Fairness and Balance in Fighting Games

Way to misquote and misinterpret. Essentially, my question was, “how is this one game where everyone has access to similar movement options somehow more homogenized and worse than this other game where everyone also has access to similar movement options?” Apparently, you think everyone having similar options, but having less of them, is somehow better than everyone having similar options, but having a little more of them.

Yeah, because I totally mentioned attacking options during any of my posts. That’s not the focus here; the focus is on basic movement. (And for the record, I agree with you that shoto characters are very homogenized; despite slight differences in their attacks, they’re all just fireball/anti-air characters who play very similarly.) We also seem to have differing definitions on “homogenization” and different views on what types of similarities are acceptable and which ones are bad. Similarities in basic movement are acceptable and necessary for any fighting game to have any sort of steady framework. What kind of fighting game would it be if one character could walk, jump, and run, another character could only walk, another character could only run, another character could only jump, another character could only teleport, etc. etc. Movement-wise, you’d have a diverse cast, sure. But at a cost, because now some people without basic areas of movement have had multiple options taken away from them. Every game needs some sort of basic framework, although it’s good to have a few characters who break the mold.

On the other hand, homogenization in attacks is, needless to say, a bad thing, since it’s the most defining factor in determining the uniqueness of a character.

Wait. You add more things into the offensive and defensive game, giving players more options to think about when attacking and defending, which somehow creates less depth?

Did you seriously read what you typed just now? I think you need to sit in that dunce corner that you presented for me. I’m not sure why I’m either responding to you at this point, seeing as you clearly are on a tunnel-visioned path to idiocy, and anything that disagrees with what you say will just fly over you head, but here goes anyway.

In a game like Street Fighter, when I’m in the air, I have significantly less options compared to when I’m on the ground. I can only make one attack before I hit the ground, I can’t change my trajectory, and most of the time, I can’t even block. In most situations, being in the air means I’m a sitting duck, and it’s significantly more dangerous to be there than on the ground. Hence, most of the game is a ground game, with ground space control being a key factor. It’s almost the only factor, as the air, while still an option, isn’t nearly as viable as the ground. So the defensive game is almost entirely based in this one dimension; the ground.

But in an airdasher, when I’m in the air, I have just as many options there as I do on the ground. I can do more than one attack, I can change my trajectory by double jumping or airdashing, I can block, and other such things. This means that I now have a new viable dimension for my offensive approach, which greatly expands my options. On the defensive end, I now have much more to think about in my defense, as my opponent now has the air and the ground to approach from. But given that the game was based around this airdash framework, the defending player is also given the same amount of options to deal with this new dimension. So as both players now have a larger amount of offensive and defensive options, the game has more depth as a result. The mindgames that you’re so fond of become greater, because now each player has a larger palette to select from.

But you seem to believe that more options = less depth, so I don’t know what to say.

Not necessarily. Enhanced movement is also crucially important to the defensive game as well. And fighting games with airdashes–here’s a shocker–have their fighting system built around characters having airdashes.

“SF is players waddling back and forth” is just as much of a silly exaggeration as your comments that “airdash fighters are all mindless rushdown.” So I make the same recommendation to you for that latter comment.

You’ll also notice that I never said that the ground game was unimportant. This is a problem that I’ve seen with you during the time that I’ve lurked here; you tend to thrust words into other people’s mouths. My comment was that making the air a viable space increased depth rather than decreasing it. “Footsies” by themselves isn’t one of the most important factors in a fighting game. I agree, ground control is very important. But overall “space control” is more important; managing overall space and distance between you and your opponent. And fighting games with airdashes certainly don’t neglect that, as has been explained to you countless times.

Just throwing in mechanics willy-nilly is bad design. I agree with you there. But if you put in certain mechanics, and then base your fighting system and characters around those mechanics, then it’s good design. And most good air-based fighters do that.

Now, wasn’t this thread supposed to be about “fairness and balance?”

@MasterChibi: You do realize though, that applying such a broad stroke to the term makes it essentially meaningless, right?

We’ve already gone over it, it is homogenization, on a very macro and therefore irrelevant scale, but there’s something important that needs to be considered first:

Does de-homogenizing the game make it better? Would VS be a stronger game if Jedah couldn’t airdash? Would ST be a better game if certain characters couldn’t crouch? If Dhalsim was the only character who could jump? If only half the cast of 3s could parry?

