By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Gaming - What makes a good fighting game?

TheBlackNaruto said:


That's funny Paul is my main as well lol. But I love Bryan and Law too. And Baek I have played with all of characters in every Tekken pretty much. I will have to add you on PSN after I get teh disc drive in my Ps3 fixed it dided last week and will no longer read Blu Ray games or movies only regular DvDs and CDs sadly....

Imagine that, I also play law too but rather than baek I play hwaorang. And Heihachi too, i was all over tekken revolution before i sold my PS3. So now I am on a tekken haitus, patiently waiting for Tekken 7 on the PS4. 

Patiently.

And yh, this thread has become a tekken thread lol.



Around the Network
Mr_No said:
burninmylight said:

I've grown stale on fighting games over the last few years. You know why? Because they are feeling more and more like "The Varsity Club," where either you know how to play and get good or you don't. If you're in the latter category, then it feels like they're pretty much saying, "Fuck you then."

This, pretty much sums up my experience and what I feel about fighing games nowadays. Not even a close friend, who was far superior than me on these kind of games, could help me overcome the steep learning curve of SSFIV. He just told me to practice and practice, but he couldn't fully understand which were my weaknesses were so he kinda gave up on me. Those kind of people who only say "practice, practice and practice" only worry on how good they can do and nothing else. They use a lot of fancy moves and combos while playing, but they can only say "practice". Sure, whatever. SSFIV feels barebones in the practicing aspect.

burninmylight said:

[...]Practice is nice and all, they even tell you how to do moves by pausing the game and showing you your inputs. But they don't actually teach you how to play the game the right way. They don't teach you how to pull off more advanced combos and techniques, either unique to specific characters or important gameplay mechanics.[...]

Getting back to SC2, I love the game because of Weapon Master Mode. It takes the time to teach you everything you need to know beyond knowing, "A button does this, B button does that." It teaches you how, when and why to guard impact, it makes sure you understand the concept of juggling, it even breaches on the idea of frame canceling (lightly). It helped turn me from a button-mashing noob into a serious, competent player who was ready to utilize more techniques than just hoping to get lucky for a throw.

I wish more fighting games would do this. I think it would help expand the fighting game community instead of scaring people away. At the very least, it would give more of us who want to do more than play the same, tired old 20-minute story and time attack modes over and over again, or getting our asses kicked online.

Also, I agree with you on the first paragraph. Some of the games just won't teach one how to perform the moves. The Trials from SSFIV felt more like a chore rather than a learning experience. And it's true what you've said about Soul Calibur 2. Tutorials like those (or like the ones at DOA5) actually helped me much more on learning the ropes. On the last paragraph, you are totally right about making a game more open and frendlier to beginners. But remember there's the hardcore community which will tirelessly complain on how easy the game is compared to the other ones, or how many beginners are flooding the online lobbies. 

That's why any developer that takes their game seriously has rankings that move you up and down based on your performance. You won't be seeing too many beginners if you're good enough.

I'm not asking for fighting games to be made easier. I'm saying the games themselves should have competent tutorials or modes that teach you everything you need to know to get better, instead of just throwing you into the fray. Going back to my TvC example, it's a great game. I think it's the SSB Melee to MvC3 being SSB Brawl. But unless you go online and read guides or watch vids on how to use advance techniques, you will never learn them in game. That is an absolute failure on the part of Eighting, the dev who made it.



- Variety of characters with different looks and skills
- Variety of stages, which incorporates different hazards
- It has to be smooth
- Customisation of the character or skills
- 4 players, the more the better
- Online, you cant always play with people next to you

And the developers should identify and focus all the things they are putting for a certain audience. You cant deliver all the messages to everyone.



Pocky Lover Boy! 

Oh, I got a good thing that I think helps anyway. Back has to be block. All this having to push a button to block is silly.



Hmm, pie.

needs buttons and a screen. without these two factors it would just plain not work. Maybe something to play it on, but its probably not as important.



