Todas as discussões > Fóruns Steam > Off Topic > Detalhes do tópico
zfan121 2/out./2015 às 20:50
Casualising 'traditional' fighting games?
Would it help casual players get gud? No, but it would make the combos easier.
I'm not talking like Dead or Alive Dimensions where you just tap it and the game does the combo for you. This makes it too easy for beginners to figure out when and how to use certain combos.

Not that this is a bad thing, but it would lead to spamming specials and super moves when regular users have to manually input commands.

If I were to design a fighting game, it would have the traditional six (light medium heavy punch/kick) buttons for attacking. None of that 40 button press in 30 second BS, particularly in combination with using the control stick to imput a command.

Simple commands with two to four buttons pressed at once at the same time. This would allow players to execute combos easier and not to mention quicker. There would still be a lot of depth to the moves ( 18 + combinations for the buttons) and lots of ways to combine and set up combos for the actual specials.

< >
Exibindo comentários 16 de 6
supertrooper225 2/out./2015 às 20:54 
Fighting games have experimented with this concept for years. Problem is that much of a fighting games value is in the depth of its combat system. So making it more simple is kind of lowering the value of the game in a way.

Mortal Kombat has typically been seen as THE mass market fighting game. To be honest, it nails that aspect perfectly. It is simple enough for new comers to the genre to get into and has enough depth to satisfy elite fighting game players. It may not have the depth of something like Street Fighter, but it does a good job at being an accessible fighting game.
Última edição por supertrooper225; 2/out./2015 às 20:54
Sparse Dunes 2/out./2015 às 21:31 
You may want to try rising thunder.
Rising thunder's specials are promted to just a simple button command and instead of just pulling them off and spamming they have a cool down time. So it's really easy to pull off combos.


It's still in the alpha stage so it's perfect to practice and get better as the game developes.
If you are interested I can give you the key for the invite to the alpha(I'll need to check if it can still be used, just to be sure).
Última edição por Sparse Dunes; 2/out./2015 às 21:33
zfan121 2/out./2015 às 21:39 
Escrito originalmente por supertrooper225:
Fighting games have experimented with this concept for years. Problem is that much of a fighting games value is in the depth of its combat system. So making it more simple is kind of lowering the value of the game in a way.

Mortal Kombat has typically been seen as THE mass market fighting game. To be honest, it nails that aspect perfectly. It is simple enough for new comers to the genre to get into and has enough depth to satisfy elite fighting game players. It may not have the depth of something like Street Fighter, but it does a good job at being an accessible fighting game.

It doesn't matter what 'traditional' fighging game you're playing, you're still required to make 8 + button presses + that half circle forward tilt nonsense (which is done by using the same stick that controls your movement...AND blocking....) instantaniously in less than a second. Uninterrupted by opponent attacks. Every combo has to be performed more or less from muscle memory.

They either need to give more leeway on how much time you have to input a combo, have a way to 'pause' your combo in order to defend yourself and resume it (a balanced way) or do something similar to what I'm thinking of.

There is plenty of room for depth, 40 + combinations out of pressing two to four of the 6 buttons should be plenty. Not to mention combo moves that are performed by doing certain button presses right after the other. When I have the time, I'll prove how much depth this idea can have, showing every possible combination which this method could create.

But right now it's like 1 AM and I need sleep. So yeah...
Última edição por zfan121; 2/out./2015 às 21:41
Chetty Spaghetti 2/out./2015 às 21:49 
I think fighting games are kind of simple by design. Where it can get really crazy is with single frame links, option selects, and really long combos. Long combos especially are a bit strange---part of the reason I never really got too into the MvC series (though I still think they're super fun). Once it becomes more about input execution and less about the other player being able to stop you I become less interested.

So I agree with some stuff being a bit excessive, but I don't really see a problem with quarter circles and charges. If anything they amount to a kind of natural startup given that the movement takes a split second to accomplish.
Última edição por Chetty Spaghetti; 2/out./2015 às 22:15
GAMMIN 3/out./2015 às 1:26 
what fighting game are you playing that requires such excessive finger movement
zfan121 3/out./2015 às 7:55 
Escrito originalmente por F U R R Y 男の子:
what fighting game are you playing that requires such excessive finger movement
oh you know, just every 'traditional' fighting game ever.
Marvel VS Capcom etc...
Basically any 'arcade' style fighting game outright requires rediculous combos, uninterrupted to do anything but the basic moves. UNLESS it's a beat em up one.

I'm exaggerating a little bit, but look up the combo charts for anything like Street Fighter or soul calibur etc. Developers expect you to do all that in less than a second without getting hit? Not going to happen on my end.
< >
Exibindo comentários 16 de 6
Por página: 1530 50

Todas as discussões > Fóruns Steam > Off Topic > Detalhes do tópico
Publicado em: 2/out./2015 às 20:50
Mensagens: 6