New players fear me. They know I am their superior and I will best them in single combat. That selfsame fear paralyzes them and prevents them from even touching the controller.
Single player games are designed to be constant reward feedback loops. You are always getting something, unlocking something, or being shown something new. Even in games that are "hard" the player is still ultimately the one in favor as the obstacles are predictable and the player has all the tools to deal with them.
In a fighting game, you are going to be losing or playing defense half the time or more, and that sucks. It's a bad feeling. It goes against basically everything that single player games teach you about what to expect. And while in a team based game you can at least obscure the information behind an illusion of "well you did ok, but your team sucked," in fighting games you have no one to blame.
That's a good point. When you removed the unlocks and made them pay, or did a capcom and made them so ridiculously out of reach that they may as well not be there, that's a lot of motivation lost for players that aren't really, really fricking into fighting games.
yes it is.
In sf6 there are 10s, of thousands of players at 2k+ MR, with the lowest tier characters in the game, (honda, Lily, Jamie,ect)
literally all you.
I don't play SF6 so I don't know if that's a lot or not, but people can and do blame their losses on bad matchups, bad balance, bad connection, whatever. There are plenty of things they can blame it on aside from their own personal failings.
>bad matchups, bad balance
you can still make it to master rank with the worst character, or sometimes learn new tech that proves the character is not that bad >bad connection
should've got better internet
I'm not saying they're valid complaints, that doesn't stop people blaming those things on their losses rather than themselves. Just because someone could have won a match if they played better doesn't mean they're going to take every loss on the chin and accept it as a learning experience, they'll blame this or that regardless of how much it actually had to do with the loss. How reasonable it is to blame these things is irrelevant, people still can and do blame them.
2 weeks ago
Shadaloo Grunt
That why you need a decent roster unlike sf6.
2 weeks ago
Anonymous
I don't think that makes any difference, as long as there are differences between characters people are going to make complaints like that, even in a well balanced game.
i think they'll try to say their character is underpowered, but deep down they know they're just bad
that's why they quit
I agree, but regardless of what they know deep down, they still have something else to blame there. I imagine a lot of people in team games are shit at the game too and when they blame their losses on their teammates they know on some level that they are as much to blame as anyone else on the team for the loss, that doesn't stop them from doing it.
2 weeks ago
Anonymous
i think they'll try to say their character is underpowered, but deep down they know they're just bad
that's why they quit
They've historically done a terrible job incorporating new players into the game/community. So generally you get a very strong and dedicated, but small FGC.
If the community never really grows and becomes bigger, it will always be "unpopular"
To add on. Fighting games also have notoriously bad resources to help people learn.
Most new players that want to learn don't know wtf frame data is or how to read/apply it.
And where most games have great video guides and resources to teach people the game. Fighting games are stuck in the stone age with these. Its always some guy that sounds stoned vaguely commentating without any semblance of a script or editing.
It's pretty easy to explain, honestly. Nowadays, gamers want instant gratification for basically nothing (like, in overwatch, where you press Q to win the battle). And you can't brute force your way to victory in fightans. You actually have to learn the rules of the game, your character and general gameplan. Also, the aspect of 1v1 puts a lot of pressure on a modern gamer, who usually plays team based games or singleplayer games, where his impact usually lessens in short: blame zoomers
cause smash already fixed all the problems 20 years ago but since they are easy to make they can shit them out like crazy while the fgc waits for "the game".
Because people will look up a "tier list" for the characters. Pick the one they see is claimed to be the best then rage quit when they're not winning 100% of their matches like a living legend
The gene is real and if you don't have talent you will spend your time eating shit. You learn fast if you're cut out for the genre or not, and most people are not. The games are only fun if you're good.
Fighting games is one of those weird genres where you have to "lab" right after starting up the game. Most other genres you can learn and have fun simultaneously on the go.
>But damage scaling!
People have gotten around that. To where it becomes TWO or even THREE touch kills.
>But matchmaking!
Small pool makes that worthless after 24 hours (Street 6) and/or one week (Tekken 8, numerous other fighters) washing out period is over.
>But you should just practice for 100+ hours and get stomped and--
That's not fun for most folks. Try again.
>Matchmaking is still full of low rank people though.
Depending on the age of the game, maybe. Animu fighters die out so fast that casuals aren't a thing. P4U being a good example (>implying P4U is good, shhh).
morons think the controls are outdated. They unironically think that you should be able to do what you want whenever you want and that gating that behind arbitrary motions is a hate crime.
>They unironically think that you should be able to do what you want whenever you want
...Yes? I get what you're saying ("IT'S BALANCE!") but there's a reason sMellee was popular for 13+ years while "traditional fighters" older entries died when a new one was released and it isn't "the community moved on." Because people still play SF3/Third Strike to this day.
I think accessibility mediates that, sure. I support modern controls for example if it allows someone to feel like they can learn the game, but there are still morons out there that think charge motions are outdated because they can't comprehend how to approach a character who uses them, despite literally being a step removed from what modern controls currently are.
As far as the smelly crowd, I always thought Smash had more draw because the matches alllowed for more variety and lasted longer than the average fighting game round. Nostalgia pandering aside, of course.
P4U is a good example of that, but it's also the worst case scenario for an anime fighter that got rollback. +R, CF and Xrd are the other ArcSys games that got rollback added to them around that time and even Xrd got more new players than P4U for all the shit people give Xrd fans for not playing it. P4U was just especially bad because they did the port, got attention then, then added rollback like 9 months later and nobody cared anymore.
The two you listed in your post SF6 and Tekken 8 both do. But no that relies on playing games instead of le heckin doomposting circle jerk you disingenuous homosexual.
