Play in Arcade mode. (Stay away from the Elena players)
I have just made your life, that much better.
“My friend made Graphical Glitch Yamazaki in CvS2, who looked exactly like he sounds!”
Play in Arcade mode. (Stay away from the Elena players)
I have just made your life, that much better.
“My friend made Graphical Glitch Yamazaki in CvS2, who looked exactly like he sounds!”
I always prefer arcade mode, but some dunce hats always just go straight to versus
Besides, randoming Gill stage gets me hype
Is there one gatekeeper of creating and adjusting Hitboxes?
Are there only a select few doing it or is everyone on a team having a say, with a final authorization with a higher up, hopefully more experienced developer in battle systems.
That’s one place in fighting game development that will get lost in the shuffle, edited a lot, favoritism, mishaps, and its pretty direct for balancing.
edit for new reply
Red Urien vs Blue Urien on Gill stage is… something else…
To add to the Hitboxes question why isn’t hitbox data shown in a lot of fighters
How safe is too safe
I totally did draw new Mortal Kombat moves and characters when I was seven. I think everyone did.
Depends on the game. Most answers are going to be contextual, but in a game with low snowball mechanics and damage, I think it’s good that oki is rather powerful. In a game with high damage and high snowball (strong meter, killing a character off), it’s less important. Ideally there should be situations of high power differences, a knockdown is typically what these end in. The standard pace of neutral -> frame avantage/hit into light combo -> strong combo -> knockdown for potential powerful mixup is good because theres a lot of checks before the power of a good oki game comes into play. Usually there’s multiple chances before this situation comes up. In a game with really easy knockdowns and powerful mixup games and high damage, it might be better to err on the side of the defender having more options than they might have in ST (as an example). In Marvel 2/3, offense can often kill or cripple a character very quickly, so the need for a super powerful knockdown is not as apparent. If you want an example of a game where oki is handled badly and isn’t strong enough, Blazblue is pretty close to the shining star here. Weak oki with low damage and long neutral game leads to a piddling pace.
High damage decreases the chances of a skilled player winner if it’s easy IMO, but it also increases the likelyhood of bad matchups, bad pace, actions feeling unsatisfying/unrewarding etc. The more interactions that happen, the more likely the smarter person is going to come out ahead. I’m pretty sure this why 3/5 has become standard in Marvel now. It’s a very snowbally game and one good guess can win a match if the skill differences aren’t that out of whack. I forget the term I was taught here, but there’s two kinds of luck, apparent luck, and true luck. Both can increase the chances of randoming someone out, but apparent luck goes down when more player choice happens, so decreasing damage reduces apparent luck.
To simplify: if someone has a 1/5 chance of outguessing Justin Wong. If they can win an entire match off that one guess, he’s going to win more than if he had to guess ten times in a row to win a match. Apparent luck is very complex though and that’s a gross oversimplification. That said, the person still has to be able to do all that damage (which generally requires execution…)
Not actually sure about this one. From what I can gather, hittable boxes tend to be generated automatically in most games these days, while hitboxes seem to be designer specific. I know for a fact that multiple designers tend to work on multiple characters in multiple games, so I think multiple dudes make the hitboxes for their assigned characters. Designers work in teams though so there’s going to be some strong group or leadership influence for consistency’s sake I hope. Please don’t accept this answer as authority on the matter though, this is highly based on pieced together information, and I could be wrong.
Increases game longevity. Less information = More discovery needed = Longer before people figure out the most optimal stuff. There’s pros and cons to hiding information, but I think the less people discover about your game, the longer it will last unless a strategy is really, really powerful early and dominates the game completely, in which case, more information will defeat it. This is such an edge fantasy case that I doubt it’d ever come up though.
Safe.
That round of questions was a lot better than the first
Half serious question: Why is America’s favorite fighting game a game that sometimes is a little more than a couple coin flips to see if you win? (MvC3)
I myself like zoning/trapping type characters. Why do most fighting games cater to rushdown as opposed the zoning/trapping type characters? Take a character like Magneto, extremely fast and only really needs 1 clean hit to finish a character through a long combo/infinte.
Imho characters that are slower and rely on zoning trapping are either looked down upon or just forgotten about all together, even though most of the time it takes much more skill to zone or keep a trap going consistantly over a match.
any reason for this? thanks.
Pressing buttons is fun in that game. Instant character recognition over a very broad audience, so it’s easy to get emotionally invested in a character or team compared to other games. Exciting gameplay (even if it’s not GOOD gameplay, it’s exciting). The fact that you can win in weird situations with x-factor means that even if x-factor feels like bullshit the there’s always a chance of a comeback. The pacing is also pretty good. There’s definitely some stuff I think is terrible, but the good is good.
Zoning/trap characters “deny” gameplay through limiting options and doing low damage.
This is A) not obvious power, so playing as them to most players is not as exciting. The gameplay is less “what you see is what you get” and not inherently easy to grasp for MOST people.
The second is B) playing against these characters is usually less fun because the person who’s not that character can do less things they normally can. Taking options away from someone who’s normally accustomed to doing something freely feels bad. It’s the same reason everyone hates water levels and long combos. Taking away things that players find fun… makes things less fun, even if it’s in an indirect way. It’s the same reason people hate grapplers. Suddenly you have to change your gameplan to be very defensive and you can do less offensive options.
There’s always a balance to strike here obviously, because adding these kinds of characters makes games more interesting, it just makes them less FUN. So you gotta be careful or you’ll kill all your entry level players. For a recent example, look at Peadouble in skullgirls. Defeatable yes, but fun? Hell no. Denies you too many ways of getting in and you have to wait that shit out for ages, limiting the fun things you can do for a while.
