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- 11
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- Woodbridge Va
- Seen May 16, 2015
I normally play arcade fighters mostly. The older street fighters, king of fighters, crossover fighters are especially my favorite. CvS, Mortal Kombat, Marvel vs Capcom
I do xDPeople use the control sticks in FGs?
Guess I'm weird, I'm better with CQCs...Counter-quarter circles are kinda tough though, which is why I quickly switch to the d-pad sometimes.
I'm sure anyone would; I understand the basics are actually very important and often overlooked by new players.Execution is just one part of being a good fighting game player. Heck, I'd rather have decent blocking and spacial awareness rather than perfect execution.
I'm sure anyone would; I understand the basics are actually very important and often overlooked by new players.
My contention is this: how does the difficulty of execution serve the gameplay in any enjoyable capacity? Like, why is the ability of a player to control their character properly even considered (and made to be, by game design) a skill and not a completely basic matter?
But shouldn't you get rewarded for being able to execute something "hard"? That's one of the fun of playing fighting games. It's the results of the fruits of long term play and such. And, being able to properly control a character should never be anything other than a skill, because how can you possibly turn something that is entirely dependent on an individual's skill one way or the other, into something "basic". The only scenario I can imagine that eases the player in mastery of a character, is that the game plays the character for you; which just sounds like an idea that hinders potential on the player side.I'm sure anyone would; I understand the basics are actually very important and often overlooked by new players.
My contention is this: how does the difficulty of execution serve the gameplay in any enjoyable capacity? Like, why is the ability of a player to control their character properly even considered (and made to be, by game design) a skill and not a completely basic matter?
Sorry, I should've clarified, though I don't think I can adequately explain what I'm getting at. Only that fighting games seem (to me) to have incredibly obfuscating control schemes, which I don't notice in any other genre, and which I feel take the focus of the game away from players' actual tactical decisions, while placing it more on... like... having to practice inputs over and over to get them right. That's just grinding, isn't it? Imagine if each move had its own button, more or less; would anything be wrong with that? I suspect players would unanimously answer with 'yes' but I'm left to wonder why. Is having to practice fun, and how so? I suppose that's what I'm trying to ask.But shouldn't you get rewarded for being able to execute something "hard"? That's one of the fun of playing fighting games. It's the results of the fruits of long term play and such. And, being able to properly control a character should never be anything other than a skill, because how can you possibly turn something that is entirely dependent on an individual's skill one way or the other, into something "basic". The only scenario I can imagine that eases the player in mastery of a character, is that the game plays the character for you; which just sounds like an idea that hinders potential on the player side.
Tekken 4 and 5 is by far the best Tekken gams for me. What would awesome is a Street Figther style game with controls as simplistic as Smash. I guess to a certain extent, that is Tekken ^_^. I main Hwoarang(dem combo kicks) and very luckly for me, was the first unlockable character I was given in Revolution. :p
Smash is good too, since it was the first fighting game....What can I say that already hasn't been. It's good.
Really? I find Tekken to be the more complicated fighting games.
Street Fighter, you just need to remember quarter circle or zig zag motions followed by a punch or kick of your choice to pull off an attack. In Smash Bros, everything is just a direction plus B or A.
In Tekken, I need to memorize stuff like AABXRY to do combos. xD
You don't need to =D You can just find one spamming combo =DIn Tekken, I need to memorize stuff like AABXRY to do combos. xD
That's an easy way to lose if you're playing against someone who knows what they're doing. :PYou don't need to =D You can just find one spamming combo =D
No one said anything about MP xDThat's an easy way to lose if you're playing against someone who knows what they're doing. :P
I'm going to use Street Fighter as an example, because it's the only one I'm fairly versed with in knowledge. But, in the very first Street Fighter, the game didn't actually tell you that the player was able to do a Hadouken, Shoryuken, or Tatsumaki. It was purposely done like that, because they were like "secret moves" if you knew the input. I'm positive that this was kept because it maintained the whole illusion of having a "secret" in your game; it was just adopted to be something invaluable and more well known, as fighting games garnered more popularity. For the bold, I'm actually confused on what you're trying to imply here. Execution errors and decision making usually fall into different places, unless the situation is where I made the wrong decision where I opted for a move but lost because of an execution error. Apologies, if that might have been an incorrect response, but I'm just genuinely confused on what's being said.Sorry, I should've clarified, though I don't think I can adequately explain what I'm getting at. Only that fighting games seem (to me) to have incredibly obfuscating control schemes, which I don't notice in any other genre, and which I feel take the focus of the game away from players' actual tactical decisions, while placing it more on... like... having to practice inputs over and over to get them right. That's just grinding, isn't it?
Like I said in my previous response, it hinders the potential the player or to put in better terms, the work that is needed. But to be honest, the more fighting games you play, the more accustomed you become with inputs and that's partially why no one ever questions it. Aside from people wanting to get into a fighting game and learn it. And, there are some players that find practicing as their joy of the game.Imagine if each move had its own button, more or less; would anything be wrong with that? I suspect players would unanimously answer with 'yes' but I'm left to wonder why. Is having to practice fun, and how so? I suppose that's what I'm trying to ask.