Systems Owned: PS1, PS2, PS3,PS4, Wii, WiiU, xbox, xbox 360, xbox one

Around the Network
Intrinsic said:

Imagine that, I also play law too but rather than baek I play hwaorang. And Heihachi too, i was all over tekken revolution before i sold my PS3. So now I am on a tekken haitus, patiently waiting for Tekken 7 on the PS4. 

Patiently.

And yh, this thread has become a tekken thread lol.

If you talk about fighting games, the best selling ever series is bound to come up. It's the best selling for a reason. Based on Tekken 6 Hwaorang, it makes sense. from 5 to 6 he was slowed down a lot.



Hmm, pie.

Xxain said:

Simple thread to talk about fighting game's.

We get a handful of fighters released every year and unless your one of those tournament fighter guys, most of us only pick one or two to invest our time in. So the question is how do you go about choosing that fighter?

What are the most important features of a good fighter in your opinion ?

What about fighters turn you off?

Be honet with yourself and be specific ( Dont just say good gameplay)


To make a Amazing Game

+Naming it Super Smash Bros.

+Amzing Characters

+Amazing Story

+Amazing Gameplay Mechanics

+Amazing Maps

+Amazing Everything

That is how to make Amazing Fighting Games.



Hero and Heroine Trainers Club Member.

burninmylight said:
Mr_No said:
burninmylight said:

I've grown stale on fighting games over the last few years. You know why? Because they are feeling more and more like "The Varsity Club," where either you know how to play and get good or you don't. If you're in the latter category, then it feels like they're pretty much saying, "Fuck you then."

This, pretty much sums up my experience and what I feel about fighing games nowadays. Not even a close friend, who was far superior than me on these kind of games, could help me overcome the steep learning curve of SSFIV. He just told me to practice and practice, but he couldn't fully understand which were my weaknesses were so he kinda gave up on me. Those kind of people who only say "practice, practice and practice" only worry on how good they can do and nothing else. They use a lot of fancy moves and combos while playing, but they can only say "practice". Sure, whatever. SSFIV feels barebones in the practicing aspect.

burninmylight said:

[...]Practice is nice and all, they even tell you how to do moves by pausing the game and showing you your inputs. But they don't actually teach you how to play the game the right way. They don't teach you how to pull off more advanced combos and techniques, either unique to specific characters or important gameplay mechanics.[...]

Getting back to SC2, I love the game because of Weapon Master Mode. It takes the time to teach you everything you need to know beyond knowing, "A button does this, B button does that." It teaches you how, when and why to guard impact, it makes sure you understand the concept of juggling, it even breaches on the idea of frame canceling (lightly). It helped turn me from a button-mashing noob into a serious, competent player who was ready to utilize more techniques than just hoping to get lucky for a throw.

I wish more fighting games would do this. I think it would help expand the fighting game community instead of scaring people away. At the very least, it would give more of us who want to do more than play the same, tired old 20-minute story and time attack modes over and over again, or getting our asses kicked online.

Also, I agree with you on the first paragraph. Some of the games just won't teach one how to perform the moves. The Trials from SSFIV felt more like a chore rather than a learning experience. And it's true what you've said about Soul Calibur 2. Tutorials like those (or like the ones at DOA5) actually helped me much more on learning the ropes. On the last paragraph, you are totally right about making a game more open and frendlier to beginners. But remember there's the hardcore community which will tirelessly complain on how easy the game is compared to the other ones, or how many beginners are flooding the online lobbies. 

That's why any developer that takes their game seriously has rankings that move you up and down based on your performance. You won't be seeing too many beginners if you're good enough.

I'm not asking for fighting games to be made easier. I'm saying the games themselves should have competent tutorials or modes that teach you everything you need to know to get better, instead of just throwing you into the fray. Going back to my TvC example, it's a great game. I think it's the SSB Melee to MvC3 being SSB Brawl. But unless you go online and read guides or watch vids on how to use advance techniques, you will never learn them in game. That is an absolute failure on the part of Eighting, the dev who made it.