>To where it becomes TWO or even THREE touch kills.
how is this worse than popular shooters where you do die in one hit from a sniper or half a second of sustained AR fire
>very hard and time consuming to learn >its basically impossible to have fun while learning >gains/improvement are very hard to see while you're going along >essentially watch yourself get your ass beat for 3000+ hours and only then do you feel like you can kind of play
Most people will quit before they ever get to that point
its a commitment issue, you got players who will commit to knowing every inch of the game to get the best use out of it to dominate in online mode, then their are players who only commit to story mode and drop the game when its done...then exists the group between those two, mid-tier players who are casual enough to do well but didn't commit to mastering the whole game but rather one character instead, they'll get bored often but come back every so often
morons think the controls are outdated. They unironically think that you should be able to do what you want whenever you want and that gating that behind arbitrary motions is a hate crime.
Accessibility Barrier: Fighting games often have a steep learning curve compared to other genres. They require precise timing, intricate combos, and a deep understanding of mechanics, which can deter newcomers and casual players. This barrier to entry may limit the potential audience.
Skill Gap: Even among players who enjoy fighting games, there can be a significant skill gap between casual and competitive players. This can lead to frustration for newcomers who may feel overwhelmed by experienced opponents, potentially discouraging them from continuing to play.
Limited Single-Player Content: While many fighting games offer robust multiplayer experiences, the single-player content may sometimes be lacking. Players who prefer solo gaming experiences may feel that there isn't enough substance to keep them engaged beyond the initial playthrough of the story mode or arcade ladder.
Repetitive Gameplay: Some people may find the gameplay loop of fighting games repetitive. Matches often involve similar strategies and actions, which can lead to monotony for players who prefer more varied gameplay experiences.
Niche Appeal: Compared to more mainstream genres like first-person shooters or open-world RPGs, fighting games may have a more niche appeal. They often cater to a specific audience of dedicated fans rather than appealing to a broader demographic.
Perception of Complexity: Fighting games are sometimes perceived as overly complex or difficult to understand, which can intimidate potential players. This perception may prevent individuals from even attempting to engage with the genre.
Lack of Innovation: Some argue that the fighting game genre has stagnated in terms of innovation compared to other genres. While there have been notable advancements in graphics and online multiplayer functionality, the core gameplay mechanics of many fighting games have remained relatively unchanged over the years.
They're hard, and you're guaranteed to lose quite a lot. Some people aren't into the competitive nature of the games and just want to have a good time. That approach, unfortunately, won't get you far online, which is the predominant way to play the game.
fighting game devs refuse to recognize multiplayer trends. all the biggest games right now let you team up with your buddies to achieve an objective. you win together, and you lose together. fighting games are the only genre that still wants your 6 man voice chat to eat itself alive competing in 1v1s with each other until someone gets bitter and quits. we just flatout need more fighting games that let you and a buddy (or two) go online into a tag team environment against 2 (or 3) other players or a "boss" character.
Honestly some of my best "fighting game" memories was playing 2v2s on For Honor with my best friend, holy frick it was so fricking fun even though the game was hella jank.
Also shout out to every "HONORABU" homosexual that I double-teamed without fricking mercy shoulda picked a better teammate
>Also shout out to every "HONORABU" homosexual that I double-teamed without fricking mercy shoulda picked a better teammate
Based as frick. morons join a 2v2 mode and expected people to take fricking turns. Absolute homosexuals those guys were.
Casuals suck at fighting games and devs have the problem of making the game accessible as much as possible to casuals while not making legacy players not felt left out
fighterz already 3v3s and even boss fights. melty blood also had team mode with everyone out
oh, i know. that's why FighterZ had Lythero and DotoDoya running circles around anything Maximillian does that isn't Hype & Rage or Rate The Super. FighterZ is my blueprint for cooperative fighting games. lol
old melty 2v2 was fricking wild.
I wonder why they took it out for AACC. Sure it only barely functioned as a fighting game and was completely impossible to play with any sort of strategy or gameplan but it was hilarious, and so obviously broken that you wouldn't need to waste any time balancing for it.
>4 characters on screen at once
this is not the way to do fighting game co-op pvp. not unless we're gonna add platforms to stages so you can put actual tangible distance between yourself and the other 3 characters on-screen.
Melty could almost do it I think, the screen is big and the game is aerial enough that if you only look at normal attacks and simple projectiles it could make sense. It would still be a mess but a somewhat functional mess you could play with some sort of intentionality once you got used to it, you could kind of play it like Melee doubles with a front and back player, one covering the air and the other the ground etc. But since the characters weren't designed for it there's always something in a match that makes it completely unplayable.
I'd love to see someone try making an anime fighting game with more traditional fighting game mechanics like digital controls, inputs, airdashes, walls and regular hp bars instead of death zones, but with platforms to do cool shit on and expand neutral options.
Dragonball FighterZ party battle where each of the six fighters in the 3v3 is a different person is amazing, the only caveat being the netcode just absolutely cannot fricking handle it.
I was really hopeful they'd try to expand it, maybe even open a team ranked battle, but no such luck.
well for one you can't chase the hype cycle because you're relegated to one game and that eliminates like 90% of normalgay trendy gamers
two it requires practice and acceptance of defeat and that's something most people here can't conceive of considering they havent even mastered going outside
and three because it's a high skill game, it's not some FOTM coomer slop that you can play one handed it's osmething that actually takes time, effort, and SELF MOTIVATION (big one)
most normals are not self motivated
>play the campaign >finish it >don't use multiplayer because you don't have friends >try some free fights with the cpu >stop playing
that's the life cycle of many fighting games
You should have a nice day no one will care when you are gone. Do feel hurt or do you not care because its Ganker? One of those reactions is very common.
