@JangoWuzHere said:
@jg4xchamp said:
Relatively fair comparison, with potentially the same brand of being looked down on.
I disagree with the 2nd part though. I understand that certain games can be unnecessarily complicated, but I don't get why we assume accessibility is this automatic positive, and complexity is a failure. If anything the complexity adds layers of depth that you simply can not have in an accessible game, and more to it actually learning the game and then getting good at it can be a far more rewarding experience. As fun as Titanfall was last year, it having nothing to offer from a depth standpoint because it was trying to even more accessible in a genre about twitch reflexes no less, meant you learned all the game had to offer.
Yeah could Street Fighter cut out some bullshit? Yeah vega shouldn't be a 1 frame link character, that's a little unnecessary, but there is an absolute level of gratification for people willing to learn the game, and then play that game with all those combos and "complicated inputs" becoming 2nd nature. I also think shitting on the fight sticks is kind of lame, I personally don't think those games need to be tied to just what the gamepad can handle. Arcade sticks a great interface.
I can have my Rising Thunder, and you can play your Street Fighter. I will always play Halo over Counter Strike, and I never worry about "being looked down upon." I want a game that I can finally jump into and actually learn how to play fighting games. I don't need or want complexity when I don't even understand the basics of most fighting games yet. Every fighting game ever is totally shit at teaching players out to play the actual game. It's nice to pick up a game like Rising Thunder and get to the core of fighting games without all the stupid fluff.
The being looked down upon wasn't meant at you mate, I meant just like the counterstrike crowd tends to thumb their noise at Halo, because it's an auto-aim shooter with heavy aim assist with very shallow gameplay, is exactly Running Thunder will probably get treated. That said your entire rant could have just been about the value of a fighting game that has lowered the skill floor as a gateway drug game, but instead you chose to shit on an entire genre while being completely fucking ignorant to why people like that execution factor of a fighting game.
If you make a combo too easy, it's too viable, potentially too broken, and changes the metagame of a fighting game. The part where you have to execute is what adds to not only how fluid some fighting games are given your need to master cancels, timing windows, and links, but also because in a high pressure you actually have to deliver, there is in a chance you can whiff because you couldn't handle it at that moment.
Realistically games like Street Fighter and Virtua Fighter's "high execution barrier" is not an actual fault, if the player is not willing to learn, that's on them. At some point games used to be about actually learning the damn thing. What those games can do better in the modern era is have way better teaching tools. Killer Instinct is average as you can get as a fighting game, but the teaching tools in it are amazing.
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