lovest harding said:
Dreiko said:
lovest harding said:
Dreiko said:
lovest harding said:
Dreiko said:
lovest harding said:
No matter the fighting game, it's still about combination moves. Moves I can't do. It takes forever to learn how to do fast enough to be effective in combat, and still, odds are, when fighting against a real person you won't be able to get the combination off. It's a waste to me.
Also, there's a huge difference in player ability. There are only three levels of ability that I've ever seen:
Know what you're doing and are too good to fight fairly against those with less ability.
Don't know what you're doing so you'll die a lot.
Don't know what you're doing, but can get damn lucky pushing a lot of buttons.
It's a plain skill game.
I don't like that. I like story driven games. I like games that can give me an edge even if I suck at them. I like fun games. And since I don't have fun studying button combinations and trying to pull them off before an opponent kills you, there's no reason to play against real people.
That's just how I feel.
I do have a few fighting games, but I only play by myself. xD
What do you mean "fairly"? What's unfair about dominating your foe as much as is appropriate considering your difference in skill?
What is the point of having an edge you did nothing to obtain anyways. Isn't it utterly meaningless when who you defeat could be defeated no matter what you did or how much you sucked. Doesn't it carry more meaning to know that you need to have skill to win, when you do in fact win?
My point is taking two people of random skill sets and pitting them against one another is unfair.
Example: Weight classes in wrestling. You don't pit a 250 pound man versus a 120 pound man. It's an unfair advantage.
I'm not saying it's a horrible thing or that fighting games are shit for allowing two completely different skill sets like that to fight against each other, I'm just saying that at the basis, when there's not match-making that pits like against like, it's unfair. One side can easily have such an advantage that only those who luck into a powerful move will stand a chance at winning.
Some people like that kind of challenge. Some people like winning with that kind of challenge. That's fine. To each his own.
But I don't like seeing a game over screen 100 times just because I don't have the appropriate skill set or ability to press XXYBAAB as fast as the game requires. I don't like missing out on the story because of that. I like a game to sit well at my own skill level. I don't find arbitrary kill numbers and difficult bosses with no discernible weakness (unless you've fought them 40 times learning new insights every time) to be great motivation in a game. I'd rather see an end then be forced into quitting due to frustration. That is who I am as a gamer.
I answered the original question (Why are fighting games so inaccessible?) by describing what I dislike about fighting games. Not what I think needs to change or what is wrong with them. Just why I feel they're inaccessible.
Your wrestling argument sorta works against you though. The 250 pound man is not a better wrestler than the 120 pound one, he's just heavier thus he gets benefits outside his skill. That's all just a physical thing which ends up augmenting his ability to fight, not an actual talent-related factor. In fighting games it would be like fighting someone with a broken controller who can't do half the moves and yeah, obviously unfair.
What the games actually do is not that though. What they do is pit people with equal weight together, and let the one who is a better wrestler win. Thus it's fair, the only difference is that the skill gaps are larger than you would find in a wrestling league...but then again, if you go into a fighting game championship, the skill gaps would be much smaller than those you'd encounter playing online.
Let me leave you with this, luck and "getting one strong move in" never ends up mattering if you suck and your opponent doesn't. You need to be constantly aware of what you're attempting to do and the results it may have. The AI opponents usually are stupid easy too, they have identifiable patterns and reactions. Humans don't do that, they also adjust to your playstyle unlike any AI could do. The fact that you would complain about that tells me you've really had no proper exposure to skilled play.
I'll give you that it's not a perfect example, but it hardly works against my point (just because weight does not equal skill doesn't mean it entirely misses the point). I feel it's a fair enough example.
They don't pit people of equal weight according to my example as I was drawing a comparison to weight and knowledge of the moves and the ability to perform those moves (AKA skill in game). For instance, I have never been able to pull off those moves as quickly as required for them to be useful in a person vs. person fight. I can easily get them off against an AI opponent because of how they work, but I have never once been in a situation where I had enough time for me to pull off one of those moves. I'm not a twitch gamer (not an insult, just a term I use for games who are fast with their trigger fingers or can easily pull of a big combination move in a short amount of time). I can't do things that quickly.
