Ideas for a Perfect, Next-Gen Fighting Game

Ideas for a perfect next gen fighting game? Put Geese in KOFXIV of course.

My own personal experiences with people who play fighting games casually, in addition to other casual fighting game players I’ve run across on the internet, and the occasional person posting about their experiences helping someone get into fighting games online. I am aware my personal experiences and the experiences of others that I’ve witnessed may not be the norm - hence the use of the word “doubt” - but I find that unlikely, to be honest.

Personal testimonial: I wish with everything I had I did not play as many hours against AI opponents prior to exclusively playing humans as I did - it’s been 4-5 years since I picked up fighting games and I’m still getting rid of AI-only habits I learned. So yes, I think by playing an AI opponent, you’re hurting your chances of playing against a human, especially if the AI opponents are your first exposure.

The only reason any high-level fighting game player would have to go through story/arcade mode in the first place is to get collectibles or unlock characters, but that’s it. They’re playing the game for the ability to play against humans, not the AI.

While he streams, Poongko plays arcade mode SF4 with Fight Request on but with the difficulty turned down to the point the AI basically just sits there while he practices combos in-between matches against human opponents. That’s the only pro I’ve ever actually observed who uses arcade mode, though a few others have had to run through SF4 arcade at least once, because I see them with titles you can only gain by playing arcade. That falls into what I was saying about collectibles earlier, however.

coughsweeping generalizationcough

It’s funny that you should mention that, because the storyline for most of the current-gen fighting games is either non-existent (UMvC3), non-canonical (TTT2, possibly SF4 post-vanilla), contrived (KoF XIII, SF4), or some combination of the three. It’s even funnier that the fighting games with actually serviceable storylines (GG, BB, arguably P4A and Skullgirls) are by far the less-popular fighting games of this generation. That says to me that while people certainly appreciate a good storyline, it is not even close to being the primary factor in whether or not they buy the game in question. Which is why the storyline (rightfully) has taken a back seat in most of the fighting games made during the past 20-odd years.

“KOFIV” is KOF '97.

Most of what we are arguing is personal experience and opinion(I realize this now), so I’m going to bow out of that argument.

But I am going to say that it’s not really fair to look at SF, Tekken, KoF, and MvC as examples of what a fighter should do, because they have a long history, nostalgia, familiarity, hype, and exposure working for them.

But I am curious about whether or not top players play the single player modes. And if not, is it because they are afraid of pickup up bad habits, or because they only care about the competition? And for that matter, the people on SRK. Do you guys play the story/arcade mode in your favorite fighters?

Sure I play the arcade modes.
I don’t just love the game, I love the characters as well, which is why I’m always disappointed in the endings/intros Capcom puts in their games.
Either there are no intros and a shitty ending, or in the case of SF4 you got shitty intros coupled with shitty endings.

When I played SF2 I was like "Well, it’s a Super Nintendo, all the game endings look like that. I bet the next generation will do better."
Guess what…

I also didn’t feel arcade mode taught me a lot of bad habits, it taught me punishing unsafe moves at least.
I learned that I can’t focus everything very fast online :smiley:

I think RagingDemonStorm meant KOF XIV

If they release it next year they have to name it KOF 14 with Arabic numerals.

I almost flagged abuse on your post for abusing English.

Mute point? Really?

It’s easy to sprout ideas for a fighter, but like any fighter, a lot of that stuff sounds good on paper but when applied to the actual product, it’s not quite the same.

Point being, if you got a lot of ideas for a fighter, then make your own.

I think games need more options and depth on confirms. Too often I see games where there’s little diversity with BnBs often being optimal damage or reset. I would like more factors that pushed players to make more decisions. Example, moves designed for meter gain as opposed to damage in a game where meter is hard to build.

Games also need to start pulling away from true guess scenarios. Ambiguous vortexes are the bane of intelligent game design. There’s nothing skilled about repeating a mix up that’s unreactable that was attained in a scenario where the opponent had no options to escape. Ambiguous set ups need to from in neutral game situations, not snowballs from something previous that’s already been rewarded. Mix ups are fine, but true 50/50 unreactable guesses really fuck with things (EX: UMvC3 incoming…).

2 characters, a stage, life bars, and a timer, no other dumb shit like meters or artificial depth mechanics like wallbounces, groundbounces and the like

Can’t help you there. Despite people saying otherwise, the community has shown time and again that they do love ambigouos vortexes and resets. Ever since at least MvC2.

