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Reader Comments (56)

Posted: Jul 6th 2010 7:07PM Cypher FDP said

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How DARE game companies add complexity and advanced techniques to their fighting games!

NO ONE will bother learning them, and there's NO POINT!

I mean, separating the n00bs from the people who know how to play is pointless!

Button mashing and lack of character diversity FTW!
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Posted: Jul 6th 2010 7:09PM MrAlex said

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Serious fighter fans will disagree, but I do agree, casual fighter fans like myself enjoy button mashing and learning the odd technique along the way from it.
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Posted: Jul 6th 2010 9:11PM HeroicPrinny said

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@Cypher FDP

Uh, he's kind of right. I really enjoyed BlazBlue, but heck, if you don't want to get slaughtered online, you better be ready to spend a number of hours memorizing complex button inputs. Oh, and make sure you pick a top tier character. This level of complexity can be fun, but not everyone wants to pour so much time into it. I tried to get my friends into it, and the fact that I already knew a combo or two meant I could tear them apart. The learning curve for a match to be more than button mashing is very high.

This is why the Smash Bros. series succeeded so well. Very easy to get into, next to no memorization involved, yet still much depth.
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Posted: Jul 6th 2010 9:16PM Mmmmz said

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@Cypher FDP

Actually, it's the "complex" games that become button mashing heaven for most people. When patterns are complicated just for the sake of it.

I think there's room for both but I will admit I have much more fun playing games most people can play or learn quickly rather than play games made for elitist snobs.

I think that's one of the reasons I haven't enjoyed a fighting game in years. Most real life people don't care for them and the people online love to exploit stupid tricks and loopholes to win.
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Posted: Jul 7th 2010 1:34AM Brodo said

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@MrAlex
Agreed. Its all about spamming the C-stick on melee and brawl
Mr. Game and Watch is frickin amazing like that (im not even kidding)
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Posted: Jul 7th 2010 6:31AM Unvrfd said

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I miss the times when you didn't have to put "[/sarcasm]" after an obvious joke.
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Posted: Jul 7th 2010 12:39PM AliasIncognito said

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Ed Boon = Sylar
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Posted: Jul 8th 2010 12:27AM VaultBoy said

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@Cypher FDP Shy is this downvoted, am I the only one that noted the sarcastic tone of his comment? Button mashers piss me off to no end. There is no incentive to learn a deep fighting system if some jackass can just spam and win every time.
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Posted: Jul 6th 2010 7:08PM MrAlex said

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MK trivia

Ed Boon and John Tobias

Tobias Boon

Noob Saibot
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Posted: Jul 6th 2010 7:15PM Grey said

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@MrAlex
Sweet find dude. I didn't know that. I had a feeling that name wasn't just some random thing they pulled from a hat.
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Posted: Jul 6th 2010 7:28PM MrAlex said

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@MrAlex

Not really a find, you can read it on wikipedia and stuff, just kinda throwing it out there for those who didn't know.
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Posted: Jul 6th 2010 7:09PM MarkezJM said

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Well turn my head and say trabaje. Lemme get my hands on a more MK3ish Reptile and I'm on board.
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Posted: Jul 7th 2010 4:21AM Manifest37 said

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@Kurian
Perhaps he meant Ultimate MK3: The best MK game there ever was... until now?
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Posted: Jul 6th 2010 7:11PM Daugon said

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I'd say that Ed Boon is right. I'll go to Super Smash Bros. (Simple) over more complicated fighting games (Soulcalibur IV, Tekken 6, Street Fighter IV) easily. That isn't to say I don't care for the second bunch (I love 'em).
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Posted: Jul 6th 2010 7:15PM Cypher FDP said

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@Daugon

Soul Calibur IV was COMPLICATED?!?
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Posted: Jul 6th 2010 7:31PM doctorrobert said

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@Cypher FDP Yes it was quite complicated. It had a counter system, a charge system, a finishing move system. And it entirely relied on strung together combos that were commonly 5 button presses.
Anything that has more than just directional attacks (like Super Smash Bros) is a complicated fighter. You can count me as one the gamers that are turned off by 'real' fighters. I am not interested in learning the dynamics of a fighter to be good at it. It takes a long time to be good at a fighter as compared to a FPS or a adventure game. I only play like Smash Bros because its a fun party game and that's all I care about.
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Posted: Jul 6th 2010 8:43PM Acosta02 said

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@Daugon

I'll agree with you except for:
It takes a long time to be good at a fighter as compared to a FPS or a adventure game.

