When do you think we will see the next big thing in fighting games?

Is that how long it took your dial up to load this page? LOL, scrub mcgriddle.

You can’t really compare sports to fighters in that aspect because most sports are team oriented. For example, any scrub can go to a park to play some basketball and contribute in beating a team of good players because he also has some good players on his team. In fighting lack this team aspect. A casual player can’t get any type of gratification from getting dominated by a hardcoreplayer. Lets face it, alot of people don’t like losing. Most people aren’t going to sit through asswoopings, they want to win.

maybe the tekken for the ps3 is gonna put fighting games back on the map in the u.s.

To me, the next big thing will come when more and interesting new games like Yu Suzuki’s “Psy-Phi” start to take center stage. I could see Psy-Phi ushering a whole new slew of fighting games that may try an interesting way to control how these games could play…with sexy results!

drools from the possibility of a Virtual ON game that uses something new and interesting to control the game

Any way, games like these would pretty much have all that it takes to drag in people from both the casual and hardcore crowds.

For the casuals, there is the ease of controls, lots of flash to entice the eyes, and an interesting playstyle that’s overall easy enough to understand. Being able to customize your own character for free-style playing, would also entice. Meanwhile, for the hardcore, there could be multiple strategies to find, employ/exploit, and an in-depth game engine that’s easy enough to learn, but will take some time to fully master.

So, basically, what I could see for the new “Psy Phi” type of games is that it could allow for more people to get into fighting games, by just simply removing that which perhaps scares off possible takers of the genre more than any loud-mouth, trash-talking player…the “complex” traditional control style. If Virtua Fighter, PowerStone, Smash Bros., and Naruto have taught us anything, it’s that you don’t necessarily need an uber-complex control scheme to make for a good fighting game. And I hope that as this new generation of consoles is upon, more developers will see that, and raise us a few new games that embody that trait.

…new.dont know.i like marvel to much.

The greatest fighting game ever was 3rd Strike. The animations were awesome, which should appeal to the casual gamer, the characters were unique, the music was incredible, and stuff could be linked, comboed, and canceled easier… and once a scrub does some neat combo with Akuma and wonders how the hell he pulled that off, that’s when a scrub gets to training. Those who begin play computer opponents at home, until they have discovered enough techniques to compete somewhat in arcades against human players, where they wise up even more. That’s the whole point of fighting games, and people are too goddamn retarded nowadays to realize that nobody just springs out automatically elite. You want to accomplish? You want to stand a chance at Evolution? You gotta work for it!

However, I think that 2D fighters should have tutorials on how to do special moves and stuff in a way that would make sense to n00bs, so one could learn how to do a hadouken and all the other moves easily. For example, it was impossible to explain to my stepdad how to do special moves in KOF. Tutorials would be GREAT for Capcom to take note of, So that they can easily get casual gamers into the fighting genre, which would in turn breathe life back into the dead genre.

2007/2008

Just a reminder Street Fighter 3 was a commercial flop for Capcom, however it’s a hardcore fight fans dream game. Depending on which market you pay attention to is what you consider a success. Fighting games are well past the days that the casual gamer and the hardcore fan will see eye to eye. Personally I like it that way. Let the casual gamer have Smash Bros… I am content playing King of Fighters XI and will someone tell SNK/Playmore IF A GAME IS 70% DONE RELEASE MARK OF THE WOLVES 2 ALREADY!!! Geez.

I think the next thing to add is a super meter drain move. Where you can perform a move that removes the super meter that your enemy has worked hard to build up. That has not been done yet.

It would only pay off if it did damage to the enemy and/or gave the meter to the player upon success (it would be too abusable as a mere special). Even then, taunting in the AoF series already involved draining meter. It’s more of an attack property rather than a gameplay mechanic that would bring the genre back from being niche.

the fighting game scene is the U.S. sucks because:

  • the hardcore player is already WAY too good for any casual players to get better, so they have the mindset of “why pay money to be a combo video?”
  • inaccesibility. why play arcade when you can play DOA online or smash with a brother?

Well, I mean… SF III didn’t bomb because it was a shitty game. The gameplay, graphics, depth, etc were all far above anything else that Capcom had come out with. The reason that SF III bombed was because they had a limited number of characters, and the only returning characters were Ryu and Ken.

I remember when the Alpha series first came out, I was excited because it was (to the casual gamer) SFII, but with better graphics and even more characters. I thought that Alpha 3 was the greatest game ever created. When SF III: NG came out, I had no interest in playing it because none of my favorite characters were in it. I think that happened to a lot of people.

What does the genre need to survive? Capcom needs to come out with a new 2d fighter that has bigger sprites, more interactive stages, and every character they’ve ever created. It needs to have the basic wow factor of something like Soul Calibur or Tekken, a difficulty system that scales well, and (very importantly) a Training mode that actually teaches casual players how to do things like links, cancels, juggles, ticks, etc. It’s great if a game has as much depth as 3s, or the GG series, but if casual players have no idea how to experience that depth, they’re not going to get hooked.