They're fricking boring. >shuffle back and forth for 30 seconds >mess up once, have to watch a 20 second air juggle combo with a 30 second super at the end that does 80% of your health
So exciting
I like it when an anon says this and then posts their evidence which is a training mode full resources combo (install included as well) that starts with weird positioning or an attack that's unlikely to actually hit during a match. Then they follow that up by trying to say the entire game/genre is like that.
Big dick damage combos are fun to practice, but you never actually see them in a proper match.
the simple fact is that they're fricking hard and it has nothing to do with motion inputs
even the simplest fighting game is at the upper boundary of knowledge checks, execution, reaction speed and decision making and you can't blame anyone when you get your ass stuffed.
They're not too hard, they're just not fun. Modern fighting games are insanely one sided with a focus on long combos and no way for the opponent to recover unless the person drops it. It's even funnier to watch when an air juggle is kept going by a gentle love tap to the shin.
A combination of Ganker not being one person and a lot of Ganker anons being complete posers that get upset when they actually get gatekept by something. This is the same board full of people who genuinely believe they're hardcore gamers because they start games on Hard difficulty and beat Dark Souls.
I get a kick out of seeing Ganker squirm when it comes to fighters, so I'm cool with this development.
It requires people to constantly think and a lot of gamers simply don't like to think too much when playing games. I don't think there's a single genre that requires so much thought process during the game as fighters require, outside of puzzle games(and look how popular they are).
Go for it. Online is mostly full of killers, but there's enough offline shit to mess around with if you're into it, it's a impressively designed fighter. Although if you've never played a KI game before you're going to have to make a big adjustment because it feels very different from most.
too lazy to quote the dude because I'm dumb and lost whos' who, but you can learn and do the combos too and receive the feel-good brain chemicals as well.
Yeah, that's not fun. If I have to literally do homework to play a game, it's not entertaining. If I have to have perfect mechanical precision at every single second, that's not fun. It's a chore, not a game
>all modern fighting games are this >they're actually the opposite
Weird how supposedly every fighting game is just single player ToD combos yet none are ever shown.
>no sense of wonder, you know what you're going to get >nothing ever changes >most characters are unfun to play as or against >full of consoloids, basketball "people" and third worlders with the shittiest internet connection ever conceived >always over 65gb for some fricking reason
No one on one genre has ever been popular. People by and large enjoy resource collection and hate mindgames which is why MOBAs and battle royales are unfathomably more popular than 1v1s. 1v1s are tense and stressful and zero sum.
I think this board genuinely just has very bad motor skills when it comes to fighting games because literal teenagers are capable of playing and remembering basic shit like "block after you see/use this animation, press after you see/use this animation, remember/consider what the opponent might do".
This board is just bad at video games, period. Sure they might deal with the FOTM, new titles but this is a just a shitposting den that love porn, politics and Twitter. May fighting games continue to gatekeep these buttholes.
a vocal part of Ganker does not know how to enjoy videogames in general. Not they don't know how to play, they genuinely do not know how to just enjoy their free time.
Ganker fightan excuse bingo card when? Gotta put in all the classics like >Fighting games are for Black folk/spics >You have to learn Frame Data/(mechanic) and I'm not autistic >Input motions are impossible archaic design and fake difficulty >Fighting games are just getting hit with a 100% combo after getting tapped >You have to train for 10000 hours to have fun >You need a fightstick to play >They ruined my waifu >It's censored >*posts steamcharts numbers*
and of course, the legendary >I only play real fighting games like Third Strike. (no proof)
Don't forget jerking off about only playing single player games and crying about how even the lowest ranked players are too good. Throw in sweaty or tryhard too for good measure.
Most of these are legit flaws in the genre.
I don't know why you'd laugh at anons that are just trying to help fix fighters. If things don't change fighting games will die out.
>fighting games need to change to appeal to me >multiple games do just that >still don't play them
why "fix" them when you homosexuals who cry won't play the shit made for you.
>They ruined my waifu >It's censored
This but unironically. Don't know why you guys keep playing all the woke slop that comes out these days. I'm already expecting the new SNK fighter to be ruined too once they show off Mai and Angel's "redesigns".
Imagine a game with an apeshit imput system that makes no sense and you have to practice JUST with it to start playing, now add the requirement to do this in real time and to do this fast, 1vs1 in the game of knowleadge checks where if you just don't know how to deal with this paticular attack you just fricking lose.
I've played a decent amount of autism simulators and is a 4k trashcan in doturd so autistic grinding and guide reading is nothing new to me but this is on a whole new level (even if I am trying to start playing Kekken 8).
I saw someone mention self motivation and I think that's it. In a fighting game you only win or you lose. There aren't any mini objectives like "hit X specials" or "Finish game with a super", so when the average person plays a match and loses the only thing they think was "Well now I just wasted my time" instead of "I learned something new". Since there are no explicit secondary objectives, they have to be made and set by you yourself, and completed for the sole reason of "getting better" which a lot of people don't realize and they end up quitting after a week or so
There's plenty of that though. Like realising that you aren't falling for the same thing or hitting something against a person consistently for the first time.
Because the current crop of them just aren't fun for casual or enthusiast players
Trying to get the casual audience into the actual meat and potatoes of 2D fighting is a mistake. They're not going to buy in, and the people that will buy in will have access to outside materials to learn the game.
You want to design your fighting game so that idiots doing random or intuitive inputs can have fun an see cool moves while advanced players can figure out strong cancels and oki and shit and actually play the game.
SSF4 was fricking perfect and Capcom just cannot fricking replicate that success.