If my SSFIV expereince has taught me one thing, it's that ANYBODY can be a good Ken player.
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Posted: Jul 6th 2010 9:27PM Arteen said

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@Daugon Super Smash Bros is great. The controls are simple and the game is very easy to understand, but there is still enough depth to the game for it to be played on a professional level.
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Posted: Jul 6th 2010 7:11PM BigD145 said

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"he values the "opinionated" fans who go online and make their voices heard"

This is what will hurt sales. Good opinions are drowned out by the masses of terrible opinions.

But, that's just opinion.
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Posted: Jul 6th 2010 7:19PM AoE said

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@BigD145

I have to agree with this because if nothing else most of the fighting game fans you will find online have no respect for Ed Boon or his shitty franchise.

Ed, if you are reading this please don't bother taking any of what I have said about Mortal Kombat over the years into consideration when developing this new game; you lost any hope of me buying or playing your shitty games long ago.
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Posted: Jul 6th 2010 8:08PM Mach2 said

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@BigD145

"Good opinions are drowned out by the masses of terrible opinions. But, that's just opinion"

http://www.dahmus.org/blogimg/fry-see-what-you-did-there.jpg
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Posted: Jul 6th 2010 7:11PM chrono said

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He's just mad.
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Posted: Jul 6th 2010 7:16PM AoE said

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I suppose it makes sense he'd say this; after all he's been making shitty button-mashy fighting games for 18 years now. I don't think he could make a good one if he tried.
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Posted: Jul 6th 2010 7:22PM Mabans said

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I totally get what he says. Nothing is wrong with complexity it just the accessibility that perhaps needs to be addressed. I finally got into 3rd Strike thanks to GGPO but problem was everyone I played would parry me to death, and it wasn't very welcoming. Then SFIV came out and it was a bit more level not because it lacked complexity but rather it was different than 3rd Strike and maintains accessibility. The game is designed in a way where is still plenty of depth but you have to make sure you are always on your game otherwise a scrub will blow through you with a random ultra, or super. I play plenty of SSFIV and it's my main game I sink hours into. Not really sure what Ed Boon is getitng since MK series where never really about depth but rather the fatalities. I would like to see complexity introduced into the series on the same level SFIV did it. It'll welcome more new gamers who have yet to find the fighting game of their preference..
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Posted: Jul 6th 2010 7:25PM Cru said

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Simple fighting games are fun, and I am a hardcore fighting player since SFII.

However, they feel like a different game to me. When I play Smash Bros, I'm concentrating on setting up traps (ie; throw something above me as the enemy dashes in) THEN thinking about what kind of attack I'm trying to execute. The whole thing is very spacial and I feel like I'm playing chess.

I love that feeling, but it's a different feeling from playing SFIV where I'm unconsciously sensing the shapes of the characters just as I would unconsciously make out the shapes of words as I read. That feeling is less cerebral and moreso approaches the feeling of muscle memory (albeit in my hands)

In DOA it's the same, I'm concentrating on what move will position the character for the easiest NEXT move. Granted, the environment means a bit more than Street Fighter, but my focus is still quite corporeal.

In SSB, I'm concentrating on stacking myself and the environment against my opponent.

