Street Fighter V is not lacking in single player content. At launch, sure. Honestly, you should probably substitute it for tekken 7. That one has no tutorial, very little single player content, and is currently much more popular than street Fighter V.I agree. I think games could do a better job with tutorials and tools to teach new players. I think that for this specific issue, Street Fighter has had a low-key negative impact. It is the most popular fighting franchise but its gameplay is on the harder side imo, also its latest game is too focused on e-sports and lacking a lot on single player and that drives new players away.
Why learn how to play fighting games when you can just learn mixups?
this is one of the reasons why i miss Smash Run so much from the 3DS versionnow that I think of it having more for-fun modes that still draw on and improve fundamental skills could help maintain interest. if i start getting tired of serious smash I just open up 4-mans with more items and play casually. there's no real "downtime" in most fighting games i've played, if that makes sense.
I guess they thought there wasn't enough of a perception of fighting games being impossible to get into. Maybe that's as good a sign as any that they really need to start caring more about the 90% of players who aren't in the top 10%Fun fact, getting to Silver rank in Street Fighter 5 puts you damn near in the top 10% of the online player population.
Man I'm jealous of you guys that can just jump into online. I suck at figuring shit out on my own and need to go into training mode for hours to figure stuff out. But then I get burnt out from being in training mode all day and get mad at myself and don't wanna play the game anymore.
I guess they thought there wasn't enough of a perception of fighting games being impossible to get into. Maybe that's as good a sign as any that they really need to start caring more about the 90% of players who aren't in the top 10%
You're right. But that also means that single player was an afterthought to them and it is the medium that new players use to learn the game, so it should be very important.Street Fighter V is not lacking in single player content. At launch, sure. Honestly, you should probably substitute it for tekken 7. That one has no tutorial, very little single player content, and is currently much more popular than street Fighter V.
I don't know how many times I've played fighting games irl against clearly casual players, threw like 3 fireballs as Ken before literally being told "yo stop fucking spamming that shit guy that's so cheap". They lose, say "fuck this" drop the controller and walk away.
And honestly, to throw a fireball, you can just ride the gate of the dpad and get it done. The leniency in modern fighting games is insane. The insec is way harder to do and it requires aiming through most of it.
And this is why we say combos are not important when it comes to getting good at fighting games.I think the thing that made me give up on fighting games was my experience with Soulcalibur. I played starting with SC2. For years, I practiced combos and getting good with as much of the roster as I could. I would try to do complicated stuff in practice mode, and playing casually with my friends, I'd win basically every game. Then, when SC5 came out I finally tried the online mode. Got stomped in almost every single one of the 50+ matches I played for the first couple of weeks. I practiced constantly at that point, because I figured my years of experience would give me the backbone I needed to be competitive. Still got stomped. I won maybe 10% of the matches, and that's a generous guess. It just completely sucked the fun out for me, because I thought I was good at the game. It was enough that I didn't even bother with SC6, and am probably done with the series at this point.
I think the thing that made me give up on fighting games was my experience with Soulcalibur. I played starting with SC2. For years, I practiced combos and getting good with as much of the roster as I could. I would try to do complicated stuff in practice mode, and playing casually with my friends, I'd win basically every game. Then, when SC5 came out I finally tried the online mode. Got stomped in almost every single one of the 50+ matches I played for the first couple of weeks. I practiced constantly at that point, because I figured my years of experience would give me the backbone I needed to be competitive. Still got stomped. I won maybe 10% of the matches, and that's a generous guess. It just completely sucked the fun out for me, because I thought I was good at the game. It was enough that I didn't even bother with SC6, and am probably done with the series at this point.
I should have gone into more detail. I actually basically re-learned fron scratch. I was watching YouTube videos about strategies and the fundamentals. I grinded at this game every day for months because I desparately didn't want to give it up.And this is why we say combos are not important when it comes to getting good at fighting games.
If you don't understand the fundamentals - the basics - such as blocking, spacing, movement, positioning, poking/footsies/ "the neutral game" etc etc, combos won't get you anywhere. You basically learned backwards.
It's not the execution barrier. Fighting games put you in a unique situation and it's hard to get used to. It ends up being uncomfortable for a lot of people.