Imagine a game with an apeshit imput system that makes no sense and you have to practice JUST with it to start playing, now add the requirement to do this in real time and to do this fast, 1vs1 in the game of knowleadge checks where if you just don't know how to deal with this paticular attack you just fricking lose.
I've played a decent amount of autism simulators and is a 4k trashcan in doturd so autistic grinding and guide reading is nothing new to me but this is on a whole new level (even if I am trying to start playing Kekken 8).
Trying to take shit slowly just playing vs bots and some story.
inputs are really, really not hard.
there's no real grinding necessary, spend a few minutes learning to do a fireball in training mode then go frick around in arcade mode against the AI and just spam fireballs(on both sides of the screen) and it'll feel natural in one sitting.
It's not that they are hard by themselves alone, it's more that you have to do it in real time, string them together and no other games develop this type of imput method on that level of intencity. It's like learning how to play piano and struggling with desynchronising you hands because you need to play different notes on 'bass and treble'.
Not trying to trash on fighting games, it's just the way I see them having a very steep and sometimes paticular learning curve.
>It's not that they are hard by themselves alone, it's more that you have to do it in real time, string them together
yeah, that's why you frick around in arcade mode or whatever and actually play the game instead of grinding in training mode for hours learning nothing
inputs are really, really not hard.
there's no real grinding necessary, spend a few minutes learning to do a fireball in training mode then go frick around in arcade mode against the AI and just spam fireballs(on both sides of the screen) and it'll feel natural in one sitting.
You've described the essence of existence, dumbass.
That's exactly what makes fighting games so appealing. No bullshit, no pretense. Just the truth, mined at the source.
In my experience as someone newer to fighting games, the difficulty/learning curve is part of it, but a bigger issue is the terrible matchmaking and netcode that many fighting games have. SF6 is the only fighting game I've played where it's relatively easy to get matched up with players and have decent connection, and even then the ranked system is questionable compared to other online competitive games. Strive has one of the most moronic online/ranked systems I've seen in a game, and most older games require you to join a discord to find anyone to even play the game with you.
People(especially here) don't like fighting games because they cant blame anyone but themselves. I can't imagine some win percentage obsessed zoomer being able to learn from a loss to git gud.
I'm going to go with the modern monetization of fighting games for why they are unpopular. Fighting games are like $70 plus tip. Not to mention having to buy the characters if you need to lab them or how the upfront cost scares potential buyers. It's hard to sell fighting games to people unfamiliar with the genre. 2xko, grubbles, and other fighters had the right idea of going f2p, limited rotating characters, or demos.
New players fear me. They know I am their superior and I will best them in single combat. That selfsame fear paralyzes them and prevents them from even touching the controller.
this is the same person screaming online that new mechanics ruin the game and they'd never lose a single round if it was SF2
Cower in fear of me. Cower in fear of what I will do to you.
Single player games are designed to be constant reward feedback loops. You are always getting something, unlocking something, or being shown something new. Even in games that are "hard" the player is still ultimately the one in favor as the obstacles are predictable and the player has all the tools to deal with them.
In a fighting game, you are going to be losing or playing defense half the time or more, and that sucks. It's a bad feeling. It goes against basically everything that single player games teach you about what to expect. And while in a team based game you can at least obscure the information behind an illusion of "well you did ok, but your team sucked," in fighting games you have no one to blame.
That's a good point. When you removed the unlocks and made them pay, or did a capcom and made them so ridiculously out of reach that they may as well not be there, that's a lot of motivation lost for players that aren't really, really fricking into fighting games.
when you lose, you can only blame yourself
That is definitely not true.
yes it is.
In sf6 there are 10s, of thousands of players at 2k+ MR, with the lowest tier characters in the game, (honda, Lily, Jamie,ect)
literally all you.
I don't play SF6 so I don't know if that's a lot or not, but people can and do blame their losses on bad matchups, bad balance, bad connection, whatever. There are plenty of things they can blame it on aside from their own personal failings.
>bad matchups, bad balance
you can still make it to master rank with the worst character, or sometimes learn new tech that proves the character is not that bad
>bad connection
should've got better internet
I'm not saying they're valid complaints, that doesn't stop people blaming those things on their losses rather than themselves. Just because someone could have won a match if they played better doesn't mean they're going to take every loss on the chin and accept it as a learning experience, they'll blame this or that regardless of how much it actually had to do with the loss. How reasonable it is to blame these things is irrelevant, people still can and do blame them.
That why you need a decent roster unlike sf6.
I don't think that makes any difference, as long as there are differences between characters people are going to make complaints like that, even in a well balanced game.
I agree, but regardless of what they know deep down, they still have something else to blame there. I imagine a lot of people in team games are shit at the game too and when they blame their losses on their teammates they know on some level that they are as much to blame as anyone else on the team for the loss, that doesn't stop them from doing it.
i think they'll try to say their character is underpowered, but deep down they know they're just bad
that's why they quit
because they keep getting uglier and boringer, pic related. dbfz was a fricking hit when it came out.
terrible singleplayer content this cycle yeah I said it.
They're more popular than they've ever been. But no repeat the same played out circle jerk of posts.
Because people don't enjoy losing, and a big portion of your time playing a fighting game online is going to be losing until you learn how not to.
Most fighting games are awful
They've historically done a terrible job incorporating new players into the game/community. So generally you get a very strong and dedicated, but small FGC.
If the community never really grows and becomes bigger, it will always be "unpopular"
To add on. Fighting games also have notoriously bad resources to help people learn.
Most new players that want to learn don't know wtf frame data is or how to read/apply it.
And where most games have great video guides and resources to teach people the game. Fighting games are stuck in the stone age with these. Its always some guy that sounds stoned vaguely commentating without any semblance of a script or editing.
if blacka vanished from the world what sector of society would suffer?
