SoNG-Of-SiLeNCe
Red Lotus
I feel sorry for people with that mentality. Equal grounds is what breeds a real challenge based on skill.we do tend to break these games and prefer to keep them broken.
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I feel sorry for people with that mentality. Equal grounds is what breeds a real challenge based on skill.we do tend to break these games and prefer to keep them broken.
Because fighting games are emergent. How they're played is dictated by how the community plays it.I feel sorry for people with that mentality. Equal grounds is what breeds a real challenge based on skill.
I'm not arguing relevance, I disagree with a point of view."broken" stuff usually makes the game more interesting.
And I'm pointing out how history has shown that breaking things in a fighting game usually results in the game getting better. That's not opinion, that's fact (with actual historical data to back it up).I'm not arguing relevance, I disagree with a point of view.
I think we're talking about two different things here.And I'm pointing out how history has shown that breaking things in a fighting game usually results in the game getting better. That's not opinion, that's fact (with actual historical data to back it up).
To be clear, it doesn’t matter how many squares there are on the character select screen. Who cares whether five useless portraits remain in the game or fifty? Percentage-based breakdowns are meaningless. Only two factors count when considering balance: whether there are four or more characters in top tier, and whether the matchups between them measure up to our high standards. When either of these criteria ceases to be true, that’s when we should stop playing the game.
Until then, there’s nothing to complain about. You simply can’t expect much more than this. Yes, you may have to switch characters to accomodate the realization that your original choice can’t compete against top tier. However, if you enjoy the core game and you have four diverse characters to choose from, just pick one and continue enjoying it.
Super Turbo has multiple 9:1 matchups and is still considered the greatest iteration of SFII ever, even in the face of the rebalanced HDR.I remember in BB:CT the Nu/ Tager match-up was 10-0 Nu and the Nu/Haku match-up being like 9/8- 1/2 Nu. That is the highest level of bullshit ever.
SSF2T provides an excellent example of this type of meta-balance. In a "normally balanced" game, the possible opposing sides are identical, or at least functionally very similar, and of course, everyone has a roughly similar chance to win. Does everyone have a roughly equal chance to win in ST? No way. Are there stronger and weaker characters? You bet. There's quite a bit of distance between first and last place on the rankings chart. However, look at what you get in the trade: the characters in ST are genuinely different- very few play in ways that are at all similar. Each has distinct strengths. This is cool on its own (real variety is more fun), but adds even more in another way- the relative importance of each of their individual strengths varies from matchup to matchup. This is how genuinely different characters really repay the effort that their design requires- with real depth. Being good at a meta-balanced game doesn't entail just mastering some characters gimmick, then repeating it all day, come what may. Instead, you have to understand their strengths *in relation* to those of the other, different characters. You'll often need entirely different tactics against different opponents, even though you're playing the same character throughout. Chun Li, under some circumstances is best played as a keep-away turtle, in others wants to rush you down, doing anything she can to avoid being pushed back, and in still others, somewhere between these two extremes. This is how you get a game that stays interesting and becomes deeper with time, instead of a quickly-won race to discover who's stupid version of the same generic attack cant be retaliated against, and is therefore the champion.
Learning curves are debatable. A game like MvC2 has a learning curve that, as the game currently stands, takes years of play for anyone to even be considered to be "competitive."3. The combination of depth and simplicity. Sure, some 3D fighters you can start out with by button mashing, but they usually possess a higher learning curve than 2D, especially due to 3D movement.
2.5D and polygons has nothing to do with speed. BlazBlue is actually pretty slow compared to GG and even KoF. Meanwhile, you can mod SFIV on the PC to run really, really fast.2. The recent trend of "2.5D" games. While the animations are more fluid in 3D, it considerably slows down the flow of battle. BlazBlue, Guilty Gear, and KOF XIII are prime examples of how with just a little hard work, even if it takes years to accomplish, a fighting game can have high-quality sprites while maintaining fluidity.