On another thread about a famous hack and slash, I read the statement that many people here wanted fight games to be "dumbed down" into button-mashing...This felt a bit dismissive, and I think there are is another way, more constructive, to view the problem
We often talk about the learning curve in fight games, and how they can e frustrating to many people. The complexity of combos and special moves probably plays a part in that frustration.
However, why couldn't we make very accessible fight games without "annoying" experts of the genre who could stay on games they like? Other factors than buttons can be introduced to make fights interesting but are not often mentioned. For example, we could imagine games with easy combos and special moves, where everything would reside in a sense of timing.
Or fight games with weapons where each weapon would have a specificity, weight, reach?here are probably many other factors i am not thinking about, but that a talented gae designed could introduce, to offer an accessible experience where learning doesn't rely only in pressing a series of buttons wtih right timing.
The problem I see is that we keep associating fight games to "execution", the same way starcraft games are associated with the number of actions per minute you can perform.
Because fight games have made us used to execution and complex combos, we think there is no other way, at least, not if you intend to make the game a reference among fight games.
We often talk about the learning curve in fight games, and how they can e frustrating to many people. The complexity of combos and special moves probably plays a part in that frustration.
However, why couldn't we make very accessible fight games without "annoying" experts of the genre who could stay on games they like? Other factors than buttons can be introduced to make fights interesting but are not often mentioned. For example, we could imagine games with easy combos and special moves, where everything would reside in a sense of timing.
Or fight games with weapons where each weapon would have a specificity, weight, reach?here are probably many other factors i am not thinking about, but that a talented gae designed could introduce, to offer an accessible experience where learning doesn't rely only in pressing a series of buttons wtih right timing.
The problem I see is that we keep associating fight games to "execution", the same way starcraft games are associated with the number of actions per minute you can perform.
Because fight games have made us used to execution and complex combos, we think there is no other way, at least, not if you intend to make the game a reference among fight games.