It's pretty easy to explain, honestly. Nowadays, gamers want instant gratification for basically nothing (like, in overwatch, where you press Q to win the battle). And you can't brute force your way to victory in fightans. You actually have to learn the rules of the game, your character and general gameplan. Also, the aspect of 1v1 puts a lot of pressure on a modern gamer, who usually plays team based games or singleplayer games, where his impact usually lessens
in short: blame zoomers
>pic
*Begin glaring at the wall intensively like it owes me money*
cause smash already fixed all the problems 20 years ago but since they are easy to make they can shit them out like crazy while the fgc waits for "the game".
Because people will look up a "tier list" for the characters. Pick the one they see is claimed to be the best then rage quit when they're not winning 100% of their matches like a living legend
The gene is real and if you don't have talent you will spend your time eating shit. You learn fast if you're cut out for the genre or not, and most people are not. The games are only fun if you're good.
Fighting games is one of those weird genres where you have to "lab" right after starting up the game. Most other genres you can learn and have fun simultaneously on the go.
One touch kills.
>But damage scaling!
People have gotten around that. To where it becomes TWO or even THREE touch kills.
>But matchmaking!
Small pool makes that worthless after 24 hours (Street 6) and/or one week (Tekken 8, numerous other fighters) washing out period is over.
>But you should just practice for 100+ hours and get stomped and--
That's not fun for most folks. Try again.
Matchmaking is still full of low rank people though.
>Matchmaking is still full of low rank people though.
Depending on the age of the game, maybe. Animu fighters die out so fast that casuals aren't a thing. P4U being a good example (>implying P4U is good, shhh).
>They unironically think that you should be able to do what you want whenever you want
...Yes? I get what you're saying ("IT'S BALANCE!") but there's a reason sMellee was popular for 13+ years while "traditional fighters" older entries died when a new one was released and it isn't "the community moved on." Because people still play SF3/Third Strike to this day.
I think accessibility mediates that, sure. I support modern controls for example if it allows someone to feel like they can learn the game, but there are still morons out there that think charge motions are outdated because they can't comprehend how to approach a character who uses them, despite literally being a step removed from what modern controls currently are.
As far as the smelly crowd, I always thought Smash had more draw because the matches alllowed for more variety and lasted longer than the average fighting game round. Nostalgia pandering aside, of course.
P4U is a good example of that, but it's also the worst case scenario for an anime fighter that got rollback. +R, CF and Xrd are the other ArcSys games that got rollback added to them around that time and even Xrd got more new players than P4U for all the shit people give Xrd fans for not playing it. P4U was just especially bad because they did the port, got attention then, then added rollback like 9 months later and nobody cared anymore.
The two you listed in your post SF6 and Tekken 8 both do. But no that relies on playing games instead of le heckin doomposting circle jerk you disingenuous homosexual.
>To where it becomes TWO or even THREE touch kills.
how is this worse than popular shooters where you do die in one hit from a sniper or half a second of sustained AR fire
>very hard and time consuming to learn
>its basically impossible to have fun while learning
>gains/improvement are very hard to see while you're going along
>essentially watch yourself get your ass beat for 3000+ hours and only then do you feel like you can kind of play
Most people will quit before they ever get to that point
its a commitment issue, you got players who will commit to knowing every inch of the game to get the best use out of it to dominate in online mode, then their are players who only commit to story mode and drop the game when its done...then exists the group between those two, mid-tier players who are casual enough to do well but didn't commit to mastering the whole game but rather one character instead, they'll get bored often but come back every so often
new players get scared off easily and theyve been brainwashed into thinking if a game doesnt have constant updates and balance changes its dead
6 words
don't worry friend, some of us still know if it didn't come from japan its not legitimate
morons think the controls are outdated. They unironically think that you should be able to do what you want whenever you want and that gating that behind arbitrary motions is a hate crime.
Street Fighter 6 is a hideous two-pack of ass.
Accessibility Barrier: Fighting games often have a steep learning curve compared to other genres. They require precise timing, intricate combos, and a deep understanding of mechanics, which can deter newcomers and casual players. This barrier to entry may limit the potential audience.
Skill Gap: Even among players who enjoy fighting games, there can be a significant skill gap between casual and competitive players. This can lead to frustration for newcomers who may feel overwhelmed by experienced opponents, potentially discouraging them from continuing to play.
Limited Single-Player Content: While many fighting games offer robust multiplayer experiences, the single-player content may sometimes be lacking. Players who prefer solo gaming experiences may feel that there isn't enough substance to keep them engaged beyond the initial playthrough of the story mode or arcade ladder.
Repetitive Gameplay: Some people may find the gameplay loop of fighting games repetitive. Matches often involve similar strategies and actions, which can lead to monotony for players who prefer more varied gameplay experiences.
Niche Appeal: Compared to more mainstream genres like first-person shooters or open-world RPGs, fighting games may have a more niche appeal. They often cater to a specific audience of dedicated fans rather than appealing to a broader demographic.
Perception of Complexity: Fighting games are sometimes perceived as overly complex or difficult to understand, which can intimidate potential players. This perception may prevent individuals from even attempting to engage with the genre.
Lack of Innovation: Some argue that the fighting game genre has stagnated in terms of innovation compared to other genres. While there have been notable advancements in graphics and online multiplayer functionality, the core gameplay mechanics of many fighting games have remained relatively unchanged over the years.
They're hard, and you're guaranteed to lose quite a lot. Some people aren't into the competitive nature of the games and just want to have a good time. That approach, unfortunately, won't get you far online, which is the predominant way to play the game.
Not good stress relievers.
tryhards actively ruin new player experiences.
