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- Me: https://twitter.com/ScrubQuotesX/status/828750016097329152
- Friend: In all fairness, using obscure inputs for various attacks is a terrible control design
- Me: in all fairness, you really can't do it any other way
- Friend: smash managed it
- Me: smash has less moves
- Friend: It's almost like that's a good idea or something
- Me: and a totally different movement and fighting system
- Friend: directional ABXY would work pretty well I think for a lot of players who aren't already into fighting games
- Me: Directionals are used for command normals
- Friend: A large part of the learning curve for new players to that kind of game is even being able to do the standard attacks on command
- Me: Have you played Pocket Rumble and Rising Thunder?
- Friend: The difference between winning and losing should be decisions the player makes, not an input too hard for incoming players to even do
- Me: or Fantasy Strike?
- Friend: Also no, but you mentioned the latter like 20 times
- Me: there's 3 of these games with easy special moves now, and none of them work nearly as well as regular fighting games
- Me: though rising thunder doesn't exist anymore
- Friend: And Street Fighter had how many years to get the formula down right? Rising Thunder had what fraction of the budget and how much less time/iterations?
- Me: Street Fighter 2 got it right
- Friend: And how big was the team/budget compared to Rising Thunder?
- Me: and the problem isn't the team or budget
- Me: the problem is the method of approach
- Friend: If you had only played Street Fighter 1, you would be saying the same thing
- Me: No. I certainly would not
- Friend: k
- Me: the problem isn't budget, team, time, etc
- Friend: I'll make this conversation a lot shorter for both of us - fuck fighting games! >:3
- Friend: Fighting games are terrible
- Friend: There, already escalated as far as it can go
- Friend: If Rising Thunder didn't succeed, then fighting games are fundamentally flawed
- Me: fighting games are fine as what they are
- Me: That's my whole point
- Me: It's not a bad design
- Me: it's a design that works for those games
- Friend: For the people who already know them, they're fine
- Friend: And that's the problem. They only work if you already know what to do.
- Me: It makes them harder to learn
- Friend: For new players, it's terrible
- Me: and that's the price they pay
- Friend: Right. Which isn't good design. A game being won or lost should not come down to the input being too hard to do what you know you need to do
- Friend: In no other game genre on earth will someone flub an input 20 times in a row and lose the game
- Friend: When they know what they need to do
- Me: I don't agree with the idea that it's all about the decisionmaking in the first place. I don't believe that good game design is purely about decisionmaking
- Me: I think that including things that are low affordance or require execution skill can be a boon to particular games
- Friend: I didn't say it should be all about decision making.
- Me: Because it allows players to diversify themselves in terms of what skills they master
- Friend: All I said is that the game should not come down to the input being too difficult. That's not mastery of anything, that's not a skill of any sort.
- Me: yes, it is
- Me: it literally is a skill
- Me: the ability to perform an action consistently is a skill
- Me: these inputs are not too difficult
- Me: no game uses pretzel inputs anymore
- Me: the input read algorithms across the board are very well developed by this point
- Friend: On a controller? Where people actually play these games?
- Me: Yes
- Me: I play on a controller
- Me: I play better on a controller
- Me: people win evo on controllers
- Friend: And again, your perspective is skewed. You already know how to do it. I'm not arguing that it doesn't work for advanced players, but that it doesn't work for any newcommers.
- Friend: Fuck evo, it's irrelivent, and the complete opposite of the point I'm trying to make
- Me: I am aware this makes it harder for newcomers
- Me: I am very aware, however that's the price you pay for the depth you gain
- Me: it's possible to strike a balance like smash bros
- Friend: There is no depth to be had in artifically making controller inputs more difficult
- Me: but that requires investment in other areas
- Me: They're difficult for a reason
- Friend: If I can reduce the skill ceiling of your game by using a keyboard with a fuckton of macro keys, that wasn't skill
- Me: If Zangief's command throw was 1 button, what do you think that would change?
- Friend: The skill floor!
