Why do you think interactivity and empowerment are interchangeable and inseparable? Weakness is quite the experience and experiencing successfully implemented interactive humiliation is quite the accomplishment for a medium.Frozengale said:Lol someone likes to talk smack and be a complete git. The fact is that at one point or another no matter how good you are you will at one point be in that state where you lose control and can do absolutely nothing about it. It's not a matter of getting better it's a matter of creating an environment where one player will always been in a situation where they have no power. In an interactive medium this is a horrible horrible idea. I love competition games and I do play to win and I try to get better, but I don't like games that take away my power to do anything. Most fighting games are based around a flawed premise and instead of thinking about a new premise you say that people should just suck it up and get better.Dreiko said:Frozengale said:Fighting games have one major flaw. Whenever one person is winning it means the other person has little to no control over their character. Stun locks and other mechanics that take control away from one of the players and gives it to another is a flawed mechanic. It creates an environment where you feel powerless to do anything and in a medium that is basically fully interactive creating situations where you are powerless is a very very bad idea. It would be about the equivalent of going to a movie and the screen flickers black every time someone is enjoying the movie more then you. Or it would be like if you were reading a book and the book would randomly delete words and sentences.
That is the reason that so many people enjoy Smash Bros. it's a fighting game that has the same fun competition of any other game but you only ever lose control of your character for a short duration (unless you are fighting in the 64 version or Melee and dealing with a pro). But hardcore fighter geeks love to be able to take control away from the other person by stun-locking them and creating huge combos.
I've never been a fan of stun locks and big combos. Once you get them into a lock it isn't really a 2 player game anymore, it becomes a game of Simon basically. Now I love Simon, but I would never force one of my friends to sit and watch while I play a game of it. Basically playing fighting games is like forcing your friend to watch you play Simon then punching them in the balls. It's not fun.
The point is to not want to be in that state. That is supposed to drive you to play better, not get hit and WIN.
I thought something like that was obvious.
Now, if you're a quitter or lack willpower, I can see how simply not playing the game may work for you, however if you have any semblance of pride about you, you'll stand your ground and play better so you won't get hit any more.
Just because you don't like, it doesn't instantly make it flawed.
Even if I were to look at it from your power-hungry perspective, do you know how powerful one feels if their foe is reduced to nothingness and loses all control to them? Wouldn't that huge empowerment be worth the few moments that you yourself are without power? When you're good, these empowering moments are much more than the powerless ones, thus they add to a wholly positive total far surpassing something like an FPS where a single victory is split between 16 people and the guy with the most frags can very well be on the losing side.
That's not my job, you must like the game enough yourself to be motivated to play better.Ace of Spades said:I understand what you mean, and your technique is probably pretty effective at actually increasing skill level, but it assumes that I'm going to want to learn, and if you don't motivate me to continue, I'm just going to want to go back to playing Rock Band. What you're suggesting is increasing the punishment of a loss by demonstrating your high level of skill, which is more likely to communicate that the road to acquiring the skill to stand toe to toe with you is so long and arduous that I might as well not bother.Dreiko said:Motivate, no, teach, YES.
If I take it easy on you, you won't learn what actually happens in a serious match so when you encounter one such match you'll be lost. While if I utterly crush you and you slowly but steadily begin faring better, when you go and face someone online who doesn't know half the stuff I do, you'll be so much better than them that all the pain will have been worth it.
So yea, when you get destroyed, take it as a learnign experience, not as a motivational attempt. We've all been there, we all took it, it's a part of getting good.
When I was learning, I looked with awe when truly skilled people played, I felt I wanted to be that good. I'm not there yet but the road has been fun so far. If you lack such an inspirational desire, I can see how you may not wanna bother.
The job of each member of the community is to push each-other into desiring to be better through being better themselves. All I can do is show you what you could be doing, if you don't care for that no matter how much I make it fun for you you're guaranteed to not put in the time necessary for you ever come close.