, recovery, interception).

I have a problem with this. I am a casual gamer, I play video games maybe an hour or two per week, no more, and sometimes I go several weeks without playing. However, I enjoy fighting games. I really like the concept and the characters and most other game styles aren’t as nice for me. So I wish they didn’t make the execution barrier as high as they do. I don’t have precision to 1/60 second and I think it’s extremely silly to require such a thing to make the most out of a game.

Now, I like that they’re deep and I don’t have a problem with losing a lot if I play online, but at least give people who don’t have crazy amounts of time to practice a chance. Even if combos didn’t require specific timing and parries had a much larger input window, the game would still be about reflexes, knowking the matchups, keeping your cool, guessing what the opponent is going to do, etc. I think fg’s are complex enough that you don’t need to make them harder just for the heck of it.

So what you’re saying is you’re barely a gamer and any form of skill in a fighting game is a bit too much.

I want to make a game just for people like you. I will call it Pillow Fight 3D: The Blooedening 1/4 Advanced swan feather gore edition!
1 Button,
No Block,
No holds barred!
You will feel the pain of the ancient Japanese art of the German suplex!
Coming to burner cell phones everywhere summer 2015!

Barbarian was quite the hype back then as a fighter.Karateka as well. Strangely though, they were available on computers only. NES and Master System were not for such games. they were complex for their time though. and you had 8 different moves with one joystick and 1 button.

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FGs are hard due to the players playing them. As games they are relatively easy. You can beat any fighting game on normal difficulty with ease, in 1 hour the most.without doing any special move at all! But any game requires a lot of time and effort to unlock its full potential. Even Sonic required you to collect all emeralds to get the correct ending. Not possible with 1-2 hours a week either. Imagine though if in order to feel that you completed Sonic, you had to finish a stage not on your own or the games time, but the online time of other players! Finishing a stage in 30 seconds would be very hard! Or if there were competitions and tournaments.

Same thing happened with fighting games. Online forces you to know the game much better than you have too. On the other hand no one forces you to learn it so well.

you are better off playing against the CPU or offline with friends. also you dont need combos, fast reaction times and reflexes to win.play the game as you want.

online games are a different matter.
Almost all the people online have devoted a lot of time and pick mostly good characters to win easier (Ken, Ryu, Zangief, Cammy etc regarding SFIV). In Blazblue things are even worse and the gap much larger due to the extended combos you have to master. also there is a lot of e-peen ego involved. I abstain from all this really.

Regarding losses, I lose too, almost always, but I see myself as experimenting with the game, rather than play to win.When the controls for whatever reason do not respond, I do not care at all. But I chose the hard route and picked Makoto. I think I’ll keep with that character. Also the competition level on PC got much better when compared to a year ago. I used to win 3/10 matches, now I cant win a single match or even round.Also has to do that I switched from keyboard to a stick. More control opportunities but also more risks involved.

Fighting games are not for me and I picked them for learning relatively late. But late only regarding winning online, not enjoying them. you should think the same.

I used to load this up on tape in the late eighties:

Jump, kick, sweep, with a guy in a generic karate suit.
Pretty much what I see in a lot of SFIV matches in fact!

I think a big problem with fighting games is that they obfuscate their rules. Asked a casual player what a focus attack dash cancel is and they’ll reply with “Foca-who?”

There are a few rules made clear to the user. “Oh, I have a health bar so I guess I can take some hits before I die. Oh look, I have a meter that says ‘super’ so I guess I can do some pretty super stuff, too.” Unfortunately, even a lot of this is steeped in mystery and confusion. Fighting games have really poor conveyance.

One thing that really annoys me to no end is the fact that in many games, not all characters have the same amount of life. You would never know this by just looking at the screen. Two bars of equal physical length suggest two characters of equal life.

A lot of systems, moves, and rules also don’t really explain their value to the user. SFIV’s focus attacks are a prime offender. A casual player has absolutely no idea what the value of a focus attack is other than something that kinda looks like the pretty box art.

Inconsistency is another problem. Certain rules apply to all characters…except this one character here when he’s doing a particular thing…just because.

A lot of games suffer from their stupid naming of things, too. Every minor detail has to be explained as some grand system or movement. “In Guilty Warrior VII XX+ Alpha Hyper !!WTF$$ Edtion, there’s the new Bloody Assist move! When combined with the Frighto-meter, a Bloody Assist can be combined with a Focal Grab to initiate a Hyper Gauge Combitron skill! However, this can only be initiated from Sexy Stance. If you’re in Grumpy Stance, you must first perform an Emotional Burst that costs 50% of your Rambo Meter.”

I think fighting games need to settle on a common vocabulary. That would be a big first step. Then, they really need to focus on a better user experience. The screen should not only tell you what you need to know at any given time, but it should also suggest what you can and can’t do. A good UX designer could go a long way toward allowing a fighting game to naturally convey its rules and limits to a player.

We don’t want fighting games to become less complicated. No one does, really. What we want are fighting games to make their rules (all of their rules) clear to the user. Those rules should be intrinsic to the game rather than feeling like arbitrary systems all tacked on top of each other.

That’s hard to do when half of a normal FGs mechanics and rules are unintended and/or glitches :looney:

The above is the smartest post in this thread.

