LOL how did I miss this thread? I love these discussions.
I personally have spent a lot of time and effort trying to get people into fighting games, with mixed success. One thing I have learned is that it is extremely difficult to turn casual players into competitive ones, no matter how much you simplify the execution or gameplay. It’s just not what they want to get out of the experience.
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[details=Spoiler]For attracting casuals, I think Tekken and DoA have the right idea. These games are ridiculously popular with my casual friends because they are more “mashable”. Mindlessly pressing buttons in SF5 gets you jerky movements and repetitive normals. Mindlessly pressing buttons in Tekken and DoA produces cool-looking strings. Most of these strings are useless for competitive play, but this is what casuals want. They want to press buttons and watch their character do cool shit. They want to pick Capos or Lili and do flips all over the place.
Some percentage of these casuals may eventually grow tired of this and decide to go to the next level, but this proportion is so low that it’s basically pointless to make any effort specifically to cultivate them. It’s a better bet to just ensure that the game is as mash-friendly as possible so as to catch the widest net of casuals. Maybe 0.1% decides to level up, but if we start with a big enough player base 0.1% can be a large number of people.
So does this mean nothing can be done to directly help grow the competitive community? I say no. I think that instead of aiming for casuals, we should be aiming for competitive players of other genres. There are millions of competitive FPS players, CCG players, RTS players, etc. By my experience if we can get these people to try fighting games for a bit they will stick around. The problem is that these are also the people that drop fighting games the fastest.
Precisely because they are competitive, they quickly realize how much time they have to sink into the games to get to the point where they can actually play competently. For most of them, this is the dealbreaker. They are willing to lose games before getting better. They are not willing to spend 2-3 weeks in training mode “doing homework” just to get to the point where they can get something useful from the experience of getting bodied online.
Time and time again the “homework aspect” of fighting games has turned off people I have introduced to one game or another. It’s not just execution, though execution is a big part of it. Every time something happens in the game and they have to go to training mode (or watch a video on youtube, or read a thread on a forum) just to get an idea of what happened, there’s a chance that they just drop the game altogether.
What I feel could really help is if there was a way to convey information within the game itself. Like, if somehow there were visual cues that told players they were vulnerable during recovery frames, or that certain moves are unblockable or invincible or whatever. If only the counter hit message actually conveyed a meaning to someone who did not already know what a counter hit was!
Of course there are some things that are difficult if not impossible to make visually apparent. The most glaring one is frame data, I think. But what if frame data was somewhat standardised so that instead of learning the frames for every normal of every character you could just learn that “jabs are x frames” and “sweeps are y frames and do hard knockdowns”?
What if you didn’t even need to know exact frames? I know DoA has a kind of RPS-style attack system and I’ve seen fairly casual players apply strategy and tactics based around this when they play. Maybe it’s not Daigo vs Valle level but it’s a huge jump from mindless button-mashing (thinking button-mashing?).[/details]
TLDR:
Casuals are important to the future of the FGC, but the key is to attract a huge number of casuals via bells, whistles and button-mash-friendly movesets. Not worth spending time on individual casuals hoping to find diamonds in the rough. The real potential is in players who are already competitive, but not playing fighting games for some reason or another. I believe Fighting games can benefit hugely from removing the barriers that keep these people from trying this genre.