I'll be upfront and say first off these guys have some awesome points about how to change the tutoralizing of fighting games through the campaign. Hopefully if the Shenmue III rumors are true or if people keep the cause going for making more fighters, we could see future games that demonstrate through longer single payer experiences how to condition someone to be ready to pop over any arcade machines still around, go online or with some experienced friends and match that high level play with equal strategy.
Personally one of my dreams would be a fighting game that looks more closely like asian fight choreography (The Raid included!!!) with more interwoven blocks, parries, escapes, environmental props and damage. Itd be ridiculously hard to systemize, but IMO its the same benchmark in principle, for people that learn Jin Kazama or Scorpions longest and most unique, deadly combos.
"When its pulled off it is a fucking beautiful sight to behold."
We've seen stuff like skullgirls and divekick deconstruct the fighter to get players to focus on the intuitive parts of move and counter move or change how fighting games are more intuitively tutorialized.
I agree with what they're doing to a degree so that fighting games won't be so niche, and learning moves shouldn't be an too much of an informational brick wall.
BUT at the same time I have this nagging feeling that there can be a slippery slope as we've seen in other action genres between tutorial-izing, and casual-izing. And before anyone reacts I'm not here to dump on casual players. I think there should be some sort of permeable learning divide to separate the determined from the indifferent.
What I am here to say is part of what makes high level play so amazing its that its no small feat to pull off, and jaw-dropping when executed in the least opportune or illogical moments of gameplay. It makes you say, I wanna do that. or..
*I soo had'em. How the FUCK did they do that?*
So best to let people in through more intuitive learning, but only enough to discourage us out of the habits of button mash, aggro and cheap workarounds, and approaching with strategy instead giving up entirely, and how to better perform tricky moves and combo strings.
But the rub should still remain...to get up to the levels of pros like Mr.Wong, Bronson or Knee and Nin? The message in the gameplay should be clear. Sorry gamers you're on your own. And what should that even mean? "To their level"....a player should at some point be chasing 'their' zenith 'their' peak performance. Not someone else's right?
And that aspect is great on an educational level. We need these critical moments in games that ask us how much are we going to commit to tackling intimidating problems.
Fighting games don't shelter arrogance or coddle us at all. All it takes is one miss to lose your momentum. They're all mostly humbling, and its those mechanics that reflect on a social level in the community. The mechanics show they can reinforce behavior far more than game aesthetics and themes ever could and only in context of the game. People trash talk, but to b-ball player levels. Not lazy armchair CoD-racist levels. Many pros are focused and have silent pride, because they literally don't have time to gloat. They often hustle and lose the first round just to see what you're going to do, much like championship sports teams like to save their energy before all hell breaks loose. Or least thats what I see.
When you come into a game feeling hyped, naive, ready to kick ass without practice, I imagine its just like lifting weights you're not ready for. The game doesn't judge you blatantly like spec ops. You either get into the rhythm or look like a fool, and it only mirrors you. without any extra subliminal messaging.
The levels of mastery and expression in those high level playing games are so vast its no wonder they're addictive. Theres as much attraction in mastery as there is in demonstrating it to others, and seeing you're on a level that many'd have a hard time reaching if they tried.
I'll draw an awkward comparison to creative software like Photoshop or Ableton Live's music production suite. Both have been around for years. There are so many endless means of customizing and using these programs to get different results for professional sound and artwork. So much they have certified trainers, an huge inner economy of education built upon how sophisticated and versatile they are, and when you start them up, its not immediately obvious to you how to master and combine every tool in its box.
Its basically the same damn interface it was from earlier versions years ago, same empty palette and basic tools without signs telling you where to go and what to push. You learn a few tricks and see the same basic functions have multiple capabilities and hacks, eventually you form your own means of working because there are so many ways to solve problems, that yours becomes unique and makes more sense, eventually the way you arrive towards a finished piece of art is ultimately going to be different than someone else.
So it'd be good to change the way fighting games are tutorialized but its important to keep hiding the things they already hide. If all solutions to problems in games are common and general, the game can be a common forgettable romp. A Wiitoy people do for fun, but not an experience that two different type of gamers can get worlds of different learning experiences from, I think this is one thing to watch in future development while bringing a whole new audience of gamers into the fold of fighting or reinvigorating the genre so that others will realize whats cool about it. They should realize what's cool about it, the same way that determined struggling players do. A Mt. Everest worth climbing.