I find this last section to be a bit insulting, whether you meant it or not (no offense to you, I'm just being honest). Just because I lack the ability to play twitch games like that (even FPS tend to be fast for me) doesn't mean I've never had exposure to skilled play at all. I have played games with people who have played these games quite well. I've watched and played with friends who love fighting games. That is where my opinion on fighting games has developed from.
Just because my skill comes from more deliberate and slow strategy doesn't make me any less knowledgeable of twitch-based skill and I'd appreciate assumptions not be made like that.
Here's the thing, I know what you mean by twitch style play and fact of the matter is, 95% of the time you're not required to do that. The fact that you think you are is in itself a problem with your misconception of the genre.
You shouldn't react with special moves, you should have enough foresight to know you're about to need to do them and start inputting before you actually need the move to come out, ending up with a calm pace of game and the move coming out at the perfect moment. It's all about anticipation and focus, strategy as you put it, not twitch. The only time you'd need that is when what you anticipated ends up being false but by an error of your foe you have a second chance at the attack or defense or whatever it is you're doing so you need to think fast in order to maximize your chances of success.
It's much more strategy-heavy than twitch-reflex, it's so much more strategy-heavy than slower paced strategy games because whatever strategy you're using is tried and tested instantly and you need to have a vast enough pool of strategies with multiple layers of plan Bs upon plan Bs and situational exceptions and whatnot, otherwise you'd become predictable.
In the end, if all you did was twitch-based play, you really didn't delve deep enough into those games.
Let me rephrase my statement then:
I have never played a fighting game (Soul Caliber 2, Dead or Alive 3 & 4, even Super Smash Brothers) where I ever felt fairly matched with a person because I did not and could not pull of moves that would have been viable attacks against someone who knew how to block and dodge well enough or pull off those moves faster than I could.
That's just a matter of practice and learning curve. It's not a problem with the games, just a problem with who you decided to fight. Had you trained equally as much as your opponents or faced a person with as little training as you had, these issues would have been alleviated, thus these issues are not issues of the actual game but of the way you chose to play it.
You can't say it's the game's fault if in any given FPS you decide to just go for the melee attacks and abandon shooting for whatever reason. Your reasoning behind such a choice may be valid and you may enjoy such thing or you may have a fundamental issue with guns or w/e, regardless of all of this if you had played the game correctly your issues wouldn't exist and since the game was designed to be played in a specific fashion and it does function when played in that fashion, it doesn't have a problem.
I'd appreciate not getting told how I play 'wrong' as well. All I did at the very beginning was express why I find the games inaccessible. I don't need a lesson on how I should play these games. These games play as twitch for me. I cannot come up with an instant view of what the other player will do (and to do that I'd need to not only know but understand EVERY MOVE IN THE ENTIRE GAME as I cannot anticipate a character choice). Sure, learning those moves and telling myself that I know exactly what my opponent will do based on what I know about those moves could be a viable way of saying these games are strategic, but in the end the game ends up being how quickly you can react to an attack and how quickly you can perform an attack. That is a twitch-based game (I'm not saying they aren't strategic, I'm saying they are too fast to be viably strategic to me). There is no way around it, that is what they are.
I can go on all day and say well if you pick moves without thinking than a stereotypical turn-based JRPG is just an action game, but no matter what I claim a JRPG is still a strategy based game.
Yes, you'd need to understand every move in the entire game. That happens naturally over time. You don't put in actual effort, you just play the game and it occurs by itself. No need to be frazzled over something you don't need to actively pursue.
Speed and twitch are not the same. You need to be speedy but if you KNOW what you're supposed to do there's no twitch involved, there's a planned and expertly executed strategy. It's sort of like playing an instrument...the notes don't magically appear in front of you in a random fashion, you know they're coming so you anticipate their arrival with your fingers, ending up in a perfectly timed harmony.
Turn based Jrpgs are obviously strategical lol, they're actually my favorite genre of games in general. I can easily make a connection between them and fighting games too. The way you think when facing that one boss which has shifting weaknesses depending on which element you hit it with demanding you have enough elements in your part for whatever it may happen to shift to is a great parallel to playing against a jack of all trades type character in a fighter. Or those enemies that are super strong but with low HP demanding that you take them out quickly...those are your glass cannons in fighters, speedy chars with great combos that die easily and need to be faced with great care because two mistakes may cost you the match. I could go on forever with this

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