Difficulty is not nearly as important as the perception of difficulty. Fighting games have extremely poor communication, and the systems often feel arbitrary and unnatural. One system might be rock-paper-scissors (which the average user understands) while another will be rock-rock-paper-clutch-scissors and another will be a zero sum dexterity test. Systems very rarely share common rules and too often rely on the classic game design approach of “google a FAQ, loser” to explain the nuances.

Tutorials won’t do. The systems should be explained through play.

So because I have a life I’m not entitled to any consideration from the developpers? I would like to be able to play more, but I’ve got university classes, research, I do sports, I have a girlfriend, I have a bunch of friends, I enjoy spending time with my family, and I even have other hobbies. I paid the same amount for the game you did, and so did a bunch of other people who don’t have an extra 10 hours per week to practice.

Now if the commands were simpler and the timing less strict, maybe people could spend more time learning the deep aspects of the gameplay instead of having to spend lots of time in practice mode.

Hahaha, I love how everyone who sucks at fighting games or anything else for that matter INSTANTLY jumps to “I have a life” as a defense. Bottom line, NO, you deserve no consideration, you’re not the target market. You fit the target market for facebook and mobile games. That’s just the way it is, no sympathy for “Having a life”.

All due with respect, but you could simply choose to play game that interest you instead. I’ve had similar mindset about such things but I’v learned to reevaluated them. I reccomend that you find that Ideal game instead of hoping for other to present it to you.

Guess what, i also have a girlfriend, i have to work, i go to the gym, practice martial arts, i have friends, i enjoy to expend time with my family, i have other hobbies too, etc, etc, and still i find the time to enjoy the games and practice while i play, if i happen to have like 3 hours of free time on the week is a lot.
Don’t think that because you have a life (lol, everyone has one) you are entitled that the game should be easier for you, that is not how it works.
Your 1st mistake is that you think that you need to expend a lot of time on practice mode instead of playing, you can learn while playing against an opponent, play with people at your level.

2nd there is no game that is too difficult to play, plus everyone of them gives you options of characters that vary on difficulty of use.

3rd Your excuse of life is simply pathetic and stupid, you can’t expect to be good on an activity without putting time to get good.
Is like you start to say that because you bought a soccer ball at the same price of everyone you are entitled to be able to play like Pele or Ronaldinho; or that because you bought a guitar at the same price as everyone you should be able to play like Yngwie, is stupid .

This may surprise you but SF4 is not the only fighting game out there. Other fighting games exist too, and most of them don’t even require links! I know, crazy right?

But even if you play a less technical game, you’ll still lose to more dedicated players who put in more time to gain knowledge and experience than you. Like everything else in life. But you don’t play to “beat other players”- You play because improving at the game is satisfying. The opponents are just the scale you measure your own performance against.

So you’re saying that you want developers to make it in a way that someone who only plays a couple hours per week can still beat a dedicated player who puts in the hours? This is flat out wrong. There’s a 1 player mode in the game for a reason. It’s watered down version of the game where you can do whatever you want, but it seems that you’re more interested in having them help you out on the multiplayer experience, and that’s not a good idea in my opinion.
You don’t need no 1-frame links or anything of the sort in the 1 player mode.

Watering down the multiplayer experience so not so experienced players can have a chance against skilled ones is a step in the wrong direction, it creates a lot of toxic players. We can already see now how most games online are full of teabaggers, ragequitters, and all types of players who for some reason feel like being a dick to their random training partners who aren’t saying anything to them. Skilled players are usually more serious, and easier to get along with.

I feel that the best thing to do is to enhance the 1 player experience for the casual player, and allow the multiplayer to be aimed for the dedicated player.
That’s the main reasn why MK9 was so successful. It had a great 1 player campaign for the casual, and it focused multiplayer for competition by patching it regularly.

This is only true if people will communicate between each other while playing. Playing randoms online won’t really help that much because there’s no feedback from the other player (except hatemail) compared to if you’re playing randoms at the arcade where you can just ask them what they’re doing that’s beating the crap out of you and ways to get around it.

It’s all about communication. I believe that even a game as complex as Guilty Gear could get more casual players thinking about it seriously if there was some sort of way that the game could organically present every single system mechanic to the player in a story or one player mode instead of just throwing the player into a story mode expecting them to figure everything out on their own. I would wager that players who pick up fighters and just mess around in single player modes just press buttons without really thinking about what they do. And most games offer story modes that are simple enough that a player can get by by just mashing buttons without a care in the world. Any ‘difficult’ single player modes often just involves throwing overpowered characters at the player without really testing skills relevant to the game besides making sure combos aren’t dropped.

That’s actually something I think fighters could actually do better at in the near future; teaching players combo theory as opposed to combos. Basically, teaching the player how combos work and teaching them the mechanics behind the game’s combo system, showing some examples, and then encouraging the player to experiment and make their own. It doesn’t have to get as complex as explaining every little detail such as proration, but it should teach the basics of gatlings, links, and cancels among all characters, as well as system wide limitations on certain types of moves in combos (wall/ground bounces, command throws, etc.). A lot of newer players got hung up on trying to do combos as opposed to footsies and spacing, for better or for worse, but combos are at least something that a game could have an easier time explaining if it just tried.