But wait, isn’t a character’s options part of this homogenization equation? If fewer characters had air mobility in VS, wouldn’t that worsen the homogenization problem? Because already the majority of the cast has an emphasis on ground game, by virtue of lacking air mobility… why does increasing the number of characters who act rely on that style of movement not homogenize the game further?

the sama way that on every game, every one has as sweep attack, everyone dash/run depending on the game, everyone is able to jump, everyone is able to block, everyone is able to hop (kof), everyone is able to parry (sf3), everyone is able to do a focus attack (sf4 series), etc, etc, etc

you give them some sort of basic rule set that they share, but you take it from that to give them their unique flavor
the precise moment where the same tools given to them behave diferently they arent homogenized as the usual way that srk use the word.
because if we use it in the strict way that the word is mean to be used, all the fucking games are homogenized since all the characters in all the games share the exactly amount of characteristics that the game provides them due the game mechanics and universal mechanics, everyone has the same amount of attacks because the button layout, so you wouldnt find a sf where only a few of them have 6 different strenghts of their attacks, everyone is able to jump, everyone is able to block, etc, etc

so dont try to play smart with the concept, gg, vs, ah, etc are not more homogenized than any other game, every char in every game always share the exactly amount of options that the game provides to them as universal tools

and for the matters i woulldnt consider a game where every char has different weights, that affect how do you make your combo homogenized on the way that srk use the word (as a negative aspect of the game where everyone plays alike)

I think Master Chibi has the better mindset in how to view this topic.

I’m just going to attack these awful main points your argument stands on.

Yeah, see. You have no understanding that giving options to a certain character takes away others in a given situation. Simply adding options does not add depth, you clearly illustrate why yourself.

I want you to think really hard about why that is. Anti-airs have to be strong to ensure that opponents are fighting on the same plane for footsies to adequately engage. Air dashes belittle anti airs because you don’t have to commit to your jump which causes a domino effect ruining footsies. Allowing the air to be “viable” in for more situations just ends up with people doing whatever the fuck they want with far less strategy.

Airdash fighters are instantly all mindless rushdown. GG just happens to be a poorly made game. They didn’t add appropriate keepaway elements into the game to compensate with their awful choices of universal mechanics. Rushdown ends up being a zillion times better than any opposing option.

Ahaha. Yeah man, having good keepaway characters is way less important than adding rushdown character #582191237.

The rest of your post is making opposing arguments to nothing anyone asserted.

keep it up bro, your idiocy is amusing
try to play gg against a semi competent player by only rushing and see how you get raped by their spacing game

I’m really not sure why I’m bothering with this. Obviously, neither of our opinions are going to change.

And this was a response to the quoted sentence how, exactly?

Besides, your statement really doesn’t have any meaning. There’s always going to be situations in any fighting game where not all of your options are viable. Give the opponent a highly damaging command grab, and getting in close to attack becomes more risky. Give the opponent a strong anti-air, and now attacking from the air is far less of an option. Give the opponent an attack that goes through a projectile, and you have to rethink your fireball game. Characters nullifying some other characters’ options and being a strong matchup against them is an unavoidable aspect of any fighting game. So what were you trying to prove?

Yes. Which is why I illustrated very clearly that good games that add these options tailor the fighting system and characters around it. You seem to think that I’m trying to say something among the lines of “throw in universal airdashes in Street Fighter and now it has more depth.” When I never said anything of the sort.

You must have missed my paragraph on overall space control being more important than just the ground game.

Go read again.

If that was the case, then that’s what we would be seeing in high-level matches. In BB, for example, everyone would just be dashing in willy-nilly because it would be all rush down.

But oh wait, we’re not seeing that. We’re still seeing the space control.

Which is why the top tiers in BBCT were all keepaway characters. Right, rushdown was totally better in that airdash fighter. You sure got me there.

I guess the message I have to take from you is that all fighting games should just remain ST style and be totally stagnant.

That universal air dash nullify too many options and subsequently dumbs down the game.

