Partly inspired by the Guilty Gear Strive announcement; it would seem the 2 solutions for story mode in a fighting game are...
A. Cutscenes with fights occasionally
B. Just cutscenes
These have been done in response to the fact that story modes usually tend to be too short as you quickly exhaust all the people you can fight if there's not long enough intermissions between fights and of course fighting the CPU can be a lackluster experience since Fighting games are primarily a multiplayer genre so it's understandable to maybe just get rid of them.
But is this really the best possible approach to this? Both approaches seem to have the huge issue in that you are barely playing the game at all and even when you are the AI is far too rudimentary to pose an interesting challenge.
I understand that there's also the Smash Bros approach with Subspace Emissary but that is reliant on the fact that Smash Bros is a mix between fighting games and platformers where the latter can take up the slack of the former. A traditional fighting game doesn't have this luxury but I suppose you could argue that there's no way to improve on it if you stick to tradition.
Is what we currently have just the best we can get or is there a better way to move forward?
A. Cutscenes with fights occasionally
B. Just cutscenes
These have been done in response to the fact that story modes usually tend to be too short as you quickly exhaust all the people you can fight if there's not long enough intermissions between fights and of course fighting the CPU can be a lackluster experience since Fighting games are primarily a multiplayer genre so it's understandable to maybe just get rid of them.
But is this really the best possible approach to this? Both approaches seem to have the huge issue in that you are barely playing the game at all and even when you are the AI is far too rudimentary to pose an interesting challenge.
I understand that there's also the Smash Bros approach with Subspace Emissary but that is reliant on the fact that Smash Bros is a mix between fighting games and platformers where the latter can take up the slack of the former. A traditional fighting game doesn't have this luxury but I suppose you could argue that there's no way to improve on it if you stick to tradition.
Is what we currently have just the best we can get or is there a better way to move forward?