>tryhard
this term will never not be funny to me
fighting game devs refuse to recognize multiplayer trends. all the biggest games right now let you team up with your buddies to achieve an objective. you win together, and you lose together. fighting games are the only genre that still wants your 6 man voice chat to eat itself alive competing in 1v1s with each other until someone gets bitter and quits. we just flatout need more fighting games that let you and a buddy (or two) go online into a tag team environment against 2 (or 3) other players or a "boss" character.
Wow what an original heckin post!
I just remembered, isn't Strive doing this? Whatever happened to that?
Honestly some of my best "fighting game" memories was playing 2v2s on For Honor with my best friend, holy frick it was so fricking fun even though the game was hella jank.
Also shout out to every "HONORABU" homosexual that I double-teamed without fricking mercy shoulda picked a better teammate
>admits can only win 2v1s
lmao you're a soulsgay
>Also shout out to every "HONORABU" homosexual that I double-teamed without fricking mercy shoulda picked a better teammate
Based as frick. morons join a 2v2 mode and expected people to take fricking turns. Absolute homosexuals those guys were.
Casuals suck at fighting games and devs have the problem of making the game accessible as much as possible to casuals while not making legacy players not felt left out
fighterz already 3v3s and even boss fights. melty blood also had team mode with everyone out
oh, i know. that's why FighterZ had Lythero and DotoDoya running circles around anything Maximillian does that isn't Hype & Rage or Rate The Super. FighterZ is my blueprint for cooperative fighting games. lol
old melty 2v2 was fricking wild.
I wonder why they took it out for AACC. Sure it only barely functioned as a fighting game and was completely impossible to play with any sort of strategy or gameplan but it was hilarious, and so obviously broken that you wouldn't need to waste any time balancing for it.
>4 characters on screen at once
this is not the way to do fighting game co-op pvp. not unless we're gonna add platforms to stages so you can put actual tangible distance between yourself and the other 3 characters on-screen.
Melty could almost do it I think, the screen is big and the game is aerial enough that if you only look at normal attacks and simple projectiles it could make sense. It would still be a mess but a somewhat functional mess you could play with some sort of intentionality once you got used to it, you could kind of play it like Melee doubles with a front and back player, one covering the air and the other the ground etc. But since the characters weren't designed for it there's always something in a match that makes it completely unplayable.
I'd love to see someone try making an anime fighting game with more traditional fighting game mechanics like digital controls, inputs, airdashes, walls and regular hp bars instead of death zones, but with platforms to do cool shit on and expand neutral options.
Dragonball FighterZ party battle where each of the six fighters in the 3v3 is a different person is amazing, the only caveat being the netcode just absolutely cannot fricking handle it.
I was really hopeful they'd try to expand it, maybe even open a team ranked battle, but no such luck.
At least the raids are/were fun.
I thought normies loved MK and SF
Arcade is dead. It's just like how boomer shooters died when LAN parties died
well for one you can't chase the hype cycle because you're relegated to one game and that eliminates like 90% of normalgay trendy gamers
two it requires practice and acceptance of defeat and that's something most people here can't conceive of considering they havent even mastered going outside
and three because it's a high skill game, it's not some FOTM coomer slop that you can play one handed it's osmething that actually takes time, effort, and SELF MOTIVATION (big one)
most normals are not self motivated
pixel art is dead
>play the campaign
>finish it
>don't use multiplayer because you don't have friends
>try some free fights with the cpu
>stop playing
that's the life cycle of many fighting games
Maybe friendless losers like you should just have a nice day already. Not like anyone is gonna care if you're gone.
Online Warrior Spotted!
PLUG PLUG PLUG
Struck a nerve did I?
You should have a nice day no one will care when you are gone. Do feel hurt or do you not care because its Ganker? One of those reactions is very common.
Yeah I struck a nerve. Now get to it and have a nice day. Chop chop.
Yeah I struck a nerve. Now get to it and have a nice day. Chop chop.
lol anon that's very edgy
I would care, that anon is my friend
What's his name then?
thr same reason hxh is not popular or kids dont like it
you know why
it forgot its video game its entertainment
Locals are pretty integral for FGCs, and arcades used to be a thing but are unfortunately dead.
The fun is inversely proportional to skill/knowledge.
They're fricking boring.
>shuffle back and forth for 30 seconds
>mess up once, have to watch a 20 second air juggle combo with a 30 second super at the end that does 80% of your health
So exciting
>dude reductionism lmao
you are coping
with winning?
Winning what? Certainly not your parent's love
You are coping
What game is that?
All modern fighting games
Ah so you're just coping.
You could just say you don't play fighting games
You could just say you don't play fightng games
You could just say you don't play fighting games
what modern game has combos longer than 10 seconds
>SF6
>Tekken 8
You know I'm right, it's why fighting games are a dead fricking genre lmao.
You could just say you don't play fighting games. Which is fine, because nobody does
both games where combos last less than ten seconds
Show a clip with all the things you just said
where's the 30 second shuffle?
where's the 20 second air juggle?
where's the 30 second super that removes 80% of your health?
Are you fricking blind or just moronic?
Are you fricking blind or just moronic?
You are severely autistic, which makes sense considering you enjoy fighting games
>nooo you're just autistic
lol
lmao
Just say you don't know how to play fighting games bro. its ok, almost everyone doesn't know how to either
I've posted the evidence you were crying for, you just screamed "nuh uh" like an autistic child. Which, again, is fine because you are one
I like it when an anon says this and then posts their evidence which is a training mode full resources combo (install included as well) that starts with weird positioning or an attack that's unlikely to actually hit during a match. Then they follow that up by trying to say the entire game/genre is like that.
