What a joke. This is like asking a brewer to change his beer because you don’t like it instead of just finding a beer that does fit your pallet. There is a lot of variability in fighting games, but some things are foundational and should not be changed. It’s well known fighters are not for everybody. That’s why there is CoD. Go play CoD.
The difficulty of fighting games is irrelevant. You just have to make it really easy and comfortable to learn. You do this with single player content that makes the learning experience fun, inspiring, and welcoming. Casuals will put in the hours needed to learn SF if you make them forget about time.
So no to dumbing down the FGC and yes to robust and hospitable single player content (aimed at teaching, directly or indirectly).
Any game that requires even the tiniest degree of skill has a learning curve. If it doesn’t have a learning curve then it’s a really stupid iPhone game like Flappy Bird. Learning special move inputs and how to do combos is just part of the learning curve in fighting games. Just like in an FPS you would take time to learn what each gun does and which gun is the most appropriate for a given situation, and you would also take time to learn the intricacies of multiplayer maps, where choke points and ambush points are, where people like to camp, etc., you should be taking the time to learn the moves in fighting games. Everyone who plays the game has had to do it, even if they will never compete at a national tournament, it is nonetheless part of the game. Even Tekken, which doesn’t have that many motion inputs, still has a fairly complex system of combos, timing and wakeup options to learn.
The inputs in MVC3 are among the simplest inputs in any fighting game. Nearly every input is a quarter circle or a dragon punch motion. If you learn the special move inputs for one character you basically learn it for all of them. It’s not like Street Fighter where you have to pick between shotos, charge characters or grapplers who each have different move inputs. The inputs are there for a reason, which is that you need some degree of skill in order to do them consistently and be ready for any situation. Rising Thunder was a game that removed inputs, and it was terrible because it meant that punishing jump-ins with a shoryuken was just a matter of pressing a button, which really made the game mindless and dull.
And what’s more, MVC3 DID actually have a simple input mode for players like you. I guess it wasn’t enough for you because it’s obvious that you didn’t use it.
People always act like retards including me.
I remember bitching about hit-confirms being impossible, now two crouching lights into uppercut is a piece of cake.
Just fucking stick with the game and stop telling yourself “This is impossible” and the game will reward you.
It’s just not fucking instant gratification single player shit, which is designed for you to be beaten more or less easily.
Even Dark Souls or Mega Man games are easy as shit by comparison.
People already lose their shit dying to a boss 10 times in these games, but in fighting games we’re talking about failing a hundred or a thousand times before getting it right.
The hard part is not execution, the hard part is admitting that this is not just a fucking kid’s game but more similar to a craft or sport and that you suck at it and it will take you many years to get good at it.
If you don’t get satisfaction out of reaching goals like getting combo x or y done, or anti-airing with an uppercut or whiff punishing moves, improving your reactions and analyzing people’s habits then don’t even bother.
If it’s easy wins you’re after so you can feel good about yourself, these games are not for you, because there’s always gonna be somebody that totally shits in your mouth and if you don’t have fun on the road to figuring out how to beat them (which can take a long ass time), then you’re a lost cause because that’s 99% of the time you’re spending with the game, and winning a match only takes 2 minutes.
Can someone close or move this thread please? MVCI was mentioned maybe twice this whole thread, and the topic has gone to a non-productive place (2 members vs the rest of SRK is stupid and boring). I want my Mahvel Hype threads to be just that, not this bullshit.
MvC:I is uniquely positioned to expand the player base of fighting game fans.
No other fighting game holds mass-audience appeal in the unique ways that this series does. Just look to MvC3 and in its fist couple of years at EVO had the most twitch viewers for a EVO finale.
And many casual comic book fans and marvel fans in general will give the game a look, even if they are not into fighting games.
If more self-awareness in how the current product can be improved for accessibility while protecting the concerns of tournament players we can have a product that synergies casual and hardcore fans to nourish both aspects for the betterment of the entire community .
A true PvE offering with improved simple-mode, campaign modes, survival mode(s), high score modes, team-play, many creative solutions are achievable if asked and positioned properly.
MvC:I and Capcom are obviously looking for ways to improve player-accessibility and player-stickiness. They won’t listen to emotional, adolescent feedback or discussion. But be sure they look at feedback from twitter, forums, Reddit, conventions etc. perhaps one day FGC will be able to provide feedback and solutions that are beyond only the PvP offering, deepen the discussion and thus deepen the product.
When the new casual players show up and try MvC:I, If we have a nice home for them to enjoy, perhaps they will stay longer…? A solid PvE and PvP offering with an improved simple-mode for the casual players might do wonders to keep them around longer and we know… some of their journey will be like all ours, a casual to a hardcore fan. The hope is we could create even more conduciveness with the right positions and leveraging.
Ya all can have the last word. (If ya really want to address me beyond this post, ya cam direct message me)
First off, I can’t believe you’re still saying “player-stickiness.” It’s called player retention. It’s a real term that’s used every day in discussions about game design.
Secondly, are you wanting MvC:I to sell CoD numbers or something? That’s just not a realistic goal for a fighter. MKX has basically everything you keep saying a fighter needs to be popular and it was considered to be a huge financial success, yet it still doesn’t come close to competing with shooters and MOBAs in terms of popularity. Injustice 2 will no doubt see massive success next year when it releases and it also has the ability to appeal to comic book fans, but it won’t come close to competing with shooters and MOBAs.
Those are games that sell millions because they are easy to pick up and play, they have mass appeal due to their brands and graphics, and they have a more robust single player experience than a fighter is expected to have, but they don’t get people into the genre. Most people buy them, play for a week or a month and then move on to the next big release.
As people have already said, fighters are baptism by fire. The modern gamer isn’t okay with getting destroyed 90% of the time when they get a new game and hop online. They have PVP options that will make them feel like a winner without actually having to suffer through their losses and put in the work, so they don’t stick around. Or maybe they want to but don’t have the time to do it. Those are the issues you should be looking at, and realistically, I don’t think there is a solution that keeps the genre intact while giving it mass appeal.
I like how OP ignores the parts that specifically pick apart various false claims he makes and still tries to sound like he’s making valid points before peacing out
The games that sell CoD numbers are the games where the majority of people who bought the game stop playing after a few months any way. Even with CoD its only the more hardcore that stick around. Casuals are already on the next FPS or RPG or whatever. There literally isn’t enough time in the day for a shit ton of casuals to always be on one game. They’re casuals because they hop from game to game with their money.
Since people still want to argue here, I’ll lend a hand to the underdog. Though I ultimately disagree with the OP’s vision for the future of fighters, I will say that casuals who enjoy CQC themed games that are easy to play but hard to master could use more games like Smash. It’s got everything the casual wants: loads of single player content, easy controls, forgiving system mechanics (getting stage KO’ed with revivals is less harsh for a casual than flat out losing after 1 health bar). The only thing holding Smash back from getting COD numbers is the fact that it’s Nintendo exclusive (for good reason, obviously). Imagine if MVCI played like Smash but with Marvel and Capcom characters. That would certainly achieve just about everything the OP wants, attracting casuals from all over to buy and play the game for however long they want.
I think the main take away from this thread is that OP has no idea what hes talking about and is just trying to tell a scene that he doesnt participate in whats good for them. Idiots like him come around more often than youd think “i dont go to tournaments but i watched a couple streams and tried to play online once or twice and you know THIS is how you guys should do things to appeal to people like ME” man fuck out of here lol