Nope. I ignored it because it isn’t actually true for GG and countless other games. Footsies is a subset of zoning. Eschewing it from your game is somewhat alright if you can get the larger scope of space control. Except GG was unable to capture this because it is a poorly designed game. You already know that’s true. The moment you said that the air was a “viable dimension”, you admitted that you and your opponent have a diminished ability to control space in these games for various reasons.

So since you’ve already conceded, you can now continue bringing up mores games that weren’t originally within the conversation and creating more strawmans.

EDIT: I misquoted that one thing in my previous reply. I meant to quote something else if you’re wondering.

since it seems that a lot of people here like to throw the word depth a lot

depth comes on how the game allows diferent types of strategies/ gameplay styles with meaningful options based on the mechanics/char tools that the game offers to the player

and considering that all the options that GG offers are meaningful on the whole concept of how the game is played…

lol, more golden ignorance :rofl:

Comparable space control is nonexistent. Keepaway blows balls in GG. Might as well play War Gods.

You’re right, that’s why potempkin can’t airdash and jumps incredibly slow. Also: he’s one of the best characters in the game.

Can you expand on this? I don’t understand how me reading an anti-air, baiting it and double jumping at the last second so it whiffs, coming down with a strong air-to-ground to net a counter-hit into a CH combo is not footsies? But me jumping at you and getting hit by a completely reactionary anti-air is footsies.

How are you defining footsies? To me, when I have the air as a viable approach, I like that a whole new dimension becomes viable for spacing and footsies. When the game takes place on the same plane only, it simplifies the footsies game exponentially, and in SF style games footsies are a lot less risk than say GG, where making a poor choice and getting punished for it will get you into a CH combo.

Except you can make anti airs better, or manage a spacing game in the air as well as the ground.

No, but saying that the characters are essentially identical when they only are on a very macroscopic level. The opposition arguments are to the point that homogenization when used on such a vague scale is not a dirty word at all.

Also: A game not having strong keepaway is the fault of the developers either not bothering or not choosing to implement strong keepaway. Having good mobility just means a keepaway character needs stronger tools to compete, it does not preclude keepaway from being a viable tactic. You act as though characters like lambda and modok don’t exist.

And yet you have yet to say what options are nullified. Besides your continuous focus on keepaway, which has already been debunked by countless games.

I was talking about airdash fighters in general. You’re the one who was focusing on GG.

Potekmin (zones in some matchups, top tier)
Testement (zoning charecter with rushdown potential if set up, top tier, wins a large portion of tournaments)
Dizzy (all keepaway, mid tier, completaly viable)

Really ?

Now you people are just arguing semantics.

I’m not even going to bother.

:looney:

Lol wow. I wish the rep system was still around. Dude, just stop. Every post you make on this topic just makes you look more and more ignorant.

There’s plenty of space control, both on ground and in air in Guilty Gear. You can even play keepaway if you want to. One of the great things about games like GG is that YOU dictate how the CHARACTER plays rather than the other way around. Stop talking out of your ass. :tdown:

I-No can do it too. (technically any one can) chemical love harassment, green note set up.

This is a common misconception. Giving more universal options doesn’t necessarily add depth to the game. Best example of this is Third Strike. Parry, while an extra mechanic, takes away a lot of depth from the game as it nearly completely eliminates any sort of long / mid range zoning keepaway game, non-mixup based rushdown and other previously viable strategies.

Or, imagine a platformer game. You only have a jump action. The difficult platforming makes the game complex. Now in a sequel you add a new system, flying. You now have two systems, so the game should be more complex, no? But since flying makes platforming irrelevant, you are actually taking away depth from the game.

New systems can actually take away depth in some areas. Making every character as unique as possible and giving them lots of viable individual options makes the game more complex.

BTW, Vampire Savior is horribly homogenized because pretty much every single viable character plays very similarly: constant IAD pressure / rushdown. I wouldn’t call GG homogenized though, as it gives a lot of individual options to every character to compensate the huge amount of universal options, and most universal systems in GG aren’t so dominating as in Capcom games, plus there are several viable playstyles unlike in VS.

That’s not entirely true, and you’re ignoring the depth that it adds. Looking at it in such a cut and dry fashion is disingenuous.

:confused: Less than half the viable cast has an air dash in VS.