and it ultimately has all put a very strange idea into my head:
if things like overpowered strategies, exploits, bad balance, bugs, etc. really are what make a fighting game "bad"...
then the act of playing and learning a fighting game will, frequently, make it "worse"!
if things like overpowered strategies, exploits, bad balance, bugs, etc. really are what make a fighting game "bad"...
then the act of playing and learning a fighting game will, frequently, make it "worse"!
Comments
what truly makes fighting games "good" is just such an odd thing to define. and that's neat.
I think we see this far more post-SF4 because I think circa 2008-2010 is when we saw developers begin to patch out anything remotely obscene, which reduced any and all need to adapt around obscenity, which then skewed the pH jank balance the FGC was growing tolerant to.
We conflate complexity with depth far too often. One is a strong pathway to the other, no matter the direction you’re traveling in, but they are fundamentally different things in and of themselves.
Horizontal (A) stops sidestep walking.
Vertical (B) reaches laterally.
Kick (K) fires quickly at close range.
Guard (G) blocks damage.
Guard impact (6G) parries for advantage.
Throw (A+G / B+G) breaks standing guard, press same attack button to break (50/50).