It’s more of a matchmaking thing in my opinion.
Everybody can pick up SF4, Skullgirls or KoF13 and play right away. Problem is when you go online you get fucking bodied and when you try to find out why, you get flooded with a massive overload of information.
If noobs would play noobs, they’d be a lot less aggravated with the game and would actually have some fun with it.
Like I explained in my earlier post. Smash unlike most traditional fighters is very accessible to casual gamers because it breaks away from the traditional formula of motion inputs, meter management, and timing hits to perform combos while still having depth for competitive players to get into. You don’t need to spend an afternoon practicing basics( which most casual gamers don’t have time for ). In Smash it takes like 5min to learn your characters moves and to be able to consistently perform them. Same can’t be said about most of the games you listed. Also comboing. You simply mash A to perform a default 3 hit combo or flurry of strikes. No links or having to press a sequence of buttons. And there aren’t a lot of mechanics you have to be mindful of in Smash like meter management, or priority.
I’m not saying every fighting series needs to be as simplified as Smash. But we do need more of these casual friendly fighters that ease people into the genre. I’ve heard lots of people say things like “If Street Fighter or MK was as easy to pick up as Smash I’d get into them, but I just get pissed at how much extra shit I gotta do to, to do a fireball when Smash does it with one button press. Or spend forever practicing a combo in training when I can just keep pressing A in Smash.”
The easier fighters don’t come anywhere near the levels of accessibility seen in CoD. Dive Kick probably does but I don’t even like to call that a fighter because it is so different. Dive Kick is to fighters what rail shooters are to regular shooters.
It’s so funny to see how out of touch some of this community is with the rest of gamers(looking at you keo-bas). Even the easiest fighters aren’t casual friendly.
youguys are looking at the comeptitive aspect.
But most of these game don’t require you to even go beyond your normals to start playing.
MvC have auto mode
only complex part of KI outside of instinct is its combo system which still revolves button press, command inputs.
Vampire savoir and Dark stalker your using your normlas 80%. and every other game I mention, Yes some of the games I mention have sub system and mechanics to be mindful of but layer can still start experiencing more than 50% of the game focusing on regular buttons.
If im wrong than so is BB-Hoodys smash comparison because their in depth mechanics in those games too.
I’m not talking about the competitive scene, I’m talking about the skill-ceiling. Some games raise the floor by eliminating the more tedious inputs and muscle memory training people need to do in some fighters, but all the rest of the stuff that makes fighters hard is still there. BB-hoody may be wrong, but I can’t say that since I haven’t really played Smash enough to know.
Well fighters by default are a more difficult genre to play than most mainly due to the 1v1 nature of it. But still Smash is hands down the most accessible fighter out there and it’s a big part of its appeal and success. I wouldn’t want every fighter simplified like this, but we do need more of’em to ease people into the genre. Despite all the crap COD gets. If there weren’t for casual friendly shooters like COD and there was mostly just stuff like Counter Strike. FPS genre would never have blown up like it did. This I believe is why fighters are niche.
We have WAY more competitive and technical fighters than more accessible casual ones like Smash. @Keo-bas Yes Smash has sub systems and mechanics. That’s where the depth comes from. But the basics like executing moves, combos, defense. Like I said these take like 5 to 10 min to master for each character. Then you can go right to playing and learning more advanced strategies as you go. This is what seperates Smash from others in terms of accessibility.
I think that’s a part of the reason, but I think a bigger reason is fighters being 1v1. Team games not only have the social aspect going for them, but they also allow bad players to get something out of the experience when they are carried by a good team. And even FFA game modes are more fun for new players than 1v1, since the focus isn’t always on them, and they can steal kills.
That’s one thing Smash definitely has going for it I guess.
It’s been mentioned before, but if a player can’t do something perceived as basic, they’re just going to stop playing the game. Even if it’s not necessary to be able to consistently do a srk motion to start playing Ryu/Sol since he still has c.hp/5k, the fact that it’s there on the arcade panel insert, instruction manual, or in game movelist just makes a player feel awful when they can’t do it. And there’s plenty of people who dislike playing if they can’t do it the “right” way even if there’s alternatives.
Games like LoL present the “basics” as very simple buttons to press, even if the actual basics are more difficult (last hitting, jungle creep timers). Shooters? The “basics” are pointing and clicking, even if the actual basics can be incredibly more difficult (bullet drop off, headshots, item timers).
Honestly, the main thing I’d put into a fighting game would be a mode to just teach players how to do motions and to diagnose any possible issues they may have in doing it. Like maybe put a giant picture of a joystick (or pad) on screen and show the correct movements for the motion alongside the same picture of the player’s current input method. The training mode directions in modern fighters are almost there, but they’re still a little abstracted compared to a picture of the actual joystick/pad. It would also help if the game was 100% upforward about the exact input requirements, like if diagonals can be skipped, or the amount of time the player has in between each direction, or the exact amount of charge time required.
Forgive me I simply don’t see where your guys are coming from. Unless I got the wrong idea what you mean by accessible. Smash and the games listed are no different
skill ceiling? can you explain this to me?
Yes the game I mention have sub mechanics but those mechanics don’t become prevalent until you face opponent that know how to use them well. The same can be said about smash or any game.
Also dont mistake the fact know your character move sets lets you master smash or any game, hell no you have to be mindful of terrains, stage gimmicks, item property, attack property , stage and hit stun recovery and lets not forget dodge because you have plethora moves you simply can’t challenge in smash Now considering all these element, is smash still this “accessible game”?
@kwyjibo I already acknowledged that the 1v1 nature of fighters is what makes them harder. Because like you said you don’t have teamates to carry you or other players to add random factors. Victory or defeat is entirely on you which makes things more competitive, which some people just don’t like while some do. Still fighters can still be much more successful by reducing the execution barrier and or making more casual fighters. Also fighters can be very social. The FGC says hi, and there’s nothing stopping one from gathering some buddies who are into gaming and just having some matches and passing the controler around. And fighting games are arguably the most fun to spectate. So those waiting wont really be bored.
@keo-bas When we say accessible, we’re talking about a game that is easy and quick to learn the basics and apply them in game, with simple gameplay elements. Smash fits this bill. Basic execution is practically non existant which allows for any character to be quickly learned enough to play in like 5min. Simplified gameplay elements such as blocking and dogding. There’s no blocking high or low or cross ups. Just one button that blocks everything but throws. But balanced by a guard break. And dogding is as simple as titling the stick in a direction while guarding. Yes like any fighter higher lv play will be more difficult because well it wouldn’t be higher lv play if it wasn’t. But the basics are so easy to learn and master. That’s the key. When you have the basics down, all the other stuff will follow. But in fighters like SF. The basics for casual gamers are a chore and grind to learn, and most just get frustrated and quit.