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Forums - Gaming Discussion - Touch screens and 1 button specials are ruining Fighting Games?

Ganoncrotch said:
It's an option, also when it comes to searching for games in things like Super Street Fighter 4 on the 3DS you have an option to not allow people using those touch screen inputs for moves.

Options are good what I'm saying is that it kills the experience, I mean I don't know if it's just me but when I'm able to pull a complete combo after 1 week of practice and fighting, I feel so good... I wouldn't be feeling fine if I were using the touch screen moves.

When I was 11yrs old I had to learn every move in SF and KoF 98 that made the experience pretty rewarding for me and I feel a bunch of kids are missing out a lot.

Hiku said:
A lot of fighting game developers have been catering towards making fighting games more accessible to everyone, by implementing casual friendly systems. KOF 13 has auto-combos, Tekken 7 has armored moves, SFV has lenient input windows for combos, etc.

Do I mind if my opponent can perform special attacks by simply pressing a button while I still have to get the execution right? If that's what it takes to get them to play the game, then I don't mind as long as there's no inherent problem with the mechanic. And there is in SF4 3DS. Guile can walk forward and then do his Flash Kick ultra, which isn't possible otherwise.

Sure, I don't mind fighting a guy that uses said buttons, If I'm decent at the game I'm sure that won't affect my performance... I will still be able to execute my combos and take advantage of my oponent weakness... That's part of the fun but I feel that a bunch of newcomers are missing out what it meas to learn a fighting game with this simplicity that they are implementing nowadays :P



 

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mZuzek said:
torok said:

I believe that you're spoiled because Smash doesn't have it. It also doesn't not share most mechanics of other fighting games. Specially specials, that are terribly implemented (it's ridiculous that a game must have part of its gameplay forbidden on championships). Landing those "super duper" specials takes skill and has its risks, that's why they are important.

Let's use KOF XIV as an example and see how a pretty good player would act. You can have up to 5 bars (depending on the round). A Neo Max special uses 3 entire bars for a roughly 40% damage. A regular super uses 1 bar for around 15% while a beefed up super uses 2 for 20 to 25%. If, like you said, you just input the combination and do one of these, most likely you won't hit your target. Specially with Neo Max, they are easy to block or dodge and you would just throw away several bars.

What a good player does is using cancels. If you skillfuly and quick input a sequence after another attack hits, you can cancel the animation (while keeping the damage performed) and land a secons strike as part of a combo. In KOF, you can use command normals to assemble combos with regular attacks. Regular special attacks can be canceled in supers and super can be cancelled in a Neo Max. That way, you can remove the risk of the supers by only using them when you're sure to hit. You define skill as doing combos (which is actually ridiculously easy in a lot of games, like SF), but the real skill is on doing combos with these high level moves and deal a big damage at once.

Other games use other mechanics. MK X, per instance, uses 3 bars where 3 do a X-ray, 2 allow to break a combo and 1 can be used to increase the damage of a single move. So it's a balance between risk and reward, using the X-ray will leave you in a situation where you can't escape a big combo (you need 2 bars). Sometimes it's better to just use 1 bar to soup up a move instead of risking losing everything in a X-ray.

If you play against someone minimally capable on one of these games with that mentality of simple combos and trying to use specials to do the work, you probably won't do well.

As for the "cutscenes", the minimum I expect when I'm able to (with KOF's Terry) hit a flying kick, cancel it in a command normal, hit a high punch, cancel it on a Power Wave, cancel it on a Buster Wolf and finally turn it all on a freaking Neo Max after inputing almost 20 buttons with perfect timing is to see my character beat the crap of the other guy while taking off 75% of its health.

Smash is not primarily meant to be a competitive-only fighting game, so it's only natural it would have elements forbidden in competitive play - it has things that are there for casual players, things there for competitive players, and gives you the options to mess around and play the game however way you want. Yes, the specials are terribly implemented, but I'm thankful for that, because I do think they take away from the experience, competitive-wise.

