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Fighting games have long had a challenging learning curve dating back to as far as 1 frame links in Street Fighter, to what looks like gibberish to input a fatality in Mortal Kombat. Sajam presents a good question in this clip, "Why are fighting games not allowed to be...

148,612 次观看 • 8 个月前 •via X (Twitter)

54 条评论

⎾無⏌ ρ l e i a d e s 的头像
⎾無⏌ ρ l e i a d e s8 个月前

if you try to appeal to everyone you'll appeal to no one

Iheartjustice 的头像
Iheartjustice8 个月前

well said

Albeiro 的头像
Albeiro8 个月前

But why do fgs need to be symplified whilst games like deadlock are doing pretty well despite being as complex as it is?

Iheartjustice 的头像
Iheartjustice8 个月前

a great question

Creeper (Kobold) 的头像
Creeper (Kobold)8 个月前

Also I miss joke characters. Every time they add a character it feels like they need to be made competitively viable. I want my awful character that is just goofy again. I want stuff like Dan, Servbot, Pheonix Wright.

Iheartjustice 的头像
Iheartjustice8 个月前

those are fun too but in the current landscape where new characters REALLY gotta pull in new players, they would rather just make cool ones that are cheap lol

Creeper (Kobold) 的头像
Creeper (Kobold)8 个月前

I feel like they miss the pull of those characters too though. Guess we will just have to see how Roger Jr. does for T8. Know Dan did SF5 really well. Surprised they haven't put him in yet since his moves do exist on an NPC like Sagat.

J.Comet Bravo - Hero vtuber 的头像
J.Comet Bravo - Hero vtuber8 个月前

This is a great tweet, but I feel like it's the direction where people aren't looking at, is what they want I will forever shout it from rooftops but in terms of the discovery phase and open sandbox of fighting games, it's definitely the direction indie fighters are heading

Iheartjustice 的头像
Iheartjustice8 个月前

indie games are in a place of their own! they are literally winning on all fronts (just check the awards haha)

MajoraZ 的头像
MajoraZ8 个月前

I don't know if I really agree with the premise that an increase in accessibility or systems that constrain the player inherently leads to a loss in playstyle diversity or player expression Pokken really emphasizes accessibility and it's unique systems tend to be things that constrain the player rather then enabling them to do extra things, yet it has a very distinct roster in terms of how differently each character plays and how two players will play the same character (It's also a fantastic fighting game in general, sadly extremely misunderstood due to widely and incorrectly being seen as an arena fighter)

Iheartjustice 的头像
Iheartjustice8 个月前

they are not mutually exclusive but it's clear that prioritization of one (in the current climate) can stifle the other. it's a hard balance and that's what people need to see

Singh Reviewing Things 的头像
Singh Reviewing Things8 个月前

I’ll say this, 1 frame links are incredibly overrated in the grand scheme of fighting game discourse. They are not what holds people back from being a good at a game.

Magic in Charge No.2 的头像
Magic in Charge No.28 个月前

Newcomers have no idea what to do in sandboxes. A friend is the best way to experience it but not all friends are good at teaching. It's not hard for a person to feel like they're being bullied, patronized or led along by said friend

Iheartjustice 的头像
Iheartjustice8 个月前

to each their own but I think for the longevity of the player interest, it's better to have a higher ceiling than a lower one. Lower floor helps the newcomers but doesn't have to sacrifice the former

Magic in Charge No.2 的头像
Magic in Charge No.28 个月前

A high ceiling is still scary to noobs especially if they can't identify how high it is. The only solution I could come up with is if somehow, the game tells you a hint of what you did wrong per game like in Tekken but better and non optional.

Paradox_Million_ 的头像
Paradox_Million_8 个月前

It might also be a motivation issue. Not all newcommers are going to be invested in combo-trials or labbing as much as an average FGC player. So I can guess that devs wanted to strike a middle ground with adjusting the skill ceiling and whatnot for newer games.

Iheartjustice 的头像
Iheartjustice8 个月前

@MillionParadox it's a hard ask for SUREEEE

Sherwin 的头像
Sherwin8 个月前

Some prefer the chaos of the old games and some people like the intent of the new games. We’re always comparing one generation over another but at the end of the day, the games are the games.

