What are 8 frame SPDs?
Didn’t ST input windows vary in length randomly?
What is negative edge tic throw off a jab
What is touch of death combo
They don’t need to change for the better, they need to return to the better. Maybe then we could talk about where fighting games can go from there; but not now when we have all these backward ass fg’s coming out with backward ass concepts.
everybody is focusing on the control aspects of fighting games here, but i dont really think that is the main issue with FGs. people can still play effectively without using specials and just have good fundamentals such as blocking, punishes, anti airs etc etc. most of those are simply 1 direction and an attack button. doesnt get much more simple than that.
in reality FGs should be aiming to include a more comprehensive training mode, skull girls is a step in the right direction but theres definatly room for improvement. how about a glossary of common FG terms? more basic tutorials (anti airing successfully, wakeup strategies. etc)
and while im on the subject (may as well go crazy) a “highlights” function after a match ends, the game records the match and identifies moments that contributed to you losing the match, say you fail to anti air and eat a ton of damage, you whiff an SRK and get punished hard, or you fail to block a mixup. the game will show you the moment you fucked up and give a tip to avoid it happening next time.
these are obviously more aimed at beginners i understand, but one of the tougher things in fighting games has got to be teaching people how to play, unless you are always sat with them the whole time. the game itself contributes pretty close to 0 percent of this training, and a change to this can only make FGs a more wholesome package in general.
Almost everything in the game is exceptionally easy to get down fairly quickly in normal play (the hardest things of note being Guile and Zangief’s supers, which you can honestly just avoid and still do well). That’s the entire point.
People seem to have this idea that ‘difficulty equals depth’, and that’s just not the case.
VF4EVO
Just gonna quote myself.
youd figure that once you did it once you wouldnt need to ever write it all up for subsquent games, apart from game specific terms or mechanics. hell they could just copy paste it from wikipedia or something.
Agreed lets go back to what made these game fun in the first place :tup: Add a new coat of paint and polish but go back to the core fundamentals of what made these game great.
I think a more in-depth training mode would be a very good thing for any future fighting game. Even if it needs to be like the intro to Little Big Planet where it holds your hand through the moves. Or something like these gems
[media=youtube]8X7JqbkL7Es[/media]
[media=youtube]8Dnhil_fU2Y[/media]
it’s corny now but it’s informative.
L-canceling has to be the one of the most pointless execution barriers ever discovered. Yet, it was one of the requirements to take melee to the next level.
Brawl isn’t that complex. Not at high level, or low level.
I know next to nothing about smash, that was something not intended by the designers that players found, right? If so it kind of falls in line with my point. If theres a skilled dedicated playerbase, they’ll find things like that (just like the first people that found links, or the person who discovered that you could combo the assist after a double snap)
well see that’s the beauty isn’t it?
Despite the extreme simplicity and accessibility, or maybe because of it, people found severely difficult to master techniques… and yet they’re not actually required to be successful, any more than you need to be able to do a standing 720 to be successful.
At their core, the old SF2 games are intensely easy games, and that’s not a bad thing, its something we should absolutely embrace.
The trend to pile more shit on with every iteration, that’s the problem.
Edit: It's tricky for developers though, given that these days you can/are expected to patch things, it takes a careful eye to find the unintended skills that enhance the game and differentiate them from the unintended skills that detract from the game.
I don’t understand why fighters these days do not have more in-depth training modes. The way to make fighters easier for more people to play is to actually explain the mechanics and not just input buttons for a combo. That seems like the first thing that should pop into ones mind instead of things like easier inputs.
maybe it safe to assume that maybe good portion of development don’t understand their game them self and just throw stuff in their and hope it works… which if this is the case then its all the more reason why development should include some seasonal players on the team.
Semirandom quote:
(edit: that’s Colin Johanson, one of the lead designers for Arenanet)
It’s been done, it’s just the game in question gets ignored in the U.S. A lot posts about simplified mechanics and deep gameplay exist and have been exisiting in titles for the past 10+ years, it’s just people want THEIR favorite IP to do it.
Generally those tutorials are wall of text type affairs though, not really that helpful.
Maybe if people actually put effort into doing things and learning these days games wouldn’t be smoking piles of shit. People want deliverance when they play games because everyone’s a big fucking baby and don’t want to actually learn things and have that feeling of learning and being proud of themselves. Maybe if someone who didn’t join 2 days ago made this post with actual thought about how things work this would be a good discussion thread.
knowing how to play fg’s dont necesarily means that you could be good at desingning them
and you would be surprised how much fg players are involved with the developing of some games, giving input and even working on the companies
Long and useless read
The moves are designed like this to avoid on reaction srk’s flash kicks and infinite blockstun sonic booms