Which is totally achievable without infinites. The weird thing (and the Kotaku article actually touches on it) is that the problem with infinites isn’t the damage necessarily, its that they ruin the flow of the game, slow it down, and turn it into a 1-player experience. Scaling only makes it worse.
Lol really? That’s fucked up (edit: that Mike would say that, that is).
Nope. Just throwing out logic. Seth is cool. He’s really, really nice. But we had a problem . Like Andres! My beef isn’t with the guy at all. But it is kinda weird Mike would jump at me like with all the other shit that gets thrown around here you know?
You’re missing the point in which that those games were hype simply because a single mistake could cost you the entire match.
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Infinites are good. It means community still has a functioning brain (by looking for the cheapest shit and trying to break the game) and that the game is fun enough for people to want to do that.
no. by ‘creativity’ i mean ‘creativity’. some can think for themselves and create from the ground up. who would of thought…imagination and common sense? novel concepts, i know.
Infinites are the 80’s guitar solos of fighting games. They’re cool the first couple times around but after that they don’t add anything to the games other than impressing people who are too lazy to practice them or just awful in general.
Making the correct reads consisitently in a match and demoralizing your opponent will always be more fun to watch and do than pressing a correct series a buttons after you land hit.
An infinite being in a game, is usually overlooked by the developer. It’s like you’re praising their fuckups and agreeing with their laziness. “Oh sweet an infinite is in this game. Thank you based capcom.”
Capcom: “No problem, next time we’ll have less people testing the game…Isn’t this game creative?”
Not missing the point at all, its just that I believe people only think that because they’ve been trained that way. The community has a long tradition of taking bad things, getting used to them, and convincing themselves they’re good.
There’s nothing inherently exciting about infinite combos… but they’re in mvc2 ya see, and MvC2 is HYPE!!! so therefore they must be good.
That backwards thinking is exactly on point… and ties it all together. Killian is close enough to the design process that he knows they’re terrible and don’t belong (“These things are in there, and we wish they weren’t, so we’re going to take them out,”) but he also has to please the culture heads. So, he’s in the tough situation where he has to play these verbal gymnastics, instead of saying ‘yeah we’re taking those out, they fuck up the game’.
Dude seriously, that doesn’t matter at ALL. MvC3 could cause spontaneous abortion (which is a real thing btw), and it would in no way effect whether any other game were broken or not.