I never played KOF so I'm not judging that, but I never said these specials broke the game or could be easily spammed to win a match. I know most of the time the 15-second cutscene special will only land in specific situations on combos (on a skilled player), but my point is that the 15-second cutscene is still boring. If I perform an insane combo to destroy my opponent, I'm already satisfied by that on its own, I don't need a long cutscene telling me "whoa you're awesome" everytime I do it.

For example, in Smash I play Meta Knight. Meta Knight has a ridiculous (and arguably broken) ladder combo that can kill pretty much any character extremely early off the top, but it is a combo that is hard to land and execute - I had to train a considerable amount of time before I could start getting it, and even today there will still be a lot of occasions where maybe one or two things are a little out of place and it won't land. Everytime I win a match with this combo (and it happens often), it's satisfying for me and frustrating for my opponent who sees a whole game ending on a single mistake... what if, at the end of this combo, there was an unskippable 15-second long cutscene showing Meta Knight killing the other character? Even if it is a hard to land combo, wouldn't that be extremely annoying for everyone involved? I sure think it is, because it's pointless. All it does is waste everyone's time with a cutscene that will inevitably get old after a couple times.

I feel like a lot of these fighting games too often take control out of the players in specific situations that will keep happening over and over and that just makes it so repetitive. It's the reason I gave up on Pokkén, for example - that whole game revolved around this. "X move cancels into Y move that leads into Z combo", so you're always doing that same sequence of moves in the same way knowing it'll work every single time... "this move cancels into a command grab" great, so everytime I land that one move I know there will be a cutscene for the grab meaning no one gets to do anything for a while... and then there are the Burst Specials, which are just the absolute worst because of what I already said - they're just a one input move that, if it lands, prompts a ridiculously long and ridiculously over-the-top cutscene which is always the same. It gets old, and it gets boring.

I like Smash because it is a game that always keeps control in both players hands and has different outcomes for each move every time because of all the different situations and circumstances that might arise. For example, no combo is ever the same because there are countless factors involved that will change how the opposing character will get knocked back (their weight, their %, rage effect, and the DI by your opponent), and because the same range of actions is always allowed regardless of your character's condition, people can get out of combos with their own moves, making it a complete reversal. Most other fighting games don't allow this: for example, if your character gets knocked in the air, you usually can't perform an aerial move because you're being hit - meanwhile in Smash, if you're in the air you can always perform any aerial action as long as you're not in hitstun, and of course you can even influence hitstun itself with DI.

tl;dr most fighting games today (I'd blame at least Pokkén and SFV) are too repetitive, Smash is awesome because every interaction is always different. Edit: oh and also Tekken 7. I played it last weekend and was disgusted by how stupid the special cutscene moves were, given how great everything else was.

Yes! I feel that Pokken is way too repetitive, totally forgot about it... I mean is not that's way too casual for me to not enjoy it... I really like some of the combos and the essence of a traditional fighting game is there, I just don't feel like most of the combos are satisfying enough... Same thing happened to me with  SF 5.

Try out KoF, It's hard at first but there are sooo many combinations for you to play with and every character feels different and unique... God, I love KoF! You don't just get X goes into Z then Y then Special 1 - 2 back to X. You get plenty of combinations to fit your playstyle and to react to every situation.

-



 

Just like quick time events on god of war or touch screen gameplay on Bayonetta 2 ruined action games... Not.

It's just an option.



mZuzek said:
onionberry said:
Just like quick time events on god of war or touch screen gameplay on Bayonetta 2 ruined action games... Not.

I'm sorry but quicktime events ruin any game instantly. That's not even debatable.

not really, bayonetta and god of war have some qte (gow has more) yet, amazing action games.



Not really. It's the opposite: overly complicated characters/combos are the reason why fighting games are niche games these days. Few people have the time or are willing to overcome such hurdles. This is why I'm looking forward to Arms: it's easy to play, but hard to master, meaning it's accessible and deep at the same time. This is the best model imo. It's one of the main reasons why games like Call of Duty and Pokémon are hits.