If I told you about the many times I've faced pros at SSFIV online... I was on the lowest rank, and I still encountered pros. By easy, I meant easy to pick up and slowly develop your skills. Thing is, the lack of tutorials in a game makes it annoyingly hard to pick up. If there are people on Youtube creating specific tutorials on how to adapt to the game's overly complex controllers, you know the developer has missed something.



Mr_No said:
burninmylight said:
Mr_No said:
burninmylight said:

I've grown stale on fighting games over the last few years. You know why? Because they are feeling more and more like "The Varsity Club," where either you know how to play and get good or you don't. If you're in the latter category, then it feels like they're pretty much saying, "Fuck you then."

This, pretty much sums up my experience and what I feel about fighing games nowadays. Not even a close friend, who was far superior than me on these kind of games, could help me overcome the steep learning curve of SSFIV. He just told me to practice and practice, but he couldn't fully understand which were my weaknesses were so he kinda gave up on me. Those kind of people who only say "practice, practice and practice" only worry on how good they can do and nothing else. They use a lot of fancy moves and combos while playing, but they can only say "practice". Sure, whatever. SSFIV feels barebones in the practicing aspect.

burninmylight said:

[...]Practice is nice and all, they even tell you how to do moves by pausing the game and showing you your inputs. But they don't actually teach you how to play the game the right way. They don't teach you how to pull off more advanced combos and techniques, either unique to specific characters or important gameplay mechanics.[...]

Getting back to SC2, I love the game because of Weapon Master Mode. It takes the time to teach you everything you need to know beyond knowing, "A button does this, B button does that." It teaches you how, when and why to guard impact, it makes sure you understand the concept of juggling, it even breaches on the idea of frame canceling (lightly). It helped turn me from a button-mashing noob into a serious, competent player who was ready to utilize more techniques than just hoping to get lucky for a throw.

I wish more fighting games would do this. I think it would help expand the fighting game community instead of scaring people away. At the very least, it would give more of us who want to do more than play the same, tired old 20-minute story and time attack modes over and over again, or getting our asses kicked online.

Also, I agree with you on the first paragraph. Some of the games just won't teach one how to perform the moves. The Trials from SSFIV felt more like a chore rather than a learning experience. And it's true what you've said about Soul Calibur 2. Tutorials like those (or like the ones at DOA5) actually helped me much more on learning the ropes. On the last paragraph, you are totally right about making a game more open and frendlier to beginners. But remember there's the hardcore community which will tirelessly complain on how easy the game is compared to the other ones, or how many beginners are flooding the online lobbies. 

That's why any developer that takes their game seriously has rankings that move you up and down based on your performance. You won't be seeing too many beginners if you're good enough.

I'm not asking for fighting games to be made easier. I'm saying the games themselves should have competent tutorials or modes that teach you everything you need to know to get better, instead of just throwing you into the fray. Going back to my TvC example, it's a great game. I think it's the SSB Melee to MvC3 being SSB Brawl. But unless you go online and read guides or watch vids on how to use advance techniques, you will never learn them in game. That is an absolute failure on the part of Eighting, the dev who made it.

If I told you about the many times I've faced pros at SSFIV online... I was on the lowest rank, and I still encountered pros. By easy, I meant easy to pick up and slowly develop your skills. Thing is, the lack of tutorials in a game makes it annoyingly hard to pick up. If there are people on Youtube creating specific tutorials on how to adapt to the game's overly complex controllers, you know the developer has missed something.

Fighting games could put in small video popups, on how to do the combos. Instead of showing just the buttons in a text box.



Intrinsic said:
ganoncrotch said:

 

 

    I will say again, tekken truly is the best of the fighting games. And this is coming from someone that has played them all.

    http://www.eventhubs.com/news/2014/apr/03/tekken-tag-tournament-2-officially-added-evo-2014-lineup-namco-bandai-sponsor-event/

    TTT2 only added to Evo this year because Namco paid for it to be there, if the guys behind EVO don't believe the game to be worth putting on a tournie for then your opinions of it are lovely, but that is all they are.



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