How Could Fighting Games Change for the Better?

You know, I’m legitimately surprised to see so many users doing their best to tell me why I’m wrong rather than bouncing ideas off of one another.

Your faith in humanity is a bit high then. Don’t be Cingular and go raising the bar here. You will never find a more wretched hive of scum and villainy.

Anyway, to be short, I see what you’re saying as far as inputs goes, and it kind of makes sense. Unfortunately, there is a constraint on it, for the same reason Gems are not allowed in SFxT tournaments. It simply would take too much time to have everyone set the inputs for their characters before every match. Especially if the game you were playing were, say, Tekken. 70+ custom inputs? No thanks. Heaven forbid they need to counter-pick or something too.

As for improving fighting games in general, developers just need to look at games like Tekken 6 (and Tekken Tag 2 later down the line) and King of Fighters XIII. Well-balanced games based on solid fundamentals, knowledge, and decision-making, with minimal to no “accessibility” features. More devs should learn from Namco and SNK.

I understand where you’re coming from, but I could think of several different ways to get around this problem. Restrictions aren’t all bad. It WOULD be ridiculous to have a character who could instantaneously go from a block to a dp, all you have to do to fix this is disallow back to be the initial directional command, or do something really crazy, like finding new ways to control the blocking mechanic in games.

How many of you guys suggesting swapping motions are going to actually think for a minute about how the inputs are designed?

The inputs are limiters, they are given those specific motions so they take time and other factors you might overlook like a DP requiring you to hold forward so you’re giving up blocking trying to do it.

Allowing people to chose motions wouldn’t add variety, everyone smart would just pick the inputs that allow them to input while still holding back and block while doing it.

To the first paragraph, what I was thinking is evolving fightsticks and controllers, to make it where they actually store individual player settings. That way, when you bring your stick to a tourney, you plug in and your info and ALL of your personal settings are auto-loaded and implemented to you and only you, or anyone who uses that stick. We could do amazing things with technology like that. Imagine if your fight stick not only recorded your personal button configurations and commands, but your play record, an individual profile, all of your customized characters, etcetera. The only reason custom inputs are a problem in tournament play is because we haven’t found an efficient way to make things work for us.

To your second paragraph?

Word.

So, we stop using crutches and actually give new players the accessibility to learn how to become a better player, not give them bullshit mechanics like ‘simple mode’.

There is an alarming trend in fighting games (and competitive games in general) wherein the game(s) gives uneven rewards to the players who’ve devoted hours upon hours essentially rehearsing some complex actions (combos, build queues, tech tree progression, multiple throw escapes) compared to playing the opponent. These trends effectively create an excessive execution barrier that stratifies the player base. Take KoFXIII for example: I like the game, but HD combos make me not want to play it, whether for the prospect of executing them or the massive rewards they yield. The same thing could be said of FADC garbage or literally anything from MVC3. I’m not saying there should be no execution demand in competitive games. Certainly games should reward players for doing things right. The problem lies in the disparity between execution and strategy.

Where you see excessively complex combos that take hours of training, someone else may see easy-mode followups that take 15 minutes of casual play.

Mission/challenge modes aren’t considered a bad thing now, right? I enjoyed the tutorial in Skullgirls greatly and it taught me some stuff I didn’t consider more seriously, but I do love my mission mode in BB. I like having a good 15 or so challenges with replays(emphasis here because I love BB combo replays) so that I can figure out what is good for myself.

I consider the both of them integral for folks who want to learn stuff quickly without having to search for youtube videos that will probably not have the basics they are looking for.

Yeah, unless there’s a guard button implemented, I just don’t see any kind of customizable inputs as being a good idea. It also takes away from the admiration of skill… If you’re into that sort of thing… Like, if I could adjust Makoto’s 100% stun combo to something more convenient, I would, but that’d be an unfair advantage and give no real incentive to appreciate the sick things in fighting games.

Like a block button? Then you eliminate crossups, a large part of high level play. That just creates more problems. The game becomes Mortal Kombat. And nobody wants that.

so you think that the people who has taken the time to poolish their skills, optimized their setups, combos for different situations, etc, shouldnt be rewarded by having the edge over their oponent who is not as dedicated to get the skills, and learn the game…

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its me or there is an influx of people that dont understand how strategy and technical skills are related
seriously, i fucking laugh when people start saying shit like how training to became better takes way strategy elements from the game, seriously people, inform yourself before making so ignorant statements, and if you are to fucking lazy to practice and get better, dont expect to be on par with people who do, that its just stupid

"We ain’t talkin’ ‘bout the game no more… We talkin’ 'bout PRACTICE."
Allen “Slap-a-hoe” Iverson.

P.S. Try to keep the scensterism to a minimum… You sound mad cuz every game isn’t SF2…

Might as well post this here.
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Do you feel like it may be beneficial for future fighting games to have an online beta to find infinites/glitches/etc. beforehand?

Testers can only do so much. It’s not a “true” fighting game, but UFC Undisputed 3 had an online beta and many potentially gamebreaking glitches and shit were weeded out before release. On top of that you don’t have to pay for testers and you can test your servers and netcode.

Beta testing needs to be done local, since even with rollback netcode, online really isn’t the ideal place to test things out in an FG.

That said, I’d rather they just use a smart system like the IPS Mike_Z did to deal with infinites instead.

while it can help, and in theory that is the purpose of the location tests, the problem is that with an online beta its probable that we wouldnt be able to find all the stuff, like character specific infinites or character specific glitches, etc, this is because on the beta you wouldnt have access to every stuff of the final game, yeah maybe we would be able to find potential system glitches, but not more specific stuff that can be left out from the beta, add that the japanese developers have a thing for keeping stuff in secret
also offline > online, thought testing the netcode would be a good thing, not many developers would like to expose their shitty netcode before release since it can hurt their sales, if they aren willing to improve it

I can definitely see that working with arcade sticks, but PS3 or 360 controllers? Not so much. I pretty much refuse to use any other pad other than PS3 because I’m comfortable on those. And do you really think that big corporations like Sony or Microsoft could be convinced to start including this type of hardware/software in their controllers? I can’t see that happening for at least another generation.

sell it as augmented reality, and they would buy it :coffee:

Want to help me make the pitch then?