I think the notion of a difference in these types of gaming should be recognized. I don't want to see each form posing as the other under the guise of being more... marketable. Quite possibly the worst premise the industry could work under.
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Posted: Jul 6th 2010 7:38PM MooseMuffin said

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I can't get any of my friends into ssf4 just because of the learning curve. Beginners get murdered playing online and playing against the AI teaches you nothing. I get two sentences into explaining links, cancels and crossups and they're already bored. You can get a random room of people with varying skill levels to have a fun time button mashing on something like soul calibur, but someone with even a passing familiarity with the mechanics of street fighter will dominate anyone who doesn't.

It makes for a fantastic competitive fighting game, but I can see why it would turn newcomers off.
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Posted: Jul 6th 2010 7:48PM Acosta02 said

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@MooseMuffin

"I get two sentences into explaining links, cancels and crossups and they're already bored."
Yeah, I probably would, too. You should just start with the basics; I let all my friends fight against each other, and when someone lost a couple times I'd tell him how to do, say, a quarter-circle and then send him back into the fray. Little baby steps.
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Posted: Jul 6th 2010 7:42PM Muu said

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You could think of it this way, or you could also say that the mass-appeal was the anomaly to begin with. The herd's definitely been thinned, but I believe that's got more to do with devs failing to develop gimmicks that keep the casual gamer interested.
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Posted: Jul 6th 2010 7:57PM oOWallaceOo said

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Zachary Quinto has aged terribly
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Posted: Jul 6th 2010 8:06PM Mehbah said

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The problem is not complexity. It's bad controls. The fighting game community has convinced itself that pointless direction and button combinations is a good thing. They don't want the actual game to be challenging; they want the controls to be the challenge. And pointing out how very stupid this is is going to get me declared an idiot and downvoted, because people refuse to think about this. Trying to speak some sense gets you declared a troll, casual and moron, instantly.

The irony in it is that the game that isn't supposed to be a serious fighting game at all, Smash Bros, has the closest thing to a good control scheme. With it, you can execute any move you want, instantly. The difference between tilt and smash attacks is simply how much you move the control stick, and how fast. A direction plus a button; that's all you need. It's fast, it's simple. The challenge should be in using the right moves in the right situations and at the right times, not in executing complex series of directions quickly. In other words, strategy rather than muscle memory. This would also require the developers to balance the game properly, giving moves the right amount of windup and such instead of partially relying on making the damn combinations difficult for anyone who doesn't spend half his free time memorizing and practising a specific video game.

We're talking about a community that prides itself on buying extremely expensive pads for each new system FFS. Because the genre has developed a completely pointless control method that could be done better with a normal controller and some common sense.

One "argument" I often see is that the combinations aren't complex. THEN WHY ARE THEY THERE? If they're aren't meant to add fake difficulty, then they have literally no point. Maybe this crap could be excused back when consoles had few buttons. That's not the case today.
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Posted: Jul 6th 2010 8:49PM Acosta02 said

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@Mehbah

Wow, I was going to give you an actual reply but when your argument is preceded by:

"And pointing out how very stupid this is is going to get me declared an idiot and downvoted, because people refuse to think about this. Trying to speak some sense gets you declared a troll, casual and moron, instantly."

It really makes it seem like you're not really willing to listen to somebody else's opinion. You've already declared yourself the Harbinger of All that is Right; why would I respond to that?
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Posted: Jul 6th 2010 9:03PM TraceurRyuk Prepping for LBP2 said

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@Acosta

Maybe, but he's absolutely right. The player wants harder controls rather than the game itself. But I don't think that's a bad thing, I think both are simple and complex controls have their ups and downs.
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Posted: Jul 6th 2010 9:15PM HeroicPrinny said

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@Mehbah

"The challenge should be in using the right moves in the right situations and at the right times, not in executing complex series of directions quickly. In other words, strategy rather than muscle memory."

I couldn't agree with that more. I enjoyed BlazBlue, but it was simply a battle of who spent more hours tuning their muscles to button inputs. This kind of common fighting system is really nothing more than a grind to memorize with strategy and intelligence factoring in very little.
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Posted: Jul 6th 2010 9:31PM Mehbah said

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@Mehbah

@Acosta02

Because I'm right? There's absolutely no possible way to argue that combinations is a good thing. They add literally nothing, unless you have literally hundreds of them, in which case they could allow you to have more moves. And there aren't any games out there, to my knowledge, that do have that many moves for a single character.