Big dick damage combos are fun to practice, but you never actually see them in a proper match.
It's "unpopular" because Ganker is dogshit at fighting games.
I played taken 8 it was awsim and very poplar
DSP is the king of fighting games
almost punched a hole in my desk because of slippi ranked today lol
>have to do genuine, actual homework for hundreds of hours in order to even slightly enjoy the game
might as well wageslave at least I'm getting paid
the simple fact is that they're fricking hard and it has nothing to do with motion inputs
even the simplest fighting game is at the upper boundary of knowledge checks, execution, reaction speed and decision making and you can't blame anyone when you get your ass stuffed.
isn't because of how the world changed?
Why does Ganker jerk off about how epic gatekeeping is but cry daily about fighting games being too hard?
cuz it's populated by low silver high bronze scrubs
This vee guy sounds like a hypocritical contradictory jerk!!
Usually I can't stand that guy but he says some pretty smart and witty stuff whenever I post.
these arent mutually exclusive. I dont think you understand what gatekeeping is about, tourist.
So why are you seething about a genre gatekeeping you?
They're not too hard, they're just not fun. Modern fighting games are insanely one sided with a focus on long combos and no way for the opponent to recover unless the person drops it. It's even funnier to watch when an air juggle is kept going by a gentle love tap to the shin.
Why do people so confidently post about topics they know nothing about?
I'm not sure, why do you?
Why did you try and deflect? I keep seeing you homosexuals cry in these threads about muh heckin combos being forever yet you never back it up.
How many air combo videos do I need to post before you shut the frick up?
When are you gonna post these scawy combos?
Here's one I found in 2 seconds, feel free to just type in "(game) long combos" in the search bar and find more
>multiple resets
A combination of Ganker not being one person and a lot of Ganker anons being complete posers that get upset when they actually get gatekept by something. This is the same board full of people who genuinely believe they're hardcore gamers because they start games on Hard difficulty and beat Dark Souls.
I get a kick out of seeing Ganker squirm when it comes to fighters, so I'm cool with this development.
I love how fighting games expose this joke of a board. Even Ganker's usual shitposting tactics fail.
Fighting games is the only genre where people convince themselves they're having fun when they're not allowed to play the game
It requires people to constantly think and a lot of gamers simply don't like to think too much when playing games. I don't think there's a single genre that requires so much thought process during the game as fighters require, outside of puzzle games(and look how popular they are).
I will take that this is the fighting game thread. Killer Instinct's full version is on sale for 20$. Should I get it?
Go for it. Online is mostly full of killers, but there's enough offline shit to mess around with if you're into it, it's a impressively designed fighter. Although if you've never played a KI game before you're going to have to make a big adjustment because it feels very different from most.
no, KI's combo system is dumb. you just mash to combo while your opponent RPSs you.
too lazy to quote the dude because I'm dumb and lost whos' who, but you can learn and do the combos too and receive the feel-good brain chemicals as well.
Yeah, that's not fun. If I have to literally do homework to play a game, it's not entertaining. If I have to have perfect mechanical precision at every single second, that's not fun. It's a chore, not a game
you learn how to play and get good at games all the time though.
I learn how to play other games through trial and error, not by studying a fricking flowchart and committing button inputs to memory
Sounds like you're making up reasons to not play to me.
>I learn how to play other games through trial and error
yeah thats fightan games lol
> If I have to have perfect mechanical precision
you don't
you are just making excuses
>all modern fighting games are this
>they're actually the opposite
Weird how supposedly every fighting game is just single player ToD combos yet none are ever shown.
they are too intense
even as a NEET I don't feel motivated enough to cyber battle someone
I want more ARPG's or beat em ups with fg like mechanics instead
because people ain't real homies
>no sense of wonder, you know what you're going to get
>nothing ever changes
>most characters are unfun to play as or against
>full of consoloids, basketball "people" and third worlders with the shittiest internet connection ever conceived
>always over 65gb for some fricking reason
over 65gb for some fricking reason
That's been the past decade (if not longer), dude.
time to invest in a new HDD/SSD.
I should get a second SSD yeah but still it bugs me, they should be smaller
No one on one genre has ever been popular. People by and large enjoy resource collection and hate mindgames which is why MOBAs and battle royales are unfathomably more popular than 1v1s. 1v1s are tense and stressful and zero sum.
The more you play fighting games the less fun they get
I think this board genuinely just has very bad motor skills when it comes to fighting games because literal teenagers are capable of playing and remembering basic shit like "block after you see/use this animation, press after you see/use this animation, remember/consider what the opponent might do".
This board is just bad at video games, period. Sure they might deal with the FOTM, new titles but this is a just a shitposting den that love porn, politics and Twitter. May fighting games continue to gatekeep these buttholes.
I hope Sonic Fox wins at EVO for your favorite game
This is just further proof how little you gays know about fighting games.
I consider that a compliment, tbh. I certainly wouldn't want to be associated with a gay furry
Yet you're the one posting about him.
Yet he's the ambassador of your community
Is he really? You still got JWong, Daigo, Yipes...
Nobody knows who any of those people are
dude you're not even a part of a FGC. You're not even a notable person on this site.
According to who? Ganker posters?
>Le Sonic Fox
And if he does, so fricking what? Also, I don't think he plays Alpha 2 Gold or EX2 Plus.
a vocal part of Ganker does not know how to enjoy videogames in general. Not they don't know how to play, they genuinely do not know how to just enjoy their free time.
the frick you talking about.
fighting games have never been more popular than they are today.
Ummm sweaty did you not see the heckin steam player count I posted? They're dead okay!