Iheartjustice 的头像
Iheartjustice8 个月前

we play what we wanna play but I'm always down to yap about where we are at least lol

BES | Captain No Fun is G 的头像
BES | Captain No Fun is G8 个月前

Have you tried Scramble Heart City? That game has crazy amounts of variance with characters with distinct identities

Iheartjustice 的头像
Iheartjustice8 个月前

I've not but what's your favorite thing about it?

BES | Captain No Fun is G 的头像
BES | Captain No Fun is G8 个月前

Characters with unique gimmicks and moves that are highly expressive Being able to DHC up to three times even if you have less than three characters Much like marvel you pick your characters assist

Iheartjustice 的头像
Iheartjustice8 个月前

sounds dope!

BestFriendWil 💌 @ Moshi Expo 的头像
BestFriendWil 💌 @ Moshi Expo8 个月前

“Old enough to rent a car” was a good line I enjoyed that

Iheartjustice 的头像
Iheartjustice8 个月前

hahah bless

A New Year, A New Guilty Gear? 的头像
A New Year, A New Guilty Gear?8 个月前

I just want more offline content. I don’t have the opportunity to play people shoulder to shoulder or online in a regular sense. FGs and Beatemups and RPGs need to be more synonymous with eachother if you ask me.

Iheartjustice 的头像
Iheartjustice8 个月前

that's a valid point!

A New Year, A New Guilty Gear? 的头像
A New Year, A New Guilty Gear?8 个月前

My ideal is different game modes, custom or remixed fighting styles, career style or world tour play, and maybe a way to bend the default rules a bit for fun and experimentation. Not just pieces of clothing or an art gallery.

Felscribe_FGC 的头像
Felscribe_FGC8 个月前

It's a good point; however if all characters are homogenized like in SF6, who cares what the model looks like, the best way to play them is exactly the same across the board

Iheartjustice 的头像
Iheartjustice8 个月前

yes lol

People are not true 的头像
People are not true8 个月前

Fgs can be sick, but ppl have to actually buy, play, and learn them. It’s as simple as popularity, sales, and modern gaming culture. Ppl want more “sick” games, then the new audience has to ask for it. There’s also the bias against certain sub genres, and that’s not helping.

voilatedheroine 的头像
voilatedheroine8 个月前

>growing as a genere >new games are all boring trash for the masses who don't even like fighting games Fighting games need to die

Ensaru 的头像
Ensaru8 个月前

Multi-part comment chain because I'm poor. Because fighting games weren't intentionally sick. "Identity" is often thrown around but it often feels less like the FGC is complaining about actual issues and are really complaining about change. Part 1 of X)

The Algerian 的头像
The Algerian8 个月前

I've found that the people who've been playing FGs the longest are always the people who understand the FGs unpopularity the least. Folk value their expertise, but in this case, they shouldn't, cause these people have no idea what it's like to not be a FG player.

Iheartjustice 的头像
Iheartjustice8 个月前

It's interesting take if you think fighting game players only play that genre and nothing else (I don't and neither does Sajam, as an example)

Peach burst 的头像
Peach burst8 个月前

People have been saying this for years sajam isnt saying anything new infact He was one of the people bootlicking for these homogenous games Fuck outta here with that

Egrassa 1 的头像
Egrassa 18 个月前

Absolute majority of modern fgs are boring. Screen is too small, movement is not allowed to be good, less options, less pushback on moves, less depth, less execution, less cool stuff that you can practice for years and still be mediocre at that skill

Drexxel 的头像
Drexxel8 个月前

This can be applied to RTS games as well. MOBAs have essentially replaced RTS games in the Esports realm since MOBAs have a lower skill floor/ceiling but something like Brood War still tests the time in the Esports/Casual scene because it's SO difficult it's captivating to play

BigDZR 的头像
BigDZR8 个月前

Whether classic input schemes or the new more accessible styles it all comes down to player mindset. Fighting games generally are the player vs themselves. It takes an iron mental to find getting ToD fun. A bigger playground is great, as long as I'm not the only one in it.

Mr.Milka 的头像
Mr.Milka8 个月前

Fighting games are not a niche genre was so ever. Nearly every fighting game franchise you heard of has sold multiple millions of units. That has nothing to do with modern games sucking. The problem with modern fighters is they are too worried about balancing and fairness

Garrett 的头像
Garrett8 个月前

Well said I just find it sad that points like these were considered outliers 6- 10 years ago, coming across as "entitled" and "old-head" in nature.

