FGC / Fighting Game Mechanic Questions Survey [For a project]

Hi There,

I am a developer currently working on a 2D Fighting Game and i would like to ask questions about both the community and discussions about the mechanics and styles of game-play. The reason i ask is to help build and improve a vision we feel confident about by taking feedback from real players experienced with Fighting games. This ranges from players of 2D fighters to players of 3D fighters in which we want to combine the aspects of both styles in our game.

We are looking for answers that can be constructive, educational and intuitive to our success as a fighting game developer. Unfortunately, we do not have anything to show at the moment because we would like to keep it a secret for an upcoming event. It is my first time at the Shoryuken forums so i hope i am not breaking the rules in any way possible. You do not have to answer every question possible (although, it would be appreciated). We do not wish to use a link to a survey and rather by topic/post discussion as some people may feel uncomfortable on clicking links to websites they do not know about.


**Fighting Game Community Questions

1a) What aspect of the Fighting Game Community do you feel that makes it entertaining and lively to watch?

2a) What do you feel is the best form of support a developer can do to make their game feel refreshing to the community as a whole?

3a) Do you feel as if cash is the only reason that professional players are likely to participate for or not?

4a) What is the one thing to consider as a developer when taking feedback from the community in terms of balancing and patches?

5a) Do you feel that downloadable content often separates the community as a whole?**


**Fighting Game Questions

1b) What are the interesting aspects that catches your eye when playing Fighting games in general?

2b) What would you consider a good aspect in a combo system? What would you consider a bad aspect in a combo system as well?

3b) What do you think about throws in fighting games?
Do you think it’s a good mechanic with a balanced risk-to-reward factor or would you like to see a system that allows to counter throws besides throw escape?

4b) When it comes to a fighting game, what do you feel is a good aspect in a roster aside from diverse appearances and balancing in general?

5b) Do you feel as if the combat in fighting games should translate more to realism or should it remain in a different style (Not the visuals) ?

6b) What would you like to see in fighting games and why do you feel those selections will help make a fighting game better in your opinion?

7b) What are your thoughts on a cinematic mode in fighting games?
Do you feel it should be more centered towards the lore/story of the game or do you feel it should be an introduction for new players on how to play their game?

8b) What are your thoughts on arcade mode?
Should it remain in the form it is or would you like to see unique elements that shape and result in different experiences each time you play?

9b) What would you consider mechanics in a fighting game that would take you away from the experience as a whole and feel playing less of?

10b) What constitutes a great fighting game to you in general? Please keep it short but concise.**


(NOTE to adminstrators/moderators: If this is in the wrong sub-forum of discussion or this kind of discussion is not allowed in general, please let me know. Thank you ~ )

Thank you and i wish you all a wonderful week to look forward to!
-RedFlagAtNight

Fighting Game Answers

  1. Freedom and fluidity of movement. Fluid animations. Exaggerated impact on opponent. Great contrast and/or vibrant colors in the character and background textures. Consistent and detailed art style. Camera that closely follows the action with zooming and a change of perspective for special moments (throws and supers).

  2. Visually distinct hits connecting in an exaggerated fashion are good. Relatively simple button dials with forward dashes, forward jumps, quarter circles, half circles mixed in are good. Juggle focus with stuns, repeated sequences, and excessive length (i.e. more than 7 seconds long) are generally bad. A set of inputs that requires many opposing directional inputs for steps are bad.

  3. Regular throws need to have enough range and speed to be useful, but simultaneously shouldn’t beat out most strikes. They should be breakable if they are expected but not when they are used as a mix-up after a dash. They are important for keeping tension between knowledgeable opponents who have a great defense. Well implemented counter throws are generally a character specific one-and-done type of deal.

  4. A set of exaggerated and likeable/hateable (not obnoxious) archetypes. Character specific abilities or features befitting of that archetype during gameplay. A backstory defining personal motivations.

  5. Physics have to be believable in the context of the game, but exaggerated enough to be easily identifiable.

  6. Fighting games are made better with features that allow progression and replayability on one’s own. Existence of gradually increasing challenges with rewards in a context of an adventure with an overarching underdog narrative and quick sub plots. If they are well implemented and do not overstay their welcome and are not excessively easy/difficult, those features create fond memories in the minds of players and keep them coming back. However, that requires that the gameplay is enjoyable in the first place.

  7. Cinematic modes are a hook for first timers and a point of contention for existing players if inconsistencies or strange turns are presented. Some personal interaction is needed even if the plot is linear. Ideally a short optional tutorial is present for first timers and the complexities can be easily accessed by them in a separate mode. These modes tend to have limited replayability.

  8. Arcade mode should be a rock upon which all the other modes are built. It should always be consistent. Different experiences are tailored for other modes.

  9. Mechanics that cause the game to only be played one way. Mechanics that remove the control of either player for a prolonged period of time.
    Mechanics that are locked off or limited arbitrarily by additional meters or acquirable items.

  10. A distinct high quality roster and set of locations in a simple context. Entertaining and intertactive physics. Responsiveness with simple controls and ease of movement. Modes with progression (see Street Fighter Alpha 3’s World Tour, Soul Calibur’s Mission Battle, Virtua Fighter 4 Evolution’s Quest Mode), modes catered to playing with a group of others (tournament/team battle), or modes with immediate challenges/gifts (survival ala Guilty Gear XX or Garou: Mark of the Wolves).