I mean, if it hadn’t been for the SF:AC strategy guide, I would’ve never begun to play Third Strike seriously. It blew my mind that such things existed. Most casual players have no idea what the fuck “Super-jump cancelling” or “Kara-throwing” is. Most casual players don’t even know what a UOH is, let alone what it does.

Would such a game be unbalanced? Yeah, of course it would. If you have a game with 50 characters, it’s not going to be balanced. But fuck tiering. The game would become more balanced as future versions came out, and it’d have the variety from the start to keep casual fans interested for a long time. There are tons of people that enjoy playing the low-tier characters, anyways.

My two cents.

That sort of thinking is probably what lead to SvC: Chaos.

But seriously in order for something to be REALLY big, it has to penetrate into the casual market. I have friends that will mess around with the likes of GGX: #Reload, but in a few weeks will go back to SC, because they have more fun. Hell that is the reason Namco released SC3 only for console, because that is where a majority of people will ultimately play, at least in the NA market.

I have no doubt VF5 will be a great game, but it will take something like Smash Bros, to get more people into games.

This was in like, art of fighting goddamned fucking three. It’s what taunt did.

KOF 95 had the same feature.

And I’m waiting for VF5 as well. :cool:

Robo-Ky in guilty gear reload has a special grab that steals 50%.
Some strikers in kof99 drained meter.
Omega red in various marvel games can drain meter as well.

However, none of the things mentioned are a super.

And thats not exactly a big thing.

I dare you to prove me wrong

The mechanics of a 2D fighter have been the same ever since SF2. Every game to come after it has only added “tricks” to the gameplay that already is. First super meters came, and that added a new mind game, but it didn’t change the way the game was played. Then you have your air blocking, it changed the tactics you used for your offense and defense, but you’re still playing the same SF you were before. Name any tactic, and I will tell you all it did was make the game deeper, it didn’t change it at all, it just gave you more of what you were already doing.

I say this because, you can break down any fighter to “deplete their energy before they do yours and you win, or have more energy before time runs out.” This has been your goal ever since SF2.

I think it’s fair to say that 99% of stages, from every 2D fighter, are the same stage. 99% because there are things like Shuma-Gorath’s stage in Marvel Super Heroes, or Vega climbing on the fence on his stage, but other than that, they are the same. Every stage is a box, and you are confined to fight there.

Then Smash Brothers comes out, it’s a 2D fighter, but with a completely different concept, it’s no longer energy bars. Your goal is “knock them off the stage.” Now this isn’t a new concept, Virtua Fighter has been doing this forever. But in a 2D fighter, and NO energy bars at all, this was the “big thing” in 2D fighters.

In order to accomodate this concept, Nintendo developed the percentage system. Attack your opponent to raise their %, the higher it is, the further they get knocked back from each hit.

They also made every level unique, but this is the only way possible. Knocking your opponent off of a stage isn’t even possible if you are trapped fighting in a box. So they took off corners, and cut off some stage from underneath, and removed a ceiling, you are now free to knock your opponent off from any side of the box.

Now although I am kinda bashing 2D there is some credit due that I must say. Children of the Atom I believe was the first game with the super jump of it’s kind. It has been perfected in MvC2. People give MvC2 a lot of shit, but it did so much and people don’t realize it. Take the big 4, what so many people complain about. Magneto - 8way Airdash, Storm - 8way Airdash, Sent - Flying, Cable - No air mobility. IMO the air mobility in MvC2 is what made it as popular as it was. Fighitng wasn’t stuck on the ground, but it took place all over the stage. Even though Cable couldn’t move around the stage as freely as the others, he can control every where on the screen.

Part 2 coming later

Wrestling rings with ropes that you can bounce yourself off from: World Heroes games, Ring of Destruction

Breakable floors and walls: XvSF, MSH,SF, MvC1, MK3, UMK3

Deathmatch areas with spikes, mines and etc.: World Heroes series

Games with large stages that zoomout because they are so big: SS, JoJo, etc.

Looks like you’re just a SSBM fanboy.

Bzzzt. I’m sorry, the answer we were looking for is “The Assist System.” We hope you enjoy your consolation prize of some nice fresh FUCK-ALL.

Who plays World Heroes? Who playes ring of destruction?

The van stage in XvSF is a good example tho, I’ll give you that. When people use a stage specifically for combo in combo videos, then something was done right.

Does uppercutting to the next level in MK3 count? I hope you aren’t counting that.

So you gave me maybe a total of 15 stages, so maybe it’s like 95% of stages are the same. So I’m off 4% and now I’m a fanboy? Please…