I had an earlier thread on how do game designers know what moves work for a character but I have a question similar to the earlier one. How game programmers and designers assign and create moves for a character? What strengths and weaknesses the characters have? How they preform their moves and techniques? And how they play most of all? Given the amount research done on Shoryuken forums as well as other sites, I can see how the characters do their moves and what to look our for.
The truth is there is a ton of work that goes into a fighting game (the same can be said of any video game) and that is something that consistent. I ask these questions because I am somewhat curious as to how much thought is put into creating a character for a fighting game. I might be beating a dead horse but I need to know how they assign moves to a character. I know with characters like Ryu, Ken, Kyo and Liu Kang, their emphasis is more on simplicity and to try to give the player a feel for the game. It is different for everyone but most people seem to agree that most these character are easy to use yet difficult to master.
Most of us know that the motion for Ryu’s fireball is Down, Down Forward but why did the Capcom designers assign this motion to the fireball? Would it had worked just as easily if back, back, then forward? Or if it hold back to two or three seconds and then release? Ryu’s fireball is known to have a decent recovery or at least in Street Fighter II. Compare to Guile’s fireball that requires you hold back two seconds and then release forward. Why didn’t Capcom give Guile’s Sonic Boom a similar input like Ryu’s? Is it because it would had made Guile to powerful or is it because his defensive playstyle doesn’t allow for it?
Zangief is the most unique character motion wise, he doesn’t charge attacks or inputs like Cammy or Fei Long yet in order to do some of his moves you need to rotate the stick 360 or 720 degrees to utilize. This may not be entirely accurate but the question still stands, why assign those motions to Zangief? Could he had played like any other input character in the game? Could Capcom had substitute the 360 and 720 motions for something else? Maybe I am not getting it but I just need to know how fighting game designers know to this motion or this input to a character.