- Friend: It would change exactly that
- Me: his command throw by the way is a huge amount of unblockable damage with a reasonably large range
- Me: and the input is a 360 spin then punch
- Me: if you change that, then it actually changes the tactics during the match
- Me: it makes that move WAY more powerful
- Me: because the amount of time it takes to input that, is a factor in the tactics of the match
- Friend: Cool. Do it. Don't balance your game around raising the skill floor as high as possible
- Friend: That's idiotic if you do
- Me: There's easier characters than Zangief in the game
- Me: he is a hard character to play
- Friend: This is the exact stuff that stops fighting games from being as popular as any other game genre
- Me: and he is in the game because people like playing hard characters
- Me: sure
- Me: I agree with you
- Friend: The skill floor is too high and the game is balanced around that
- Me: but if you got rid of it, then they would be worse games
- Friend: People literally cannot play it
- Friend: They try, they fail, and they move on
- Me: and I'd place the blame there on the tutorials
- Friend: It's a disservice to the game by denying new blood to the community
- Me: It's a bigger disservice to the game to neuter it in favor of attracting a larger audience
- Friend: Not if you find a way to have both
- Friend: Smash showed it's possible
- Me: Yes, it did
- Me: but it also did a lot of stuff differently
- Me: and it has the same difficult inputs fighting games do
- Me: but you don't need to know them until you're a tournament player
- Friend: Smash's inputs are simple enough that I can teach it to a 4 year old in a minute or two
- Me: teach him to wavedash
- Friend: If I try to show an adult the street fighter controls, I need a chart
- Friend: Wavedashing isn't the skill floor, I got pretty damn good without learning it
- Me: I've taught a ton of people how to play street figher with no visual guide, nothing but my words
- Me: You're correct
- Me: I was not disagreeing
- Me: The thing is, smash is very very different from other fighting games, it gains its depth in different ways
- Me: and you cannot translate that to existing fighting games very easily
- Me: or possibly at all
- Friend: Teaching somene what a dragon punch is actually requires effort to make them comprehend it, since nothing else on earth uses it
- Friend: Criken found JC3MP
- Me: teaching someone to perfect split in startcraft requires effort too
- Me: it's a part of the game
- Friend: Not the skill floor
- Friend: You can play Starcraft competently without that
- Friend: And becuse of how it's designed, you pick it up on your own eventually
- Friend: Instinctively
- Friend: "I need units here and here, I'm just going to go do that"
- Me: perfect splits? ehhh, not necessarily, but I can't disagree
- Me: fighting games have a huge investment up front they require from the players, and that limits the growth of the genre
- Me: however there is no way to change this without compromising what makes fighting games worth playing
- Me: or requiring them to change into something completely different from what they currently are
- Me: like smash bros
- Me: in order to compensate for this, I think they need better, gamified, tutorials
- Me: like skullgirls
- Me: and guilty gear
- Me: which is what RTS have done
- Me: like Starcraft 2's tutorial missions
- Me: that have you practice simple scenarios
- Me: or the RTS tactic of having the campaign be an informal tutorial, slowing showing you each unit in a context where it's useful
- Me: fighting games have never had an equivalent to that, and Guilty Gear perfected the formula with its mission and combo trial modes
- Me: That and a quarter circle forward or a dragon punch input are not that hard
- Me: especially in modern fighting games
- Friend: Oh and even worse, some games like Blazblue call the buttons ABCD and confuse players in the tutorial
- Friend: For no good reason
- Friend: Making system specific button pictures is not hard
- Friend: It's not even hard to change it depending on the input method
- Friend: Games in other genres do it all the time
- Me: that's...
- Friend: Where the tutorials update depending on if you use a keyboard or 360 or ps4 controller
- Me: they're trying to get you on their system
- Me: because it's not square, triangle, or XYBA
- Me: it's ABCD
- Me: some fighting games let you show either the buttons on the controller or the in-game button it's associated with
- Me: like the guilty gear tutorials do
- Friend: A new player playing the tutorial doesn't need to know that
- Me: Yes, they do
- Friend: They just need to know what to push
- Friend: It doesn't matter to a new player if they call it Y or B, they just need to know what button to push
- Me: SFV's tutorial shows you both icons at the same time
- Friend: It adds another layer of shit to push through for new players just trying to get through the very first tutorial
- Me: the reason is because it's rebindable, and fighting game control schemes are patterned the way they are to make a mental metaphor for the relationships between the buttons
- Friend: "PUSH THE D BUTTON" *looks down at controller* "I don't have that button?"
- Friend: So what? If it's rebindable... show what it's currently bound to!
- Friend: Problem solved
- Friend: PC games do this all the time
- Friend: Vast majority even
- Me: except that's harmful to the learning process of figuring out what the buttons are supposed to be across characters
- Friend: They're all the same though! If you bind A to triangle, it'll be triangle to all of them
- Friend: It's not going to be per-character keybinds
- Friend: And if you just show the triangle button, you know to just push that button
- Me: But you want to know that it's A B and C, not triangle, square, or circle
- Friend: Why?
