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

Check this bro, I felt this hit close to my heart. Why cause that’s how I felt when I used to get my but wrecked on mvc3 cause I didn’t understand how certain things worked. Now, yes there are certain tricks into doing things but its actually not as hard as it sounds. Like tiger motion is basically the regular hadoken motion with a diagonal up forward motion done before you press the button. What this does is exactly what you inputed. Qcf+up forward. So if your sentinal he does are rocket punch like inches off the ground. Its a somewhat advance execution technique. And this works with all and I mean all moves that you can do in the air. If your frustrated, it comes with learning these games. I actually bought the brady guide to umvc3. It helps you understand the game so much more. Another thing never be afraid to ask questions. I love talking about what frame data is to invincibility frames ask away bro :stuck_out_tongue:

Psn= Popnlocker
Ps3 status = blu ray drive out :frowning:
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I’ve only been playing a year and I’ve started using a lot of the more advanced input tricks. No one sat down and taught me anything. Just a quick example, I started doing a lot of my buffering out of pure instinctive necessity.

It just takes time, which really goes back to Hecatom’s instant gratification argument.

The same could be said about FPS games when you discuss rocket jumps, strafe jumps/bunny hopping, quick scope, slicing corners, map control, crouch walks, picks, conc jumps, etc etc etc. Lots of terminology that apply to higher level competitive FPS play, but most of which aren’t needed to learn to play the game at a casual level.

Fighting games have always had a high learning curve similar to RTS games. I think what it is is that you’re approaching the new fighting game system not as a complete newbie, but as a veteran FPS gamer, and you really ought to learn to abandon that background. Approach this game brand new, don’t be afraid to get questions or helpful advice from people that understand the game, and slowly develop your skill. It’s not something that will come to you overnight, but with some effort and goal-oriented training, you’ll quickly improve.

You’re overloading your memory with terms, advanced execution techniques, and terminology, that you really don’t have to worry about it. Start with the fundamentals of spacing, defense, execution, and reaction. Don’t worry about plinking, double taps, TK, SJC, all that shit. Start with a basic character, start to lay down a foundational sense of what you need to do in a match, and the tools that you’ll need to accomplish it, and just work on that.

And skill does matter. Studying frame data and memorizing setups from youtube videos are only going to get you so far. At the end of the day, you still need to work to have near perfect execution in order to control your character, and thus better control the outcome of the match by combining a solid strategy with good execution. I’m not talking about that advanced and highly situational combo that you MIGHT do once a game. I mean the basics of how to use your normal attacks, special moves, and how to consistently perfect and land basic combos that anyone can perform.

Eltrouble just made me chubby for playing some TFC again.

Also from people being willing to tell you you’re a fuckin’ idiot for not doing maximum combos every opportunity… Another side-effect of our wonderful stream monster culture

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Tetris is easy, no?

What? I just started yesterday, why am I not better than this guy?

Bump.

I am not sure about everyone else but for me, I am trying to get as much practice on fighting games as I can. I think another reason is why it is hard for casuals because of time, it takes a lot of time to be as good at fighting games as the founders of this site are and you may not always have to get that good. It takes hours and hours of practice and considering that some of us cannot make that kind of time, it may not be a possible to be a s good as you want to be. Life happens, you need to work, go to school, deal with family, etc. and you will not always have time for games yet alone fighting games. This is what is happening to me now, I don’t always have time for practice and even practice mode has its limits.

Treat the fighting game like an exercise routine, don’t treat it like entertainment. Make time for it. It is harder to get into than a casual sport like pickup basketball or racquetball. Coincidentally yet, it is harder to get into than casual musicianship where a group of guys can enjoy a few hours a week being noisy.

Or alternatively, treat it like entertainment that you really really enjoy and are willing to put effort into.

They’re games.

Not to everyone.

Considering that even the best players aren’t making a real living off of 'em, they had better be :stuck_out_tongue:

Last time I checked, sports and music are recreational.

regarding realism, I find actually sports simulators more difficult to master than any game. I mean the manual for FIFA Soccer game has over 15 pages devoted to controls! Since I was used to arcade like soccer games with just 2-3 buttons, I hesitate to spend that much time learning all those inputs . I mean I’d prefer to go out and play soccer myself instead of trying to master all this. I also prefer the simpler soccer games or basketball games. Sure it can be fun playing with or against friends, but I’d never try to learn all those small details by heart, unless trying to play more competitively.

but FPS rely on teamwork so they can be more complex to master because you have also to rely and cooperate with other players most of the times.

Recently this is also possible on online sports games where more than 2 players can join. It is even possible to play a 5-5 basketball game online or soccer but lag can be an issue for many

Play an online FG for the first time, you may last 1 minute. play a FPS online, you will not last 2 seconds.

I think it took me about 6 hours at that time to finish SMB3 from world 1 till 8 without any warping. then I just used the warp zones to get to world 8 which was the hardest, though world 6 was the second hardest.

