Traditional fighting game companies can learn from Ubisoft’s FOR HONOR
The best modern fighting game is not produced by any traditional fighting game developer. Look out Capcam, NAMCO, Netherealms, SNK, Atlus etc. etc. etc. because here comes FOR HONOR by Ubisoft.
We can look to traditional fighting game companies to demonstrate arrested development. We can look to Capcom, NAMCO, and many other traditional fighting game developers and see they are woefully behind any progressive ideas to move the fighting game genre forward.
For decades players have asked these traditional fighters to be progressive, push the fighting game mechanics to new areas of fun and exploration.
However fighting game developers soon discovered changing the core-gameplay typically change the game too drastically. So drastically it was no longer the same game.
These drastic changes meant hardcore players might not return to the franchise. Also drastic changes meant it was financially safer to give the niche fan-base what they wanted, the same basic game, with only a small variance in gameplay.
What results is a genera tailoring to the hardcore, slowly leaving behind the casual market (80% of the player base left behind) and arresting the development of any progressive ideas and or exploratory aspects for the genre of fighting games.
Thank god for Ubisoft FOR HONOR. Ubisoft’s game sheds light on the woefully behind fighting game genre.
Where to start on the juxtaposition?
My first thought is FOR HONOR was a game NAMCO should have developed years ago (Looking at you Soul Calibur) But lets take a closer look on why traditional fighting game companies can learn a thing or two or a dozen from Ubisoft.
Fist Ubisoft proves a 3rd person camera works for fighting games. That is a camera behind the player. Imagine a Street fighter, or Tekken, any your favorite fighter done this way? The visuals are more spectacular.
This 3rd person view, allows for fuller 3D character movement, this is important is it brings the stage environment more into life. This allows for the “stages” to play even a more important role.
Such as ring outs, yes we know traditional fighting games have ring outs, however FOR HONOR ring out locations are ever changing dynamic places on the staging. Allot of this owing to the 3rd person camera angle.
Also the different terrain heights adds to the fun, as one player fights on the stairs and the other player below on the ground. Again other traditional fighting games (Tekken 4 comes to mind) played around with terrain variants, however the negative blow-back from players on the overall Tekken 4 experience was overwhelming.
Once bitten twice shy NAMCO decided to go back to basics in Tekken 5. To say it another way, they decided to play it safe. So have Capcom and many other companies.
But playing it safe, while understandable to satisfy the hardcore, has left the genres with little to no exploration to further the genre. It’s really to bad too, as some aspects of Tekken 4 could have been worked out over time to move the genre forward, but as they say it’s arrested-development-history.
Again FOR HONOR not only pushes the genres forward it does so in so many directions it’s hard to catalogue all of the differences.
So I’ll try to rapid fire through many of them:
- The game takes into account the 99% of players today play on CONTROL PADS. And thus is FULLY accessible to the 99% the VAST majority of player base.
- TEAM PLAY! Talk about a lagging behind the times for traditional fighting game developers! REALLY over 25 years of gameplay and we only had at best a “tag” option… FOR HONOR supports teams of 2, 3 and 4 players, a total of 8 players at the same time!
- A capture the flag element of 3 zones to capture, more TEAM PLAY aspects!
- A solo player CAMPAIGN. Why traditional fighting game companies put little to no effort in campaigns anymore is beyond my understanding
Now don’t get me wrong, the traditional fighting game companies do have a secret sauce that cant be easily replaced. High quality versus gameplay mechanics, iconic characters but what traditional fighting game companies product offering is old and stale.
It’s like comparing the features of a 1970 Camero to the 2016 Camero with anti-lock brakes, power windows, air-conditioned seats, the 1970 car just doesn’t even have those options available.
Is the 1970 Camero still fun to drive, yes sure it is, however you get more with the 2016 Camero. And the 2016 Camero is advancing, pushing forward… The 1970’s Camero is stuck in time.
And that’s the problem with the traditional fighting game conundrum, change to 2016 design, but risk loosing those people who only prefer driving the classics.
I for one am ready to move forward, hopefully Capcam, NAMCO and others are ready too.