Rewards and penalties

Broadly speaking you want to reward being active and penalize being inactive. This doesn’t necessarily mean favoring any particular strategy (rushdown, turtling, etc), just that, whatever strategy you apply, you have to constantly be doing stuff. What makes for entertaining games is that you’re required to hit buttons. Games where doing little-to-nothing is too often viable (SF4) are dry and boring.

Oh, I didn’t know that. I retract my statement then. =)

wow, thats something i havent noticed or really paid attention to, despite having watched alot of the games. i guess that comes from the fact that unless your in a 2 man or Solo team, its really hard to mount a strong comeback after a brutal beating (the price you pay for playing 3man i guess) with meter gain.

as for rewards and penalty mechanics in fighting games, it really depends on the fighter being developed and the intentions the designers had when making the fighter. Like “What types of strategies do I KNOW i want applicable in the game and how do i balance these strategies with mechanics in the game?” or “If i make it this way, is it interesting when people are watching it and is it fun?” . See, while comeback mechanics are a terrible idea and somewhat designed so your little brother or sister could bring at least some competition, another purported reason is because the company who uses it believes it keeps the fight interesting. The idea that your opponent could still, at any time, completely overwhelm you with the power you gave them does at least keep the crowd on its feet, even if it doesnt feel genuine. and thats the main problem with mechanics like X-Factor and Ultras anyway, theyre almost the equivalent of the blue shell. to lose because you are winning is a terrible design philosophy and one of the chief reasons i hate the modern Mario Karts and consider them shit, they are designed with the idea that if you are “winning”, you are actually losing and there is no general satisfaction from it because it wasnt that your opponent was better than you, but simply the game decided you were too far ahead of the crowd.

so my response is simply this. when you design a fighting game with different mechanics, decide very heavily who you are designing it for and whether those people will even buy it or make it tournament friendly.

And you say that as a veteran GG player who knows the game at high level?

OH no! I insulted God!! The whole premise behind the mechanic seems scrubby, i didn’t say GG was bad or anything. Just sounds like something someone who hated getting zoned out would suggest as a mechanic.

I don’t even like GG that much, don’t reply again becuase i won’t.

The only thing I find annoying about negative penlty is that the easiest way to trigger the warning is to mash a bunch of back dashes in a row, which is something you just have to do sometimes. but even then so long as you’re tossing shit on the screen you’re golden.

If comeback mechanics are a terrible ideas, then we’ve been playing with terrible ideas since ST (supers are a comeback mechanic). There have been a myriad of mechanics that have been implemented since the 90’s that could count as and were probably designed as comeback mechanics. The big question then is the amount of risk/reward involved.

You can look at Supers in ST as a comeback mechanic but keep in mind, they were never intended to be used that way.

Dat Abobo rape music.

It doesn’t matter “how it sounds like”. What matters is how it actually affects the game in the end. And it’s fine.

The problem is that people are looking at it in a vacuum, where negative penalty does sound bad, but in practice it really isn’t.

They should make a fighting game where anytime you get hit, the game makes your special move inputs harder to do, and when you’re on low life the game sends electrical shocks through your body as punishment for doing poorly. That should appease SRK.

I’m fine with guard breaking as long as they are other forms of defensive actions. like In Soul Calibur, you can play a very turtle style, utilizing guard impact, just guards, sidestepping, backdashing, high/lowcrushes… Defense should be more than just hold block

pretty much.

I always looked at the negative penalty in GG as more of “yo, you’re playing this game wrong” indicator than an actual penalty. I can turtle out matches where I have to, without incurring any penalties. It’s just the simple fact that standing still or moving back too much in a way that does incur the penalty, is just going to result in you cornering yourself and getting killed. There are a lot of options available for defensive movement/spacing that you should be using instead.