While fighting games certainly don't need it, a solid single-player experience can help ease one into the game. It can also explain how the universe works (Soul Calibur), explain the characters and their motivations (Soul Calibur again, Guilty Gear, Blazblue, Mortal Kombat), or simply let the players know what the fuck is going on.
You may have noticed that the above paragraph is mostly associated with those infamous "stories" you occasionally come across in fighting games. It doesn't have to be just that; Virtua Fighter (especially 4 onwards) included a
staggeringly robust "Quest Mode" which was basically a glorified training mode that allowed you to earn various clothing and accessories for the characters (with nigh endless possibilities
per character, not this half-baked timed shit that Capcom's been doing recently). And while you may not realize it immediately, you slowly get better at the game in the process. Soul Calibur I and II before it were the same way with "Mission Mode" and "Weapon Master", respectively without being able to customize the characters appearance (though you
could obtain an extra outfit and all sorts of weapons with assorted properties). There are many other games that offer nice and tasty single player modes, even if they are beginning to be an endangered species, especially with Street Fighter IV's resurgence of the genre.
Long and short, single player modes aren't paramount to a fighting game, but it doesn't hurt to have them.
And now my favorite part: COMMENTING!
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StriderShinryu said:
Fighting games have always been and should always be about the player versus player combat.
Ah, Strider. We meet again.
Seriously though, while I'm not disagreeing, I will say I think this is somewhat short-sighted. The game doesn't have to go through great lengths to provide content if the gameplay holds (i.e. MK 2011), but something that at the very least gives you something to do other than Arcade, Versus, and Practice would be nice. Hell, the way I see, fighting games could take the 3SO route and include unlockables like fan art and alternate color palettes!
It nothing super-special, but it's there if you're tired of facing SA2 Chun Li, SA3 Yun, SA3 Ken, or even SA3 Urien (RX, you magnificent bastard) for the umpteenth time.
Karutomaru said:
I want more fighting games to have stories with actual plotlines. Dead or Alive Dimensions is exactly what I mean. Now I want them to do the same thing with King of Fighters.
A lot of fighting games DO have a lot of character in them, however, which is something of a story itself.
King of Fighters' storylines are actually pretty robust.
Good luck trying to figure out who the fuck is doing what and why though. :/
The Wykydtron said:
A few things:
- Soul Calibur had a rather nice and coherent story up until SCIII. Then it shot itself in the balls with some really bizarre and downright nonsensical design choices. It never quite recovered after that. Fuck, and don't get me started on that heap of manure that was SCV's "1607 AD".
- The two best known titles from Arc Systems Works, Blazblue and Guilty Gear, have great stories as well... once you piece together all the character routes. Although Guilty Gear has a nasty habit of using multiple mediums (Japan only, I might add) to continue its story...
- Online communities are but a minor piece of the FGC; it's all about the games, the people who play them, and the venues dedicated to letting people play them. And you should never base your player skill on online matches (not until the rest of us can get some of that delicious Gigabit internet).
- Of course no one cares about single player modes at a tournament.
That defeats the purpose of going to a tournament! And besides, even going to the
bathroom is the farthest thing from anyone's minds when PR Rog is getting his shit wrecked by some no-name Japanese guy playing Viewtiful Joe and Rocket fucking Raccoon [http://www.youtube.com/watch?v=W7XBncjF4xw].
Gitty101 said:
The Mortal Kombat single-player story was a complete joke. A series of disjointed fight scene which needed little to no motivations from the characters involved. However, it was still more of a story than most fighting games have.
You don't play much fighting games do you? Virtually
all story modes in fighting games are disconnected fight scenes. That's about the only way you can do it while still having player interaction. Otherwise, you might as well have the entire thing off on the side like what Capcom did with the animated SF2 movie way back on the Street Fighter Anniversary Collection.
So it's either the cutscene style of MK 2011, or the visual novel style of Blazblue and Guilty Gear. Your move.
And let's be fair. With all the dicking around Midway-turned-NetherRealm Studios did with MK, they should be commended for having MK make some goddamn sense for once.
TehCookie said:
Fighting games really need a story.
Not true. For reference, take Virtua Fighter. There's a story, it just so happens to deal explicitly with an international martial arts tournament rather than the not-so-savory people behind it. Also, what information there is comes thoroughly explained through the character bios. It just a matter of piecing together what happened where, when, and with whom.
Fighters don't
need a story, but they certainly not hurt by having one.
Lovely Mixture said:
You want BAAAAAD writing? Take Dead or Alive's singleplayer, not even the silliest anime I can think of can top that. I'll still play it though, I need the laughs and the fanservice.
Please. DoA's story may be a hot mess, but at least it's consistent. Try piecing together some of the shit that goes down in Street Fighter, or better yet, the King of Fighters series (especially with the retcons and inconsistencies of the former and the lack of coherence for the latter). For extra fun, take a drink every time you have to consult a wiki.
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Whew! That was fun. But now it's time for cookies and then bed.