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Here is actually a pretty cool video regarding some of the changes to the fighting game genre which has been going on, it's rather long but worth the watch but if you want the TL:DR version of it

Game companies want to appeal to everyone, hardcore fans, casual fans, sponsers and spectators. Doesn't always work out. Great video though.



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onionberry said:
Just like quick time events on god of war or touch screen gameplay on Bayonetta 2 ruined action games... Not.

It's just an option.

Totally different genres and that could be a topic for a complete different thread.

Options are good, I didn't say that but what bugs me is the fact that Videogame companies are threating kids or players like idiots nowadays, you can make something accesible without the need to turn your game into a complete monotonous piece of software. 

LipeJJ said:

Not really. It's the opposite: overly complicated characters/combos are the reason why fighting games are niche games these days. Few people have the time or are willing to overcome such hurdles. This is why I'm looking forward to Arms: it's easy to play, but hard to master, meaning it's accessible and deep at the same time. This is the best model imo. It's one of the main reasons why games like Call of Duty and Pokémon are hits.

I really think learning motions and keys to execute skills will just take you a couple of hours to get used to, is what you do with your character that counts. You can take a game and turn it into something more accesible for people that doesn't have the time to learn everything but taking the wrong approach can seriously hurt a franchise.

ARMS is amazing, you get a bunch of content, depth but also it's easy to pick up and enjoy by people that can't stay all day throwing punches and becoming the best, that's how you handle things... Imagine if they made an option for ARMS that would let you use your DASH + GRAB by just hitting 1 button, that would make everything more boring (In my case at least) I feel that a lot of that is happening with the industry, people are satisfied with what they have because most of them are not willing to go out of their confort zone and try more complicated things, there's a reason why Dark Souls is pretty popular too, hard game, complicated but satisfying and adicting as fuck!

Pokemon can look like a kids game but that game is complicated lol, I had like 300+ hrs registered in my 3DS before selling it.

Ganoncrotch said:

Here is actually a pretty cool video regarding some of the changes to the fighting game genre which has been going on, it's rather long but worth the watch but if you want the TL:DR version of it

Game companies want to appeal to everyone, hardcore fans, casual fans, sponsers and spectators. Doesn't always work out. Great video though.

Going to watch it right now! seems interesting, ty for sharing man :)



 

NeroPrototype said:
onionberry said:
Just like quick time events on god of war or touch screen gameplay on Bayonetta 2 ruined action games... Not.

It's just an option.

Totally different genres and that could be a topic for a complete different thread.

Options are good, I didn't say that but what bugs me is the fact that Videogame companies are threating kids or players like idiots nowadays, you can make something accesible without the need to turn your game into a complete monotonous piece of software. 

LipeJJ said:

Not really. It's the opposite: overly complicated characters/combos are the reason why fighting games are niche games these days. Few people have the time or are willing to overcome such hurdles. This is why I'm looking forward to Arms: it's easy to play, but hard to master, meaning it's accessible and deep at the same time. This is the best model imo. It's one of the main reasons why games like Call of Duty and Pokémon are hits.

I really think learning motions and keys to execute skills will just take you a couple of hours to get used to, is what you do with your character that counts. You can take a game and turn it into something more accesible for people that doesn't have the time to learn everything but taking the wrong approach can seriously hurt a franchise.

ARMS is amazing, you get a bunch of content, depth but also it's easy to pick up and enjoy by people that can't stay all day throwing punches and becoming the best, that's how you handle things... Imagine if they made an option for ARMS that would let you use your DASH + GRAB by just hitting 1 button, that would make everything more boring (In my case at least) I feel that a lot of that is happening with the industry, people are satisfied with what they have because most of them are not willing to go out of their confort zone and try more complicated things, there's a reason why Dark Souls is pretty popular too, hard game, complicated but satisfying and adicting as fuck!

Pokemon can look like a kids game but that game is complicated lol, I had like 300+ hrs registered in my 3DS before selling it.

Ganoncrotch said:

Here is actually a pretty cool video regarding some of the changes to the fighting game genre which has been going on, it's rather long but worth the watch but if you want the TL:DR version of it

Game companies want to appeal to everyone, hardcore fans, casual fans, sponsers and spectators. Doesn't always work out. Great video though.