Regarding platformers though, there are exceptions. Notably the game “Gianna Sisters” ditched any easy-medium-hard difficulty mode and threw you straight to hell.

initially it is easy, you have to collect a certain amount of stars in order to progress to the end boss of each world. World 1 is easy, except the last stage. World 2 gets much harder later on. I struggled to collect most stars. They depend on the amount of gems you collect and the number of lives you lose. the more for the former, the less for the latter. but world 3 was a nightmare! I gave up on the second half, it is so difficult that I cant collect the required amount of stars to unlock the last boss.

Game is much harder than SMB3. It may help to make you better at 2d platformers and get better reflexes, but I have to say I didnt enjoy it as much as, say, Sonic Generations, where it does not force you to play perfect in order to progress.

It would be like a FG that set you to start from hardest mode, straight away.

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Or mastering roping in Worms Armageddon

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Fighting games are only hard when you want to play at a competitive level. There’s nothing stopping a casual player from having casual sets with people of a similar level.

There’s 2 problems with that,

  1. You won’t find a steady stream of casuals to play against in even the most popular fighters currently. I sort of agree though, if you have plenty of similar skilled players, everything is so much easier. Unfortunately it’s just not the case.

  2. Button mashing is only fun for so long. If you want to see the real game where all the strategy and depth resides, there’s quite few not-insignificant hurdles in the way. Namely having sufficient manual dexterity/understanding the hidden workings of the game/matchup knowledge. These take quite a while to acquire which begs the question for most, why bother when I can just play COD where

A. I don’t need a high level of dexterity to play the game as it was intended. It helps me perform better but it doesn’t stop me from experiencing the core game.
B. The ‘rules’ of the game and what I need to do to improve are obvious i.e I need to shoot this guy in the face before he does the same to me.
C. Matchup knowledge and memorisation is much more manageable, a few maps, a dozen weapons etc.

We all love FGs here but we’ve all pretty much gotten through that initial test of gaining the dexterity, understanding of the mechanics/matchup knowledge and seen the strategy these games have to offer. If you haven’t then, what’s going to make you do so when you could just play something else? Unless you have a real desire to play FGs and are adamant this is the genre for you.

Sometimes all you need is a bunch of friends who enjoy playing the game, even at that low level.

Because, as stated, not everyone wants to or needs to really get that good. For example, through the years I’ve played and bought more than a handful of fighters that I never got truly competitive at, but that doesn’t mean I didn’t enjoy them.

I spent about 20 minutes reading Sarah’s basic movelist, combos, stances, punishment options, low punch counters etc., and then jumped onto Live and won about 30 matches with her. Literally never played her before apart from like a few random mashes about 13 years ago on part 3. I’ve seen western RPG players pick up SF4 and beast within like a week using chars like Balrog (well, this was in Super).

Genuinely casual players have a casual mentality, and when they get blown up big time by some hard hitting rushdown, instead of wanting to figure out what happened, and improve their performance, they just shuffle on back to Skyrim or Fable. They view these games as stupid and unfair, but then would be forced to admit, that they don’t really understand them.

I’d have killed for a bunch of friends who all liked FGs. You don’t need to be Daigo to enjoy fighting games sure, but you do need a considerable amount of time invested before they become enjoyable imo. Fighting games without the execution/understanding/matchup experience are quite frankly, crap and nothing more than a fun party game for a brief time until the novelty wears off.

But why bother, where’s the incentive when other genres offer a much smoother/less frustrating transition through various skill levels? I really doubt you’re any different, If I sat you down to play a game very few of your friends played, you didn’t understand, couldn’t make your character move how you wanted and the majority of the time, against people way more skilled than you are. I’m sure you’d be running back to a genre you feel more comfortable with in a second.

A lot of people here were probably eased into FGs by playing offline with a group of friends somewhere in the 90s over a large amount of time. People need to stop thinking they’re any different than the new players who might not stick with the genre, you’re not.

Why would they?? FGs have so much stuff that makes literally no sense whatsoever. You have to find a system guide on the internet to even have some sort of reference as to how the underlying mechanics are working.

i agree with thecapsaicinkid.

it all boils down to controls: you need to know quite a lot beforehand (normals, command normals, specials moves, gameplay system), otherwise it just seems mindless buttonmashing.

the most newb friendly fighting game series in terms of controls is MK1-3 (after that it got more complicated):

  • simple motions. a lot on the same axis (F,F or B,B or B,F or F,B or D,U). even special moves done with directions only (now in Capcom-like games, i’ve seen people struggle with double motions for years :D)
  • absolute block in MK is very simple to understand. there are no overheads, very few lows and no command grabs (from what i recall). jump attacks can be blocked high or low. back\downback to block is really complicated and perhaps unintuitive (although it’s a better system and leads to more variety in attacks and mixups, while also rewarding good defense skills)
  • identical normals across the board. very few command normals.
  • no variations of the same special move
  • no meters (well… run meter in MK3 :D)

after playing MK1-3 for years in arcades (more appealing to my younger self), discovering Capcom/SNK games seemed like stepping in a new dimension. i struggled with everything, but i could see why everything was better and more fun. however, i had a lot of time on my hands and close friends on the same skill level to play with. i was also part of a different generation when games weren’t holding your hand all the way through.