Lover of beat'em ups.
- Mar 10, 2016
- United States of America
Not really at all an issue of a full version because as of late there is no full version but rather a constant trickle of dlc, with varying levels of pricing (sf5 had it earnable ingame but you could also buy it) so by the time a bundle with absolutely everything is out it means the very very last dlc char has been out for a long while, at which point the game is at the end of its life and a new one will be coming out soon. For context, dragonball fighterz still doesn't have a bundle with every char included. so that is kinda outdated thinking.That's fine but the problem is that don't Fighting game communities fall off hard if:
1. The game isn't good at launch
2. There is a long wait before the "full version"
Sure you can wait until all the shit is out and buy it as a bundle but doesn't that mean you are coming into a weaker online community? A competitive game shouldn't have to wait to get good for people to start playing and enjoying it. Kind of defeats the purpose.
All let's not forget when they put commercials into the game lol.
Thing is you just dumb down decision-making to only a few viable decisions if you remove input complexity, cause we only got so many fingers to hit single button inputs with. It's more fun if you are new at a game and don't plan on spending thousands of hours of your life honing your skill but for me that sort of premise sounds totally uninteresting outside of like, an arcade setting where you blow a couple quarters and are done with the game after that.I personally like simpler controls. I've played enough random fighters to be comfortable with quarter circle inputs, but I tend to struggle with half circle and 360 insanity. I already struggle with getting my BnBs using basic attacks right, but then I mostly used to play anime fighters with really absurd BnB chains.
I always wondered if a fighting game can prioritize reflexes + decision making over complicated execution. A fighting game could in theory be balanced around a simpler control scheme though. Part of me believes that experienced players can pull off the specials with little trouble anyway, so the complicated inputs just serve as an additional barrier.
Though I also understand the flipside of certain moves potentially being OP without difficult execution, and there's also a lot less appeal and awe when it comes to the pro scene. And well, a controller can only handle so many basic inputs so movesets can't be anywhere as expansive without special inputs.
But as expected, the simplified moves will probably limit your ability to do a whole bunch of stuff. I think it's cool to have these controls as an option, but the newer players will probably get schooled by better players on classic controls anyway.
I remember I was at some event some years back, and they had MvC3 set up so I just started playing with randoms. I got matched with a random kid who selected the simple controls and started bragging about how he was really good. And.... I schooled him.
I guess these modern controls can still be good for players to learn other basic skills like timing, blocking, spacing and all that jazz without struggling with inputs initially, then if they want to get better at the game they will have to switch back to classic. I do question how many players will actually be able to make this transition though, or will they just get filtered eventually? Or maybe there will be casual lobbies for these people. Not sure how the community will turn out but I do feel that fighting games can be intrinsically new/casual unfriendly.
For long running games with established fanbases, having simple controls be optional is definitely the way to go. Forcing it to be the only control scheme will just lead to stupidity.
I personally think if you design a game around a control scheme without motion inputs, it can potentially be done well. I usually like to bring up Smash Brothers as an example, and it has a thriving community and a competitive scene - but it is a very different type of fighting game. But at the end of the day as you said, there's only so many inputs you can slap onto a controller, and only so many fingers we have, so one that doesn't use motion inputs will simply have a lesser moveset. Whether this makes for a lesser game though, is another matter altogether.Some games are out to COMPLETELY eradicate motion inputs, and that I am against, but merely including a simple input is fine.
It can be done well but it hits up a wall. Like you can make a DMC or something and those games are super deep, but not 10% as deep as a fighting game at the same time.I personally think if you design a game around a control scheme without motion inputs, it can potentially be done well. I usually like to bring up Smash Brothers as an example, and it has a thriving community and a competitive scene - but it is a very different type of fighting game. But at the end of the day as you said, there's only so many inputs you can slap onto a controller, and only so many fingers we have so one that doesn't use motion inputs will simply have a lesser moveset. Whether this makes for a lesser game though, is another matter altogether.
I don't think existing fighting game series should ever attempt to eradicate motion inputs though.
From everything I'm seeing, it's looking like this game is going to depend heavily on reads and knowing exactly when to commit. It really does seem like a fairly big shift from previous entries.
Exactly why I am getting this game. I am thinking of all the wonderful strategies I can come up with.From everything I'm seeing, it's looking like this game is going to depend heavily on reads and knowing exactly when to commit. It really does seem like a fairly big shift from previous entries.
All the Street Fighter games have weird characters. It's just a different type of weirdness fans weren't used to. I know SFIII didn't do well, but I played those games whenever I could. I remember when a friend would bring his Dreamcast over, and we would play fighting games almost non-stop. Despite how Max and the Crew feel, I would not mind Ibuki coming back either. I wanna see these characters in their mid to late 20s or early 30s. I know this game already has a (American) ninja type character, Kimberly, so Ibuki coming back might seem redundant. I still think she should be in the roster for whatever season pass Capcom has planned. Just have her be the more experienced kunoichi. I hope one of the season passes is all Final Fight characters.3S chars are kinda weird but also have some of my favs like Ibuki and Oro so I'm good with some of them coming back for sure.