Ganker fightan excuse bingo card when? Gotta put in all the classics like
>Fighting games are for Black folk/spics
>You have to learn Frame Data/(mechanic) and I'm not autistic
>Input motions are impossible archaic design and fake difficulty
>Fighting games are just getting hit with a 100% combo after getting tapped
>You have to train for 10000 hours to have fun
>You need a fightstick to play
>They ruined my waifu
>It's censored
>*posts steamcharts numbers*
and of course, the legendary
>I only play real fighting games like Third Strike. (no proof)
Don't forget jerking off about only playing single player games and crying about how even the lowest ranked players are too good. Throw in sweaty or tryhard too for good measure.
There was one regularly posted before and definitely did have most of those, but I doubt I have it on me
>tryhards in ranked ruined the game
is a classic i love to see
Crying about "tryhards" can always be translated to "I should win for free"
Most of these are legit flaws in the genre.
I don't know why you'd laugh at anons that are just trying to help fix fighters. If things don't change fighting games will die out.
My only (real) complaint is the sticks are kinda fricking expensive, and that said pads are perfectly fine, especially for Tekken.
>fighting games need to change to appeal to me
>multiple games do just that
>still don't play them
why "fix" them when you homosexuals who cry won't play the shit made for you.
>They ruined my waifu
>It's censored
This but unironically. Don't know why you guys keep playing all the woke slop that comes out these days. I'm already expecting the new SNK fighter to be ruined too once they show off Mai and Angel's "redesigns".
>Mai and Angel's "redesigns".
Fricking secondaries, I swear.
fan made pin ups and porn will still exist
Hey you hit nearly all of them here
I saw someone mention self motivation and I think that's it. In a fighting game you only win or you lose. There aren't any mini objectives like "hit X specials" or "Finish game with a super", so when the average person plays a match and loses the only thing they think was "Well now I just wasted my time" instead of "I learned something new". Since there are no explicit secondary objectives, they have to be made and set by you yourself, and completed for the sole reason of "getting better" which a lot of people don't realize and they end up quitting after a week or so
There's plenty of that though. Like realising that you aren't falling for the same thing or hitting something against a person consistently for the first time.
anyone wants to play some matches of versus rising?
So you're just shitposting because someone correctly called this joke of a board out on it's bullshit.
Single player content has worsened as the genre becomes more and more oversaturated.
lack of meaningful content
Because the current crop of them just aren't fun for casual or enthusiast players
Trying to get the casual audience into the actual meat and potatoes of 2D fighting is a mistake. They're not going to buy in, and the people that will buy in will have access to outside materials to learn the game.
You want to design your fighting game so that idiots doing random or intuitive inputs can have fun an see cool moves while advanced players can figure out strong cancels and oki and shit and actually play the game.
SSF4 was fricking perfect and Capcom just cannot fricking replicate that success.
Imagine a game with an apeshit imput system that makes no sense and you have to practice JUST with it to start playing, now add the requirement to do this in real time and to do this fast, 1vs1 in the game of knowleadge checks where if you just don't know how to deal with this paticular attack you just fricking lose.
I've played a decent amount of autism simulators and is a 4k trashcan in doturd so autistic grinding and guide reading is nothing new to me but this is on a whole new level (even if I am trying to start playing Kekken 8).
one thing at a time, don't immediately stress out it's bad for health.
Trying to take shit slowly just playing vs bots and some story.
It's not that they are hard by themselves alone, it's more that you have to do it in real time, string them together and no other games develop this type of imput method on that level of intencity. It's like learning how to play piano and struggling with desynchronising you hands because you need to play different notes on 'bass and treble'.
Not trying to trash on fighting games, it's just the way I see them having a very steep and sometimes paticular learning curve.
>It's not that they are hard by themselves alone, it's more that you have to do it in real time, string them together
yeah, that's why you frick around in arcade mode or whatever and actually play the game instead of grinding in training mode for hours learning nothing
inputs are really, really not hard.
there's no real grinding necessary, spend a few minutes learning to do a fireball in training mode then go frick around in arcade mode against the AI and just spam fireballs(on both sides of the screen) and it'll feel natural in one sitting.
Because they're just the exact same shit over and over and over again. That's why. It's just two morons fighting, forever
Yet you post on Ganker.
You got me there
You've described the essence of existence, dumbass.
That's exactly what makes fighting games so appealing. No bullshit, no pretense. Just the truth, mined at the source.
What do you mean?
Fighting games are more popular as ever now
Why is learning by playing such a confusing idea to people?
most people get frustrated by losing rather than trying to learn from it
So am I the only one here that actually likes sf6? I think its fun.
i like it more than sf5 but it still has it's moments of frustration to me
I liked it but I'm not good at fighting games, so I reached master rank and dropped it.
In my experience as someone newer to fighting games, the difficulty/learning curve is part of it, but a bigger issue is the terrible matchmaking and netcode that many fighting games have. SF6 is the only fighting game I've played where it's relatively easy to get matched up with players and have decent connection, and even then the ranked system is questionable compared to other online competitive games. Strive has one of the most moronic online/ranked systems I've seen in a game, and most older games require you to join a discord to find anyone to even play the game with you.
I dont know but i have fun playing with my friends or online on weekends
People(especially here) don't like fighting games because they cant blame anyone but themselves. I can't imagine some win percentage obsessed zoomer being able to learn from a loss to git gud.
I'm going to go with the modern monetization of fighting games for why they are unpopular. Fighting games are like $70 plus tip. Not to mention having to buy the characters if you need to lab them or how the upfront cost scares potential buyers. It's hard to sell fighting games to people unfamiliar with the genre. 2xko, grubbles, and other fighters had the right idea of going f2p, limited rotating characters, or demos.
Don't mind me.
Just using this thread as an excuse to post old Akuma.