Iheartjustice 的头像
Iheartjustice8 个月前

agreed! we've been in the current generation of games long enough to have provoking thoughts about it?

ToolsOfTheWeak 的头像
ToolsOfTheWeak8 个月前

Catering to the lowest common denominator is rewarded nowadays. The most popular fighting game right now, SF6, is an incredibly repetitive, simplified game that revolves around guessing, has bad input buffer, no defensive mechanics, and a mechanic that erases inputs.

Mobutt 🇳🇬🦋 的头像
Mobutt 🇳🇬🦋8 个月前

Beautifully put wtf.

Iheartjustice 的头像
Iheartjustice8 个月前

appreciate that!

MrNylon 的头像
MrNylon8 个月前

Release New Characters Event Hubs Forums "why is Mai and Terry in my Street Fighter ?" I am convinced the FGC doesn't know what they want.

Diego Leal 的头像
Diego Leal8 个月前

I think the loss in identity has more to do with being easier and cheaper for the designers when there are less unknowns. Chars with very different win conditions or gameplans are often terrible or broken, it's easier to work with when they all play variations of the same game.

rubyscriminal 的头像
rubyscriminal8 个月前

sajam thinks thing being bigger makes thing better sajam doesnt realize not everything needs to be for everybody all the time sometimes a game doesnt need to be bastardized to appeall to people who arent interested food for thought

Moose 的头像
Moose8 个月前

Banger

Iheartjustice 的头像
Iheartjustice8 个月前

Bless

Rodrigo 的头像
Rodrigo8 个月前

>Why did Street Fighter 3 third Strike have such an electrifying tournament at Evo despite being that game being old enough to rent a car? memes, like moment 37 and Hayao

KohllahStudios 🐨 VGen Open 🔮 的头像
KohllahStudios 🐨 VGen Open 🔮8 个月前

@MarcelineTDB TLDR

Cinamyn 的头像
Cinamyn8 个月前

I am thinking about KoF XV at this very moment. Especially against Sajam’s clip. How many characters are in that game, so why am I seeing the game on sale for like $5-10? What is missing? Obviously a lot compared to the more popular games but compared to old games? Not much.

BY 的头像
BY8 个月前

Fighting games are one of the only multiplayer genre (and occasionally TCG) that keep retro games alive via community grassroots efforts; it helps that publishers look the other way on efforts like fightcade because they know it actually helps them in long run

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NikTek

29,842 次观看 • 1 个月前

Max very eloquently describes the ambiguous intangibles that come from learning a fighting game you care about. These hit even closer to home on fighting games you end up liking more than expected. Imagine, if you will, the 1st time you booted up your favorite fighting game ; ------------------------------ The publisher and dev logos show up, maybe a dope trailer to intro the first time you turn the game on, then the title screen with a "PRESS ANY BUTTON TO START" or something like that. You find your way to a story mode or arcade mode and are filled with excitement on where this journey will take you. No matter what path you take you know that you signed up for an experience where you get to control and basically BECOME a character that kicks ass. Maybe after a while you decide to jump into training mode and start labbing, "I should really figure out a combo or two" because you don't want to mash forever. And then finally, you jump online. After grinding games for what felt like just a few minutes, you realize hours have passed, you're addicted. The grind only goes on harder and maybe you even find out about locals or tournaments in your area. Perhaps you even discover MAJORS - basically tournaments so large in scale that people from all over the world attend. Your competitive drive is at an all time high and then, suddenly, you hit it. The Wall - coined by Brian_F Now every game you lose, every local player that edges the win over you, ever single mistake just feels so heavy... It's because you are stuck. You are not growing. You are stagnating. And it sucks. It really sucks. I coach a lot of students and it's one of the hardest things to explain to someone "You're doing everything right, you just have to do it a - a bit quicker - a bit more confidently - with intent These are the intangibles, the hardest things to teach but the things that become so critical at the highest level, where inches become miles in terms of player skill. It gets so frustrating too because by this point, it's so tough to have fun when you just keep losing. You can't go back to day 1, at least not physically. Knowledge is a burden – once taken up, it can never be discarded - Stephen Lawhead Awareness is step one though and although it can feel incredibly suffocating, once you push through your plateau in fighting games you truly unlock a part of yourself that feels untouchably satisfied with all levels of play.

Iheartjustice

174,360 次观看 • 8 个月前