These control schemes serve no purpose whatsoever but to make fighting games unplayable without overpriced, giant special controllers, and put off people who otherwise would love to play these games.

Let me repeat myself: Button and direction combinations literally do not add anything. There is no possible way to create a serious fighting game with enough moves that you couldn't, with some common sense, map them to a controller by using a better control scheme. You use the controller to - that's right - control the game. Have you ever heard "easy to learn, hard to master"? Because that's what any good competitive game or sport is supposed to be like. The control schemes these games use are the equivalent of having to use two meter sticks to move your chess pieces, using stilts to play football, or using your voice the accelerate, brake and steer your car rather than your hands. All of these are so clearly horribly stupid, but fighting games get a free pass for absolutely no good reason. The fandom is so stuck in the mindset that a fighting game HAS to force you to move your chess pieces with long, lanky sticks, or else it's not a real fighting game.

Oh, and you know why I said the part you quoted? Because that's exactly the way people have reacted every single time I've brought this up in the past. Instead of replying to the arguments or even considering them, I'm stupid. I'm a troll. I'm a casual (the horror!) Much like you refuse to provide an actual argument. By which I mean you realize that, yes, my argument is perfectly true, so you can't shoot it down. So you'll resort to insinuating that I'm a troll or full of myself, so somehow you're so far above me that you don't even have to supply a damn argument to win the debate. You have just proved my damn point.
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Posted: Jul 6th 2010 9:49PM Prestizi said

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@HeroicPrinny / General

There are many aspects to 2d fighters, and for the specific genre it has become, it doesn't make sense to say that they are meant to be played in one way or another. There are players that are terrible at inputs but incredible at strategy, as well as players that are terrible at strategy and reading opponents and instead rely on getting their one hit in to get their chance at doing a ridiculously difficult combo.
The various inputs to use a character's full set of attacks is certainly a barrier of entry to beginners, but to an intermediate player there is little concern over the basic inputs ( it just isn't that hard at all once you get used to it ). Even a player that can't handle complex inputs can still win through skilled play in strategy / reading / zoning / spacing, there is a lot to fighters than just input combos. Typically new players who get annihilated are actually getting creamed due to their lack of skill in these other areas, making it ridiculously easy to get clean hits in, and thus damaging combos.
I personally am pretty terrible at inputs compared to my peers, and yet i tend to win against most people i know. This is all through good movements/blocking/strategy/reading/spacing/zoning, along with some short and easy combos. If your opponent can defeat you in 4 clean hits, and you require 8 clean hits, you're still fine if you're going to be hitting him 3x as much as he hits you.
And in the long run, input difficulty is nearly irrelevant. Tournament level players are all going to be inputting the most difficult stuff constantly and consistently, and at that point the only thing that matters is your strategy / etc.
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Posted: Jul 6th 2010 9:54PM Prestizi said

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@Prestizi
As for the argument for the inputs, the players who stick to the game tend to get good enough at the inputs that at least inputting the simpler stuff becomes trivial ( me ). Like i said before, there are players who are terrible at the strategic portion, but have magic hands that can input the most complex inputs. You can liken them to playing a rhythm game with a preset list of buttons, once they get their hit in, they can string together painfully difficult combinations for massive damage, ones i could never do. But thats why you don't give them that opportunity. And then you ask, what about the people who have strategy and dexterity. Well there you go, obviously some people are overall just better or more talented or have put in more practice. This extra layer of difficulty adds more depth and widens the gap between a skilled player and a less skilled player. Again, at the top levels of tournament gameplay inputs are a trivial aspect and it all comes down to strategy and reading.
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Posted: Jul 6th 2010 9:59PM Prestizi said

