How Could Fighting Games Change for the Better?

How could Fighting Games Change for the better huh? hmmmmmm…OH I KNOW!

BE MORE LIKE TOBAL 2
**BE MORE LIKE SKULLGIRLS **

Glad i could help.

I think controls for most fighting games are fine… However:

Damn that SNK pretzel. Leaves me with so much salt after I’ve eaten it…

SS2 secret moves too

:f::b::f::b::f::b::d::snkb::snkc::snkd:
and
:df::b::db::d::df::f::b::d::db::snkb::snkc:

SNK had all the ‘rad’ inputs

Producers have a place, when they do it right. Somebody to keep peoples eyes on the ball and reign in those more ugly cases of wretched excess.

Or to put it another way, they’re the guy that has to say “Yes that second super bar is really cool. Did you remember to put in the movelist?” (zing!)

but sg doesnt play like GG or BB,unkeast you mean the combos wich its like saying that sf2 and doa play alike because the chars hit each other -__-

omgosh I loved the old SS games.

I actually had no trouble with the first one.
and the second one is the pretzel. =(

Reading is asking too much of people these days, isn’t it?

VF4Evo tutorial taught me to play VF and other fighting games. It was that damn good. I think I read almost every entry in their glossary and attempted every tutorial and challenge available with 2 or 3 characters.

Know why?

Because I wanted to learn to play and put in the effort.

lol look at how poorly our schools are doing, reading is way too much.

I don’t even want to know. The bar keeps getting lower and lower.

Most people would take one look at the list (fg terms, moves, fundamentals, whatever) and exit out of the menu, like they do when they see how long a tutorial combo is.
I couldn’t even get some friends to set-up and play GGPO a while back because they thought 4 files was a lot to download.

Compare the Skullgirls model to the Blazblue model.

One of them is substantially superior, and the other is very wall of texty.

Edit:

SkG is substantially more like Blazblue than SF2 is like DOA. They’re not remotely equivalent comparisons.

damnnnnnnnn

tony danza, who’s da boss!

Nobody wants to read a wall of text after buying a game and popping it into their system. This has nothing to do with lazyness, it’s the fact that fighting games are video games too, in which the fun factor shouldn’t be blocked off by several months of training. Saying that players need to man up and dedicate themselves to learning the fighting system is exactly why we had those “dark ages” in the first place. (I’m aware that fighting games were still releasing during that time period, but the genre was hardly relevant at that point).

The problem with developers and the community is, when you begin to think of methods to appeal to a broader audience, you automatically assume the competitive crowd is being left out in the cold. It’s the developers that need to man up and design some games that can be fun on all levels of play.

It’s even simpler than that, people learn better by doing than by reading.

The community won’t lose any toughguy cred by using superior teaching methods.

Define better?

Different people like different things.

The only things I expect is from gaming companies to stay loyal to their fans and not mess up their series.

Unfortunately, sales > fans.

http://www.heritems.info/avatar3.jpg

getting rid of Ono and Niitsuma.

It isn’t mandatory, it was there if you wanted it.

Fun factor wasn’t blocked off by “months of training” in these “Dark Ages” games.

Dark Ages only existed because the games coming out weren’t called “Street Fighter”.

There was a thread about this a while ago.

The ‘Dark Ages’ existed because something like 90% of the arcades quit having fighting game scenes, and the number of games produced by *any *company fell off to an absurdly low level as compared to the ‘flush times’. Capcom alone made 33 or 35 (depending on if you count VS2 and Nightwarriors 2 as seperate games) different fighting games in the Arcade days, there’s nothing like that now.

edit: from the other thread, in case I counted wrong or missed something:

Dark ages began because all the arcades started to disappear.

For the millions and millions of arcade players worldwide, they were left in the dark, with no arcade to return to, as they walked away into the sunset.

There’s an epic summer blockbuster in that story.

Fighting games are already taking big steps in the right direction without totally sacrificing excecution. Look at the MvC3. Sure it’s not everyone’s favorite game, but it has lenient controls and decision making is a much more important factor. Meter management, TAC awareness, x factor usage, watching team order… these elements are far more important than going for a 100 hit combo.
Oh you burned x factor to kill your opponents second character when he has Wesker on anchor? Training mode can’t save you now.