Evolution of Fighting Games

people didn’t want to play the ps2 version of MvC2 because it wasn’t a arcade/DC port. Even the littlest difference turns people off. All hell would break loose if you could customize characters (from a competitive gaming standpoint, which this site is about).

and who gives a shit about single player. people dont even enjoy locked characters.

oh you mean like every fighting game ever???

I bet you jizzed in your pants when you played Castle Crashers…

This is always my favorite forums response. Ignore arguments presented against you and then go “well what I said before was right” and leave.

SFIV has already introduced buttons as the “Easy Part”. You don’t even have to do a dragon punch motion any more, just hit :df::df::p: and you get one.

Honestly though, your claims of wanting customization confound me. You cite Tekken as one such game, but you could never modify your characters attributes, only their outfit.

The main issue with allowing extensive character customization is that it’s hard to balance. Look at World of Warcraft, which features pretty much everything you want, and it’s customization system “Talent points” (and to a lesser extent the stat bonuses on armor) lead to one thing in the end: high end PVE and PVP all boil down to pretty much the exact same “builds” and you might as well have pre-defined characters from the get-go. Sure, some oddball stuff shows up, but on the whole the majority of people will do the exact same thing as every one else for one reason: It wins. People run around in the same gear, with the same skills, doing the same thing and the Random Number Generator decides who gets to hit who, how much it does, and who wins.

If a game with customizable characters came out tomorrow, it was amazing and awesome and everyone loved it and you could play it alone or with friends then you’d run in to a few issues:

  1. Cheating. Look at any multiplayer game that stores character data player side. It’s modified and people cheat. People are already “cheating” the BP system in SFIV as it is and BP is worthless, how do you think the game would be played if someone could hack their fireball to be faster and do silly amounts of damage?

  2. “Cookie Cutter” builds. Yeah, you can make your character balanced in all aspects, but all hardcore gamers adopt the mantra of “min/max”, that is giving up their most useless stat/ability to maximize the power of their already strong one. Everyone would end up with almost the same character because that type was strongest.

I keep reading you saying you “love fighting games” but in all honesty it sounds like you love fighting games as long as you’re not playing any one else. They’re about competition and winning, and the best way to make sure the playing field is even is to have set characters that are the exact same every time you play them.

You also said something about playing “SFII with better graphics forever” and honestly this is true, the game was excellent. There are still ST tournaments to this day all over the world, and they’re not even playing with new graphics. The game has endured and shown that you can never beat a classic.

Out of curiosity since FNNY is so good, where is FNNY.com? I honestly haven’t even heard of the game, and if it was as good as you say it is then I’m sure word would have gotten around at some point.

This guy has a cheat sheet for everything that pisses SRK off on a maximum level, and he is going down it one by one with each post. It is far to accurate to be coincidence.

He is on a competitive gaming site talking about how he doesn’t like competition and thinks SF needs level grinding. That’s just a little too much on the mark for pushing SRK’s buttons. Troll.

Customizing your characters attributes seems like such a stupid idea in games where all of the beauty is in the asymmetry of the characters and how they balance out against each other. A small degree of customization is a good thing though. Arcana does it well, CvS2 did it well.

World Tour mode in A3 FTW.

I wanna use my level 35 Ryu against Diago with EX Cancels, buffed damage, buffed defense, and infinite super bar… and I still lose lol

In regards to turning fighting games to RPGS, I wouldn’t mind an RPG where the fights were actually like a fighting game and not turn based or active time or whatever. But like SF.

i want so mo alpha 2

but i wants me some r.mika radness at the same time :confused:

woe is me

I would suggest playing part of the Tales series then. It isn’t street fighter of course, but close enough to a fighter for me at least. I mean according to the OP fighting games usually have Magic Blasts, Combos, Juggling, and Flashy Moves, all of which this game has.

Also to everyone, keep feeding the troll, this topic is pretty entertaining.

this was obviously a troll by page 3 if not before but srk of course continues to actually seriously respond to the guy

congrats srk you get what you deserve

Gosh, what I wouldn’t give to practice some magic blasts right now.

Tales of Symphonia is sorta like that.

Although it is more like Smash when you get into battles.

You guys are missing some stuff about my posts, I don’t want to eliminate competitive play, I’m just saying that’s one aspect of fighting games that people enjoy, keep it and give people a season mode like Madden has, people who love football play season mode for entertainment, then they play online for competition, that’s the way it should be

Now, it’s hard to imagine because this actually deviates from the Street Fighter formula, but let’s say they could make a fighting game and add a combo system like Fight Night, instead of memorizing combos you make your own, if I want to do punch, kick, rising uppercut, psycho crusher, I press the punch button, the kick button, the rising uppercut button, and maybe the shoulder buttons act as modifiers and while held down turn one of the buttons into psycho crusher, that would allow for much more freedom and control

Maybe you don’t get juggled in the air, maybe when you hit a guy in the face it turns black and blue

Maybe they adapt a system like the new UFC game, they calculate mass and velocity to determine how damaging the blow is, no health bar, not even a hidden one, if you hit a guy in the legs they can’t move as good, when you hit a guy in the face it can end the whole fight with that one punch, not only is that possible, possible only on consoles, but it’s ideal, no canned animations, real physics

95% of Street Fighter fans is a sad number these days, that’s a sure sign that the formula isn’t working anymore, Fighting games peaked at Street Fighter 2 and that was a long time ago, Street Fighter 2 is when fighting games were most original, if we bring some originality back to fighting games then we can bring them back to glory, no more fitting square pegs into round holes, let’s evolve them, base them around powerful machines with much more capabilities, move away from the arcadey aspects that were used out of necessity before the Sega Genesis was even invented.

So Street Fighter should be more original by being like Def Jam, UFC, and Fight Night?

Also, SFII was released 3 years after the genesis. :lol:

Agreed. That and jealousy. Never been good at SF and always gets raped playing online.

And offline, as well. :razzy:

That’s a given, of course.

I know I know, I’m feeding the troll, but I just couldn’t help noticing the irony here.

You’re arguing that the SF series has stayed the same for too long, yet you bring up Madden as part of your argument, which has pretty much been the same game EVERY YEAR but with a slightly different roster. There’s little different about each iteration of the game, at least the ones that I’ve played. :wasted:

I’ve never played any fighting games online and the people I play against I usually beat because they don’t like fighting games that much, for the reasons previously mentioned, the only reason I’m still attached to them is because I love kung fu stuff, I think a lot of people enjoy fighting games for a minute, but soon discover they’re playing the same game they’ve been playing since Street Fighter 2, that includes the Street Fighter clones

People who are afraid to deviate from the Street Fighter formula have bogarted the genre, the things Street Fighter can learn from Def Jam, UFC, and Fight night are adapting fighting games to consoles, Def Jam had a poor fighting system, Fight Night and UFC are sports oriented, Bushido Blade is the best example, fighting game developers should look at Bushido Blade.

Tales of series says hi.