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@Prestizi

Example of a higher level game, in which there really isn't much combo stringing ( at least the Tager ). Its all in careful movements, good blocking, timing, and reading ( you still need the basic level of ability to input the special attacks ).
http://www.youtube.com/watch?v=CQD27iYVGm0&feature=PlayList&p=7E198E90A885B400&playnext_from=PL
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Posted: Jul 6th 2010 10:17PM Prestizi said

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@Mehbah

Just as an example, BlazBlue doesn't have enough buttons to not use complex inputs
typical character:
A,B,C,D four buttons ( D is a very special button for most characters )
6a,6b,6c 3 forward attacks
2a,2b,2c 3 down attacks
possible 1 or 2 back attacks ( back is also block so can't overload it too much )
jumping a,b,c 3 typical jumping attacks
jumping 2a,2b,2c, 1 to 3 downwards jumping attacks ( typically only 1 or 2 )
quarterforward A,B,C,D 4 special attacks that vary slightly in a subtle but meaningful way
quarterback A,B,C,D 4 special attacks that vary slightly in a subtle but meaningful way
22a,22b,22c,22d down down attacks, usually only 1 to 2 of these
DP input ( 623, aka forward,down,diagonallydownforward) A,B,C,D
4 special attacks that vary slightly in a subtle but meaningful way
halfcircleforward A,B,C,D some have it some dont, 1 to 4 moves
halfcirclebackward A,B,C,D some have it, some don't, 1 to 4 moves
super inputs, most characters typically have 1-4 supers
astral finish input, usually pointless but its still a move that has to be fit
barrier / throw / burst / taunt
Good luck fitting those into only single direction inputs without sacrificing gameplay ability. Some characters have more than what i listed. And the attacks are different enough to justify different inputs ( different distances or angles on a projectile, claiming you can change input length or input force as an input overloading method is really dumb since it sacrifices either speed or flexibility [ or in the case of input force is in some ways much harder to deal with than a simple input combination ] )
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Posted: Jul 6th 2010 8:30PM WiNGSPANTT from TopTierTacticsco said

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@Bobby Kotick No, Bobby, you're thinking of Guitar Hero and Modern Warfare. You know, your games.
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Posted: Jul 6th 2010 8:46PM (Unverified) said

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@WiNGSPANTT from TopTierTacticsco

I dunno, I'd say youd have a hard time winning if you just mashed random buttons in either of those gomes to be honest.
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Posted: Jul 6th 2010 9:00PM DenebSwift said

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As someone who is not a fan of fighters, and enjoys but is a casual player of Madden - I have to say that the arguments against one genre or the other are pretty common but the proponents of either tend to be vehemently opposed to the other.

Fighters are considered 'hard core' games - and rightfully so. There's not only a smaller subset of gamers that enjoy them that tend to be pretty intense gamers in general, but the complexity of the games makes them super difficult for casuals. The button combinations and timing alone of any decent fighter are incredibly hard to master if you're not coming from a position of experience in the genre. The changes (aside from graphics/move lists) from one game to the next are subtle for people that aren't fighter aficionados.

As a casual Madden player, I feel like the difference from year to year in Madden is a lot the same. The complexity of the control scheme can be extreme. The muscle memory to be good requires a lot of build up. The reading of schemes and positioning takes a lot of work. The memorization of strengths and weakness of the opponent takes time. And the changes from game to game are subtle, but can pretty dramatically affect the core experience of the user. (That's not to say I'm a Maddenite though - I'm not an every year buyer and boycotted the game for 3 years until they fixed a couple particularly egregious bugs...)

Just something I thought was interesting. As an aside, I don't play fighters much because of a combination of the time investment needed to be decent (and have fun, in my opinion) at a game, and because I don't have a lot of gamer friends that play them (and the Single Player experience is pretty useless in a lot of them).
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Posted: Jul 6th 2010 9:20PM 343 Guilty Fart said

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Have we really gotten this far down the thread and no one has yet to say TOASTY!
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Posted: Jul 6th 2010 9:29PM GuardianLegend said

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The complexity of fighting games has certainly scared me away from the genre. I haven't played one for a significant amount of time since Street Fighter 2 on SNES. Soul Calibur 4 was cool though.