OK I get you.I should have gone into more detail. I actually basically re-learned fron scratch. I was watching YouTube videos about strategies and the fundamentals. I grinded at this game every day for months because I desparately didn't want to give it up.
I may pick it back up someday, but it just wasn't fun losing 100+ matches in the span of a couple of weeks. I might just not be cut out for fighting games.OK I get you.
I remember starting Ranked in DBFZ. I went something like 17 games in a row without a win. And this is after following every bit of info about the game and characters etc etc pre-release. After taking a step back and looking at my game more closely, I now have a win rate of something like 76%. Sometimes it's just one simple change that you need to make.
And I'll repeat what others have said: it really does help if you have at least one other person who you can play with consistently who is at least somewhat close in skill level to you.
OK I get you.
I remember starting Ranked in DBFZ. I went something like 17 games in a row without a win. And this is after following every bit of info about the game and characters etc etc pre-release. After taking a step back and looking at my game more closely, I now have a win rate of something like 76%. Sometimes it's just one simple change that you need to make.
And I'll repeat what others have said: it really does help if you have at least one other person who you can play with consistently who is at least somewhat close in skill level to you.
Sajam is right about one thing... the perception that fighting games are super fucking hard and way harder than any other genre is real. This thread alone has proven that, and Era posters are more level headed than most gamers. Trust me. I at least don't see (too many) people complaining about how the opponent is being CHEAP and CAMPED THEM or SPAMMED THEM or any of that super scrubby shit... which is EVERYWHERE in the real world. I don't know how many times I've played fighting games irl against clearly casual players, threw like 3 fireballs as Ken before literally being told "yo stop fucking spamming that shit guy that's so cheap". They lose, say "fuck this" drop the controller and walk away.
I don't know if anything can be done to change those minds. There's just something about fighting games that just fucks with more casual players. They can't handle basic mechanics being used against them, and rage gets activated really quickly. Projectiles. Grabs. Combos. BLOCKING.
I grew up playing Street Fighter and Smash, getting my ass kicked in both games, but also realizing "huh, these games are pretty tough. If I want to get better, I should practice!" And that was that. I never really made excuses or blamed mechanics or characters or anything like that. In my mind, video games in general were just hard. Beating a single player game was a major accomplishment, so beating another human in a multiplayer game was like... a SUPER major accomplishment. It wouldn't come easy.
In conclusion, everyone is a baby and fighting games will probably be somewhat niche forever. I've accepted that.
Then again, the big fighting games still sell millions of copies and Evo gets bigger every year. I think maybe we're just being more and more exposed to the scrub mentality thanks to twitter/reddit/youtube comments, a mentality that has been there since Street Fighter II.
Not a lot of people are, but that's not really a bad thing (and I'm also not trying to look down on anyone either). Just like plenty of people aren't cut out for MOBAs, FPS games, etc. What's important is that you did the work before coming to that decision. I hope you do decide to get back in there, because even over the summer I was watching my roommate play SC6 and noticed him slowly go from mashing to trying to pick his spots to strike. Watching that happen in real-time made me go back and remember when SF2 started to click for me when I was a kid playing on my SNES.
I may pick it back up someday, but it just wasn't fun losing 100+ matches in the span of a couple of weeks. I might just not be cut out for fighting games.
On the flip-side, going online, I can barely maintain a 60-40 W/L ratio.
Well I've played at least a little of every 'mainstream' fighting game in the past decade and that certainly hasn't appeared enough to be noticed.
I'm not talking about a statistics menu - I'm talking about a post-game breakdown of measurable inputs and outputs.
Controversial opinion, but I always think that when most people say Smash is easy to learn, they are basing that largely due to them being able to beat their friends. They have no proper frame of reference most of the time.
I don't think Smash is easy to learn. Not 1v1 played like a fighting game not a party game Smash. Simple inputs doesn't make it easy (many other FGs have simple inputs), especially when there are a whole host of other things to consider.
Controversial opinion, but I always think that when most people say Smash is easy to learn, they are basing that largely due to them being able to beat their friends. They have no proper frame of reference most of the time.
I don't think Smash is easy to learn. Not 1v1 played like a fighting game not a party game Smash. Simple inputs doesn't make it easy (many other FGs have simple inputs), especially when there are a whole host of other things to consider.
