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spemanig said:

I think that a big problem fighting games have is that learning the fundementals and precticing them is boring. There are plenty of fantastic tutorials in fighting games like Guilty Gear Xrd and Killer Instinct, but no one cares because people just want to go straight to the gold mine without working for it.

I think there's untapped potential in a fighting game who's main focus is in telling a compelling narrative. This way, the campaign can focus on teaching fighting game mechanics organically throughout the duration of the story, with bosses and enemies designed specifically around teaching these things. The most important thing is that, over the course of however many hours, you'll be forced to practice in a way that's actually engaging rather than repetitive.

Pokemon does it with gym leaders and the Elite 4, which is really just one big tutorial on type match ups. Every random battle you get into is effectively just another practice session on type effectiveness. If a fighting game can do something similar by providing enemies built around teaching the player how to build combos organically, using mix ups, learning when and how to block what, learning when to throw, etc., as well as preparing players to use these learned skills in real fighting matches through practice against in game enemies specifically designed for it, it could be the hit the fighting genre needs to regain it's prominence again.


Yea I know some people who jump straight into fighters. Killer Instinct isn't one of those games. It'll be terrible if you decided to do that. It has a fantastic tutorial and I didn't get online until I finished it and understood most of it.

Your 2nd paragraph is nice. They had the tutorial kind of within the story of Injustice. It was very fun to play through like that.