HD Remix designer attacks Street Fighter IV

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Syntax Error

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Sep 7, 2008
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Pyrrian said:
I hate reducing damage in combos. Long combos are fine, short combos are fine, whatever. But don't reduce the amount of damage for an entire combo ever, because it's stupid and makes no sense. If you are even considering that, just remove that combo from the game entirely. I don't combo to rack up numbers on the screen. I don't care if I do 2 hits or 25 hits. I'm just in it for damage. So keeping a combo in the game but artificially reducing the damage of the moves is, to me, extremely irritating and unintuitive. It makes me not want to combo. And that's my rant.

In the end, I'm still loving SF IV. Despite my many complaints (the big, nitpicky one being that it doesn't play like SFA3, which is still my favorite in the series), I think the game is really very good.
Reducing combo damage is a good way to discourage players from using infinites (fond memories of Gambit in X-Men Vs. Street Fighter). Which begs the question: Are infinites/combo abuses found during QA sessions?
 

Nutcase

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Dec 3, 2008
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Fightbulb said:
Nutcase said:
Timing, spacing, risk and reward are inherent properties of a move. Having to do 720+PPP and other absurd inputs, and consequently having to sit in practice mode for hours upon hours (depending on how dexterous you are on a joystick to begin with) is an arbitrary restriction, and ultimately has little effect on game balance as the good players will just become perfect at the inputs.
Okay, the Jigglypuff thing might have been a bad example, still, I do feel it serves as a (somewhat harsh, admittedly) barrier that seperates people who've been playing the game for a long time from people who are playing it for the first time.
And why exactly do those people need to be separated? There are no awards in fighting game tournaments for "having played the game for longest" or "coolest joystick twirling". The only people concerned with retaining controls as difficult as possible are players who aren't actually good at the core of the game. Good players are all masters at the controls, because that's the arbitrary requirement to play, but their differences are in how they play the core game.
I don't see how practicing to get good at something is an arbitrary restriction. I will agree that some of the specials/ultras are a bit too complicated, but I don't think dumbing them all down is the right solution.
"Dumbing down"? Doing a 720 on a joystick is now considered an activity needing intelligence?

Nothing wrong with practicing to be better at a game. What I'm criticizing is the *game design* which puts an artificial obstacle in front of the real game.

Re: my bench press example. Surely you'll be fine with that? Or do you want to dumb down the game and only require a 70kg bench press before one may do supers and ultras?
 

tiredinnuendo

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Jan 2, 2008
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Nutcase said:
"Dumbing down"? Doing a 720 on a joystick is now considered an activity needing intelligence?
Just imagine if you'd never had to learn angles in math. You'd be all, "I don't have that button." Clearly, a 720 is a higher-brain joystick maneuver.

- J
 

Woe Is You

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Jul 5, 2008
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Protip: you can do the 720 by hitting the guide button twice.

Okay, that was a shitty joke.
 

santaandy

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Sep 26, 2008
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I think fighting games are an archaic genre best left to classics collections. There's not really much you can do with them other than update the character roster.
 

Woe Is You

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santaandy said:
I think fighting games are an archaic genre best left to classics collections. There's not really much you can do with them other than update the character roster.
Why, there's plenty you can do with them. There are suggestions in this very thread.

(Can you guess I have this thread bookmarked? ...What? I like debating fighting games.)
 

Fightbulb

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May 14, 2008
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Nutcase said:
Nothing wrong with practicing to be better at a game. What I'm criticizing is the *game design* which puts an artificial obstacle in front of the real game.
I think what this whole thing boils down to is how big said obstacles are to players. Which is a matter of opinion, I think? I hope it is, it's getting a bit ridiculous to continuously defend special moves in a fighting game I haven't even had the chance to play yet. Like I said before, I do see where you're coming from, and I even agree with you to a certain degree. Like you pointed out, the core of the game is far more important than special moves are, so I don't think it's a really big deal at the end of the day. You might see it as an arbitrary obstacle, I see it as a little extra for people dedicated enough to spend some extra time on. Opinions.

Also, in case you weren't being sarcastic, I meant "dumbing down" [http://en.wikipedia.org/wiki/Dumbing_down] as in... making something easier, simpler. I'm not comparing joystick movements to intelligence. That would be ridiculous.

Woe Is You said:
Okay, that was a shitty joke.
Yes, yes it was.

Just putting that out there.
 

KeyMaster45

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Jun 16, 2008
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ah, fighting games. with all of them even the most skilled player can be beaten by a button mashing fool, or a player who uses cheap moves repeatedly.
 

D_987

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Jun 15, 2008
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KeyMaster45 said:
ah, fighting games. with all of them even the most skilled player can be beaten by a button mashing fool, or a player who uses cheap moves repeatedly.
The best of the best know how to counter said strategies.
 

D_987

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Jun 15, 2008
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I found a video which might interest people on this subject (Spoony from That Guy with the Glasses views on the game).

http://thatguywiththeglasses.com/videolinks/boredshitless/spoonyone/vlogs/4998-street-fighter-4