The only thing here that really gives me hope is the fact that I went from being okay at Smash Bros. to being able to consistently win against most people I play, locally and online. I'm not necessarily tournament-level, but I know I could be if I practiced.Nah. Everyone starts where you started. I played SF2 back in the 90s and thought I was hot shit because I could beat my friends locally. And then I hit arcades for third strike and online started becoming a thing and I got absolutely obliterated. You start to learn that there's a whole suite of fundamentals that new players overlook because specials and combos are so much more attractive when you start.
The good news is that, at some point, it just all clicks and you begin to be able to 'see the code', as it were. Most of the basic skills and mechanics transfer between fighters and, no matter what you're playing, average opponents act the same way and make the same exploitable mistakes. If you can play SF, you can probably learn to play KoF or an anime fighter to a basic level of competency in a relatively short amount of time.
Plus, the amount of information out there for new players right now is unparalleled. The FGC is at its peak, especially for games like Tekken, and there are tons and tons of resources for learning the popular games.
Controversial opinion, but I always think that when most people say Smash is easy to learn, they are basing that largely due to them being able to beat their friends. They have no proper frame of reference most of the time.
I don't think Smash is easy to learn. Not 1v1 played like a fighting game not a party game Smash. Simple inputs doesn't make it easy (many other FGs have simple inputs), especially when there are a whole host of other things to consider.
Controversial opinion, but I always think that when most people say Smash is easy to learn, they are basing that largely due to them being able to beat their friends. They have no proper frame of reference most of the time.
I don't think Smash is easy to learn. Not 1v1 played like a fighting game not a party game Smash. Simple inputs doesn't make it easy (many other FGs have simple inputs), especially when there are a whole host of other things to consider.
And this is why we say combos are not important when it comes to getting good at fighting games.
If you don't understand the fundamentals - the basics - such as blocking, spacing, movement, positioning, poking/footsies/ "the neutral game" etc etc, combos won't get you anywhere. You basically learned backwards.
I don't say this to deter you, but only to share my own experience. I was involved in running two ladders for two separate games back on GAF. It was fun at first since everyone was hungry, but interest quickly dropped off each time (the second one almost in record time).I wonder if people would be interested in a ResetEra ladder?
It could be a hub for enthusiasts and newbies to talk to each other, have some fiery rivalries and post replays so we could learn from each other. It'd be a way to bridge the gap and make the experience more fun and engaging I think.
Hmm
it's what he said at the end of the video - netcode, ui/ux features, singleplayer content etc...he says someone who's never played a shooter won't have an easier time learning shooters than they will learning a fighting game but that seems unambiguously wrong to me, just given that shooters are orders of magnitude more popular and nobody is born with FPS muscle memory. there have to be aspects of shooter design that either make it easier to learn or inherently more appealing compared to fighter design, and saying the controls aren't part of either is wrong.
I don't say this to deter you, but only to share my own experience. I was involved in running two ladders for two separate games back on GAF. It was fun at first since everyone was hungry, but interest quickly dropped off each time (the second one almost in record time).
I think it could be great if it was limited to novices or something, to kinda help give them practice, but you have to be prepared for that inevitable drop-off.
idk, i think the real issue with fighting games is that there isnt really anything you can change about the basic formula of 1 v 1 combat. Most other games can either attach their core gameplay loop to a gimmick or compartmentalize it to keep gameplay interesting but the variation in fighting games comes solely from pvp matchups, which on a surface level all seems fairly homogeneous in comparison. Anyone who actually plays games knows how differently even the same character can play but casual observers will just see 1 person beating up another and think thats the entire game. Fighting games really open up in variety when you start getting good and you start to figure out habits, which is something that new players can't always do.it's what he said at the end of the video - netcode, ui/ux features, singleplayer content etc...
If all you need is just a solid core gameplay mechanic then Quake should've still been the most popular FPS out there
he says someone who's never played a shooter won't have an easier time learning shooters than they will learning a fighting game but that seems unambiguously wrong to me, just given that shooters are orders of magnitude more popular and nobody is born with FPS muscle memory. there have to be aspects of shooter design that either make it easier to learn or inherently more appealing compared to fighter design, and saying the controls aren't part of either is wrong.