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Posted: Jul 6th 2010 9:59PM MNeko said

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As usual, Ba-boon has his priorities all screwed up. The problem with the last four Mortal Kombat games is that they didn't play even remotely like Mortal Kombat. They looked terrific for the time, no question there, but the gameplay was stiff and clumsy, while it used to be quite crisp in the 2D games. They added three fighting styles, buttons without any defined purpose, and 3D movement on top of a fighting engine that frayed the connection between player and game.

If anything, those games were more "hardcore" than anyone would want them to be. The only way to make them more needlessly complex is if Midway had made them compatible with the Steel Battalion controller. The missing link here had better forget about catering to the petulant boobs calling themselves "hardcore" gamers and just bring Mortal Kombat back to its roots, so the older fans can learn to love it again.

Say it with me... "high punch, high kick, low punch, low kick, block." It was good enough for the best Mortal Kombat game, and it's good enough for this one. Add a run button if you must, but don't screw around with fighting styles and other frivolities.
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Posted: Jul 6th 2010 10:00PM Lerkero said

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I dislike that so many games still depend on joystiq/dpad rotation. I can't play anything on my Xbox 360 controller because the dpad is horrible, but I am also not going out and spending 100$ plus for a chuck of an arcade machine.

Just evolve the controls to something new so that everyone can enjoy. Most people manage to spam moves anyways, so its not like complicated controls are stopping them.
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Posted: Jul 7th 2010 1:10AM Utmost Nutszo said

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@Lerkero

or people can demand that MS release a controller with a better d-pad. I swear I don't see how that thing got past user testing. Pretty much insures all my fighting games are for the PS3.
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Posted: Jul 6th 2010 10:05PM doctorrobert said

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The problem is pretty simple. Fighters rely too much on muscle memory for most people to get into it. It doesn't seem fair from my standpoint that skill/strategy is worth much less then muscle memorization in real fighting games. Why can't I devise a way to beat a good enemy that doesn't involve something like Left-X-rightdown-O-Square-Square? It seems cheap, purposefully exclusionary, and a degradation of the game to force that. If in a RPG or a Adventure or a Puzzle or Sports game I can creatively beat an enemy or obstacle, then I should be able to do it in a fighting game without having to practice an action 400 times so that I have memorized the muscle movements.
Then again I don't know how fighters would exist were it not for complexity. Seems to be a limitation of the medium rather than anything else.
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Posted: Jul 6th 2010 10:26PM Prestizi said

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@doctorrobert
Play someone who is any good at fighters, and chances are they can beat you using only a single crummy attack + strategy. Give them a zoning projectile on top of that and you're toast. The inputs are a very small barrier of entry in the long run. You get used to them in one game, and it never bothers you in any other game ever again ( except in some particularly strict games ). And its not as hard as people make it out to be ( i have terribly clumsy hands and im doing fine enough ). For most people, there isn't a need to learn the strongest, longest, most ridiculous combos. A few simple and short ones combined with effective strategy will be enough to defeat most beginner-intermediate players. And complaining that its too hard to beat advanced players without putting in any effort or practice is just laughable.
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Posted: Jul 7th 2010 1:18AM Utmost Nutszo said

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@doctorrobert

Fighters aren't any different than FPS games - you have to get used to it, have quick reflexes and occasionally be really cheap.

It's not until after you have those things does the real fighting begin. The strategy involved in a well made fighter is a beautiful thing.

As a side note, most fighters have damage scaling - meaning the longer the combo, the less damage is going to do. Thus, they actually encourage less complicated and strung out combos - making the universal combo (jump-in fierce/roundhouse, crouching roundhouse) still very, very useful.
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Posted: Jul 7th 2010 1:19AM Utmost Nutszo said

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@Prestizi

Indeed, indeed.
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