But then all you’ll get is BnB’s that are either optimal damage, reset, and optimal meter build, and really unless it is IMPOSSIBLE to build meter, the meter build combo is probably going to get thrown out the window. It doesn’t matter what you do to the game, people will always and forever stick to optimal because it’s optimal. That’s just how shit is gonna go at tournaments.

there’s nothing wrong with 50/50s as a reward for scoring a knockdown or for getting up close after conditioning the opponent to be scared.

I have no idea what you mean when you say “vortex… attained in a scenario where the opponent had no options to escape.” your option for escape is don’t get knocked down in the first place.

As the old saying goes “the best reward for good offense, is more offense.”

Id like to see a game with short, yet flashy combos.

-I’d also like to see a game where you can choose your own defense output. For example, you choose if you’d like to have a MvC-themed advance guard or a guilty gear-themed faultless defense blocking options that take small amounts of meter to use to push away your opponents from pressure

-An In-game beginner’s character matchup digest (possibly in its trial mode) for players who’d like to understand a little more of as to why they are losing to whatever characters they play against. it should be complete with a short list of moves beneficial to the character you are using against the character you are losing to. Let it also leave room for discovery of options not listed in the digest which is inevitable according to your playtime

or just sprinkle some crack on MvC2 and make it 3D with new stages, new training mode options, and color customization mode you can share with your friends/other players online without having to soft mod your disc.

What even defines a “flashy” combo? Not trying to be a jerk, I’m legitimately curious as to what you think one is.

Unless air-to-ground blocking is impossible, why wouldn’t I just choose advance guard?

When someone is losing a battle really badly to someone else, they just be able to push one button and win the whole match.

I’d like the animation of the move to stand out. From my understanding, the ‘flashy combo’ term applies to a combo that requires an extra input or two inside a combo string that seems complex, but is usually situational and somewhat risky ( but it’s a crowd pleaser). correct me if i’m wrong

On the subject of defense, I mean the option is up to you. Let’s just say that your opponent has moves that do decent chip to you in block stun and he has sequences that can take a decent amount of stamina from you for a certain amount of time:

-Would you like to push you opponent off you so you can have some breathing and thinking room to start your offense?
-Would you use a small amount of meter to sustain your health gauge and wait for an opening to punish?

If you are comfortable with either option, build some strats around how you’d respond in the situation and make it work for you

You do raise a good point here - but it is still based around implementation more than theory. The point is, if it was possible for the game to detect something like that, would it or would it not be helpful? I think there are a couple factors to take into play, to answer your first question about “legit” mixup and button-mashing.

It would be a pretty large list of conditional branches, but what if at the very simplest the game detected high-low mixups. For examle, IAD j.X into low X into high X within a span of 1 second would be considered SOMETHING. Empty jump into throw within a certain time frame would be another thing. Throwing from your character’s max range after landing an attack on block that pushes you exactly that distance away would be another thing. In GG Baiken has a very cool corpse jump where she does j.D FRC j.k (the j.D puts you on the other side and the FRC bounces you back to the other side of the corpse) and that launches for example. The game doesn’t just analyze the inputs, but also the results. It’s not like it would tell you, “hey keep mashing those buttons!” but would say “this strategy worked well: corpse jumping with j.D FRC” or something flavorful like that. It could also tell you bad habits like, after a match “you mashed too many buttons while blocking, which is why you sustained x points of damage” (and this is a problem almost every new player suffers from), or, you were anti aired 7 times out of the 9 times you jumped. Yes, replays are still available, but why not make everything obvious? We want to emulate the conversation a new player would have with an experienced one, somewhat.

Yes, mashing isn’t necessarily a bad thing. And if you know what you’re doing, you don’t necessarily need to pay attention to what the game tells you every time. It’s not like it nags at you and says stop mashing, like I said above.

Noone said replays were being taken out. But sometimes you as a player can’t spot things in a replay. Huge number of whiffed fireballs yes might be fine - I never posited for that. But if you know that a whiffed super will help your game, and you know the mixup from a blocked super, you’re probably at a level when you only have to pay minimal attention to the gameplay suggestions anyway. To your second part, I agree.

I just may try.


In regards to defensive options, we could see something similar to CvS2. Some guards have GCs, some only have advanced guard, some have air guard, etc.

And we all know how balanced the grooved in CvS2 turned out since everyone used all the grooves equally… not.