With rushdown, observable action is happening. People can clearly understand what’s going on and people are getting punched. This is fun. Punching dudes is fun! That’s the visceral nature of a fighting game. When someone’s getting pebbled from full screen and walking in slowly, that’s way less cool looking to most people than punching a dude in the face a whole lot. Rushdown characters look/feel more fun because of this to the common player and at lower levels of play.
Also if that last post was a little unclear, I’m doing a little predrinking, I’ll elaborate later if anyone has any questions, I might drip into designerspeak from time to time so call me out if something doesn’t make sense.
As someone with extensive knowledge of fighting game design, what do you think are the top five fighting games since 1990 based on design.
Please not only state the five games but also the reasons from the design perspective.
If you are unable to do so, I will just assume that you are unqualified to make this thread and just a troll.
That’s a weird question but ok:
I’ll try and attack this from broad categories, since this is a really subjective thing. Each game represents something.
Guilty Gear AC - Highest levels of character variety vs game balance. All of the system mechanics work and aren’t overpowering. Worst part of it is the 50% meter options suck since the inclusion of Force Breaks and FRCs give you more bang for your buck than supers and RCs, which make those options more situational. You can see that Arc Systems did a better job with this in Blazblue and P4A where they limited the power of lesser meter mechanics in general to make RCs and supers interesting again.
ST/HF (pick your poison here) - Simplicity and high gameplay variety. I don’t think any game’s topped the levels of simplicity with depth here, and no one’s even tried. It can definitely be topped in both categories, but no one’s really tried (HDR aside) except by maybe Smash. I don’t want to put smash into the same category here though.
Soul Calibur - Probably very close to ST in simplicity. Very easy to understand, everything’s super clear, there’s decent character variety. Definitely not my favorite game, but in terms of 3D games, I think it’s the best from an accessibility, clarity and quality standpoint. Not the deepest 3d fighter, but I wouldn’t know that (I play mostly 2D).
Marvel 2: Power and variety. The top tier characters feel amazing to use, the game has insane amounts of versatility and a wealth of decisions and options. If you removed like 40 characters this game would be better than GGAC IMO. I also think the team system at the time was absolute GENIUS design. The way you can use meter to erase mistakes, the wealth of things you can do with meter adding a lot of player choice, DHCing etc was mostly unheard of at the time. They managed to not only make a 3v3 game, the system design itself is chock full of delicious options. Most game systems are there to make sure character variety doesn’t make broken matchups, or serve a novel gimmick. This game is an invention.
CvS2 - There’s a lot of things I don’t likeabout CvS2, but it has a pretty interesting set of systems, but there’s something people really overlook in fighting games that CvS2 has. Pressing buttons is so much more fun in CvS2 than any other game. The startup, the sounds, the hitsparks, the hitstun, the recovery. It’s all really perfect. Hitting a button in CvS2 is like no other game IMO. The basic actions feel really satisfying. If basic actions don’t feel fun in a fighting game, no one will play it.
I’m pretty loose with these suggestions. I just tried to choose some categories and pick the best game in that category rather than objectively try and decide if GGAC is better than Marvel 2. Making concrete top 5 lists is silly and doesn’t really prove anything.
How to turn SFXT into a great, fun game? Ready, set, go…
Why we already have Rage of the Dragons and SFEX3.
SFxT is a great test case of what to do (and not to do) for secondary features in fighting games. I wish more games had their online training mode, “THE BRIEFING ROOM”
Unless you’ve been a dev at ArcSys, Namco or 90’s to early 2000’s Capcom, I don’t think any of what you say matter.
But you can answer this; Why are modern fighting games so shit compared to old ones?
[details=Spoiler]Because some people just want to relive the sweet nostalgia of their childhood/youth and not really looking for “quality” or else they’d be branching out and finding awesome new horizons to explore in the genre.
How many 3S players have made attempts to explore all the games that have the SF3 style to decide which one is better than the other? Practically none. All the people who looked at the other games are not really “3S players” but people who generally like exploring many different games.
They may know the ins and outs of 3S by heart, but what do they know about games like ABK, BF, Yata and any other similar title? Not enough to make deep comparisons to 3S that’s for sure, so even if a game that does the 3S thing better is hidden somewhere they’ll never know about it. (Nor they really care.)[/details]
Edit: Oops. Forgot this question is for ratio 4 cerebella to answer. Good day then.
Don’t leave out SNK, formed from the suits giving EA-like work schedules to their in house teams. SF2 DashHyperSuperTurbo, and they said we don’t have to take this shit, then made some badass really stylish stuff in Sam Sho onwards to “it all got started in 94”
Those titles, if you can go ahead and not alphabet soup keep them “secret,” and give them their own light and exposure even this late into a timeline by naming them, may lack certain things 3s can have as a complete package. But shit man this isn’t even the right topic for that, this forum sucks, soapbox anywhere even by you ‘in the know’ old guys.
Tried Garou, not even on anyone’s recommend that “its the 3s of SNK/KOF,” and didn’t enjoy it too much on my own without a scene for it. As well those others, one is a homebrew (or 2, Akatsuki Blitzkamph[sic] & the Yatagarasu?), and many came much later after 3s. And after finding their game in 3s, they have no reason to leave it for “greener pastures” if they’re content with their game they’ve found.
If you didn’t like 3s and think it could’ve been improved, sure, that’s going to be your prerogative to seek out a “fixed, balanced, fair, whatever” 3rd Strike.
A kickstarter indie fighting game with a parry system (used meter to parry, fixed?!) failed pretty hard vs Divekick. So its also a little late for anyone to find a new 3s. KOF13 notwithstanding. And after that has come and is current and will pass, we’ll hear (if we aren’t alreadyhearing it): “I want a fixed KOF13 without the genei jin juggles necessary and making everyone TOD juggler lite!”