Believe me when I say that I've been doing that in DBFZ. The thing is, when to start pushing your buttons isn't inherently obvious to beginners and learning that takes a long time since different characters and players factors into it.Man. People hate hearing this, but they never do it.
People love to hit buttons. They hate to block. Since the beginning of time, lol.
Why am I getting counter-hit all time? My mans, stop hitting buttons for 5 seconds, haha.
I agree with this. But here's the thing, learning these takes much longer in FGs compared to some other genres like MOBAs and FPSs. I learned how to hold my own in MOBAs within a month compared to FGs.And this is why we say combos are not important when it comes to getting good at fighting games.
If you don't understand the fundamentals - the basics - such as blocking, spacing, movement, positioning, poking/footsies/ "the neutral game" etc etc, combos won't get you anywhere. You basically learned backwards.
For me, this is what it boils down to, learning FGs is much faster with guidance, i.e. playing with a mentor. Without this guidance, learning FGs is harder.OK I get you.
I remember starting Ranked in DBFZ. I went something like 17 games in a row without a win. And this is after following every bit of info about the game and characters etc etc pre-release. After taking a step back and looking at my game more closely, I now have a win rate of something like 76%. Sometimes it's just one simple change that you need to make.
And I'll repeat what others have said: it really does help if you have at least one other person who you can play with consistently who is at least somewhat close in skill level to you.
Not necessarily a mentor really, just someone who can give you feedback. They don't even have to be as good as you - just good enough to give you a challenge. You can learn the game together and get better together etc.For me, this is what it boils down to, learning FGs is much faster with guidance, i.e. playing with a mentor. Without this guidance, learning FGs is harder.
Believe me when I say that I've been doing that in DBFZ. The thing is, when to start pushing your buttons isn't inherently obvious to beginners and learning that takes a long time since different characters and players factors into it.
I agree with this. But here's the thing, learning these takes much longer in FGs compared to some other genres like MOBAs and FPSs. I learned how to hold my own in MOBAs within a month compared to FGs.
For me, this is what it boils down to, learning FGs is much faster with guidance, i.e. playing with a mentor. Without this guidance, learning FGs is harder.
Yeah, I guess it really doesn't have to be a mentor so I can agree with that.Not necessarily a mentor really, just someone who can give you feedback. They don't even have to be as good as you - just good enough to give you a challenge. You can learn the game together and get better together etc.
Obviously MOBA is a team game and that team play will be a factor in winning or losing. What I meant is, you know how to do the basic fundamentals of playing a character in a MOBA where you won't feel lost then it's a matter of team playing. Whereas in FGs, learning how to do basic fundamentals and losing that feeling of getting lost takes longer.I think the bolded is kind of illusory. In a MOBA, you're 1/5th of the machine (or in Overwatch, you're one out of six), so it's a lot harder to tell how much your performance is helping or hurting your team. Those games also have a gigantic player base, so it's a lot easier to match up new people against others of comparable skill. Guilty Gear isn't harder in some objective sense- it's just that practically everybody still playing Xrd at this point is a solid player. The same isn't true of one of LoL, Overwatch, etc.
Controversial opinion, but I always think that when most people say Smash is easy to learn, they are basing that largely due to them being able to beat their friends. They have no proper frame of reference most of the time.
I don't think Smash is easy to learn. Not 1v1 played like a fighting game not a party game Smash. Simple inputs doesn't make it easy (many other FGs have simple inputs), especially when there are a whole host of other things to consider.
i also disagree with him when he says most of this perception comes from fighting game players who think other genres are easier to learn. i think people bounce off of fighting games super fucking hard in a way that doesn't happen with other games. every time i see a discussion like this the people who say "oh it's not that hard everyone makes too big a deal out of it" are the guys with 2000 hours in SF or tekken or whatever.
I suppose it did help that I loved Half Life and Dark Forces before trying to get into Counterstrike. But I also love Netherrealm fighter single player modes and Blazblue's single player mode, and it certainly hasn't given me the grounding for fighting game multiplayer that I hoped it would.People who say shooters are easy to get into probably have over 2000 hours spent on the genre as a whole via multiple games.