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I think the discouragement of getting beaten up is something particular to fighting games, not platform related. The key thing is match-making, and having a big enough player-base that no matter how bad you are, you can be paired up with someone who is on your level, so that you're 'playing the same game'. That requires a decent-sized player-base as well as a few new players tricking in once in a while.
Fighting games have a long learning curve to get 'good' but what is the standard of good, here? Since the internet and youtube and viable online play, it has become a lot easier to quickly discover just how far above you some people are, but if you go by numbers those people are a very small minority. It's a question of perspective. I don't think new players should be given the impression that they need to grind for days in the training room before they can even start having fun. Not everyone has the time to throw at it, or the interest, or even the talent.
It should be possible for them to start out at the bottom and not get much further, and still have fun with it, and just graduate when they want to, being eased into it as they go. In other words fighting games should be able to engage you as a casual or as a hobbyist. We shouldn't look down on those who are unable or unwilling to 'get serious' and put the time in like an athlete training for the olympics, or create the impression that that's the only way to have a rewarding experience (although it IS a rewarding experience, if you can make the sacrifices).
As someone who has fighting game fundamentals down I can't speak to how effective the training mode is in giving a leg-up to a fighting-game beginner or how it prevents discouragement or how it enlightens them. I am curious about that myself.
The series of commands one must perfectly input to use specials has always been a huge problem to me, as no matter how much I practice I can still never consistently pull off what I want my characters to do 100% of the time. Skullgirls has some of the most simple commands for specials out there, and are very easy to learn and pull off on a training dummy. But in actual combat I have no idea how other people seem to always be able to keep those long complicated combo strings interspersed with supers going without ever messing up on the input or timing.
Another problem I have is mostly dovetailed from the main problem, and that is anything other then the highest level of competitive play is just one form of button mashing or another.
You are either a noob just jabbing whatever, or an intermediate that just tries to land combos from rote memorization without any real strategy.
And the only way you can really have any fun in the verses scene is if you train your ass off to at least get to that intermediate point, and even then you are probably going to spend most of your time getting curb stomped.
No other genre of competitive game, not even the ever friendly world of MOBA's expect that level of dedication of it's players, and it is a huge turn off for a lot of people that just want to play a game for fun.
Online PC fighters are definitely a great thing. One strong point consoles still have is that for tournaments (offline is the only serious way to have a big money tournament), its easier for people to put them in a backpack and have a system-equal hookup across the entire event.
All of the issues that deal with mentality toward fighting games aren't specific to PC. You can't go into an online lobby in any fighter and expect to win if you dont play fighting games. You have to do several things to have fun. #1 - adopt a mentality of improvement and acceptance of losses, #2 - learn about the techniques that force people to open themselves up (like baiting/faking, punishing risky moves, low/high mixups, resets, frame traps), #3 - putting in time almost every day in training mode to perfect your ability to actually perform and execute what you want to do on the controller. The payoff for seeing yourself improve and defeat other smart and skilled humans is not apparent at first but it exceeds words, and it doesn't take as long as you think. Once you get good at ANY fighting game, you can fully pick other fighters up in a week or less.
In fact, I bought skullgirls 3 days ago and already have had great matches and made a mini combo vid for painwheel <3 http://www.youtube.com/watch?v=pBISU-gh-Rc
Now if only ArcSys would be so kind as to update the PC version of GGXX to Accent Core+, then i'll be sorted.
XX is on pc? also <3 mame, I still use a client with netplay to play with old friends no longer in the area.
Exactly. This is an inherent property of most fighting games. There are varying degrees of execution barrier. Once you actually can make your character do as you intended when you intended it, it is very rewarding, but it takes a while to get there, a while that some people don't have.
Some people wouldn't change this for the world, others would like for fighting games to be more accessible, to grow the community.
As to how they do the things you say: just practice. A lot. And practice intelligently. Know what you're looking for, think about how to transition from one state to another, etc.
Also James Chen's 'first attack' is a good guide for fighting game beginners
http://www.youtube.com/user/UltraChenTV/search?query=first+attack
Another recommendation would be to bounce between different activities (playing live opponents, combo practice, research). You won't evolve if you just stick to one.
Look at the benefits, higher versatility on what you play it on, free and potentially better online multiplayer and more options for what type of controller you want to use (fightstick, gamepad, keyboard/hitbox).
Hopefully with the success of MK9 and the release of Skullgirls and the upcoming KoF 13 release, fighting games on Steam will be something devs/publishers can bet on. Heck, even Yagatarasu is getting an english localization of the PC version (albeit not Steam)
My hope of a Steam version of GGXrd increases.
:P
Yeah. PC got GGXX #Reload way back in 2004. (I still have my 2 original discs lol), but they never released the other iterations.... Similar to how current gen consoles only got Accent Core Plus this year. (Damn you ArcSys).
EDIT: If you still can't find a physical copy, then get it from here bro :)
http://www.gog.com/game/guilty_gear_x2_reload
The want is there, but the publishers actually releasing on PC isn't.
I have wanted to play a bunch of fighting games, and only recently have they even started coming to PC. Capcom was first with SF4 (and now they're re-releasing the same game for the 3rd time, lol), and we finally got a Mortal Kombat game. Now we have Skullgirls and will even get KoF.
Shame it took so long for devs/pubs to even turn their heads towards us.
I imagine the transition into the next generation of consoles has something to do with it.
I think a big part of it is largely due to the fact that Japanese devs were predominantely making fighters, and they are console-centric game developers buy nature. Not only that, but they don't really cater to western tastes for the most part.
And to be fair, it's really ONLY the major titles getting onto PC right now. You're not going to see Melty Blood, et el. anytime soon...