Going to watch it right now! seems interesting, ty for sharing man :)

Hope you find it as interesting as I did, it might even answer some of your questions to "why do they do this to the games we love?"

That channel is pretty cool as well, I've just come across them in the last month or so but they are rather level headed and their production values make their content rather enjoyable if it's a subject you're interested in.



Why not check me out on youtube and help me on the way to 2k subs over at www.youtube.com/stormcloudlive

Ganoncrotch said:
NeroPrototype said:

Totally different genres and that could be a topic for a complete different thread.

Options are good, I didn't say that but what bugs me is the fact that Videogame companies are threating kids or players like idiots nowadays, you can make something accesible without the need to turn your game into a complete monotonous piece of software. 

I really think learning motions and keys to execute skills will just take you a couple of hours to get used to, is what you do with your character that counts. You can take a game and turn it into something more accesible for people that doesn't have the time to learn everything but taking the wrong approach can seriously hurt a franchise.

ARMS is amazing, you get a bunch of content, depth but also it's easy to pick up and enjoy by people that can't stay all day throwing punches and becoming the best, that's how you handle things... Imagine if they made an option for ARMS that would let you use your DASH + GRAB by just hitting 1 button, that would make everything more boring (In my case at least) I feel that a lot of that is happening with the industry, people are satisfied with what they have because most of them are not willing to go out of their confort zone and try more complicated things, there's a reason why Dark Souls is pretty popular too, hard game, complicated but satisfying and adicting as fuck!

Pokemon can look like a kids game but that game is complicated lol, I had like 300+ hrs registered in my 3DS before selling it.

Going to watch it right now! seems interesting, ty for sharing man :)

Hope you find it as interesting as I did, it might even answer some of your questions to "why do they do this to the games we love?"

That channel is pretty cool as well, I've just come across them in the last month or so but they are rather level headed and their production values make their content rather enjoyable if it's a subject you're interested in.

Pretty good channel overall, glad you showed me the vid... Yeah, explained it very well. I'll always watch that moment when Justin Wong lost to Daigo as part of the reason I started playing fighting games religiously I was totally into them before but when I came across that video many years ago MANY, MANY years ago... I fell in love with fighting games and that's why I'm worried about a bunch of things... You can't get the same rewarding feeling today with games that just want to appeal to more audiences even if it means making your game boring, but at the end of the day I can understand that this is a business.




 

NeroPrototype said:
Ganoncrotch said:

Hope you find it as interesting as I did, it might even answer some of your questions to "why do they do this to the games we love?"

That channel is pretty cool as well, I've just come across them in the last month or so but they are rather level headed and their production values make their content rather enjoyable if it's a subject you're interested in.

Pretty good channel overall, glad you showed me the vid... Yeah, explained it very well. I'll always watch that moment when Justin Wong lost to Daigo as part of the reason I started playing fighting games religiously I was totally into them before but when I came across that video many years ago MANY, MANY years ago... I fell in love with fighting games and that's why I'm worried about a bunch of things... You can't get the same rewarding feeling today with games that just want to appeal to more audiences even if it means making your game boring, but at the end of the day I can understand that this is a business.


As a player.... the fact that companies are making games to look good for spectators just in terms of "omg that was the best comeback ever" type videos... every single day on youtube are far less special though when they actually happened. It's like he said in the video, if Daigo had won by just mashing out the counter as you can do it in SFV it would not have been anything special in the slightest... you would have heard about it for maybe at most a week after the show in a "that was cool, he mashed countered her ult" but no.... that happened in 2004 and we're still talking about it 13 years later... no one is going to be looking at any of those shit come back vids from SFV in 13 years time, just... no.

It's amazing that was such a cool counter, so perfectly done... and people herald it as a Godly skilled moment in gaming.... he didn't even win the championship, it wasn't the final fight, it was in the lead up to it, but dear me it wasn't even the Final and it still roped in more new players and interest to the fighting game community than any SFV thing will in my opinion at least.



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