- Me: because it's easier to store the information that way
- Friend: Bullshit, DMC did it with the buttons and it had no problems
- Me: I mean in your brain
- Me: like in street fighter, it's LP MP HP, LK MK HK
- Friend: How? In the age of QTEs, where EVERYONE can push whatever button on reflex by thinking of it, how is changing what you're trying to push help at all?
- Me: you want to know that these buttons go upwards in ascending order of strength
- Me: and there's one row of punches on top, and kicks on the bottom
- Friend: Step 1: Find the damn button. Step 2: Find out what it does. You're missing the step 1 here!
- Me: you don't want to know, "triangle, square, R2"
- Friend: When I first picked up Marvel, I had to actually turn off the game and READ THE PHYSICAL MANUAL to figure out wtf the S button was supposed to be
- Me: because then you can't relate together that they're in the same category
- Me: ABCS
- Friend: Right! It's not even consistent!
- Me: you want to know that they chain and S is special, the launcher
- Friend: Between games, there's no standard!
- Me: guilty gear has P K S H D
- Friend: Why is it D on one game and S on another? And why should I care and not just call them A like a normal person?
- Me: because it's played on a fight stick primarily
- Me: It's not A
- Friend: Whenever going through the Marvel tutorials, you know what I had to do first?
- Me: it's S
- Friend: I had to translate them
- Friend: ASBNDFPIOUJASBK:LHFJAE
- Friend: WHO GIVES A FLYING FUCK? YOU CAN CHANGE WHAT IT SHOWS ON THE INPUT METHOD
- Friend: SHOW THE ABCD BULLSHIT ON THE FIGHT STICK, BUT ABXY ON A CONTROLLER
- Me: Because you want to think of it as the function it performs, not the physical button on the gamepad!
- Friend: WHY IS THIS SO HARD
- Friend: Not when I'm learning it!
- Friend: I don't CARE about what function it performs IF I CANT FIND THE BUTTON
- Me: Then that's the problem with the tutorial, and other games have solved the tutorial issue
- Friend: That's like showing someone an FPS for the first time and telling them to push the shoot button! WHO FUCKING KNOWS WHAT THAT IS WITHOUT ALREADY PLAYING ONE BEFORE
- Friend: Is the shoot button A? Right trigger? Right bumper? B? X? Every game has a different one
- Me: It's not the same in an FPS, because the buttons don't have relationships with each other
- Friend: Just show the button
- Me: because the buttons don't have a chaining order
- Friend: Lies! People got things like the BXR in Halo 2 just fine
- Friend: There are cases where it can be proven that people can pick up on it if you give them the chance
- Me: and because every game has the buttons do different things that are the same across all the characters in that game
- Friend: Know what buttons you need to do for the BXR? B... then X... then R!!!
- Me: with P K S H, that's different for every player on every control scheme
- Friend: Calling something low kick or high kick doesn't make a degree of sense, since "low kick" and "high kick" ARE the same for every character
- Friend: Whatever, fuck it, I have to make dinner and get to class
- Friend: Out of time to discuss this
- Friend: I made my point, you just don't give a damn
- Friend: Just know that at this rate, fighting games will literally never grow
- Me: whenever I play guilty gear, on a new PC, I need to switch it back to showing PKSHD or I can't tell what the fuck they're trying to tell me to do
- Me: the notation they have is fucking sensible
- Friend: And if you're fine with having an isolated community of hardcore players that is inpenetrable for newcommers, then be my guest
- Me: the tutorials just need to show new players both the button and its label
- Me: Dude, if they change it, it won't be worth playing anymore
- Me: it'll be like smash 4
- Friend: hahaha
- Me: They're presenting things in the way that makes it easiest to understand the game in the long term
- Friend: You have so little faith in the game if you think changing it from S to A is going to make the game literally unplayable
- Friend: What a pathetic, fragile genre
- Me: I'm talking about all the stuff, not that
- Friend: k
- Me: they're teaching the player better by labeling the buttons this way
- Friend: Which is why new players struggle to make the right inputs
- Friend: Because it's for their own good
- Friend: Just like how it drives them to drop the game
- Friend: It's for their own good
- Me: Guilty Gear built better tutorials
- Me: so did skullgirls
- Me: capcom games need to catch up
- Me: but SFV did show you both the button and the label for the button in the tutorial
- Friend: If you're 'teaching the player better' by making the game harder to learn, you're fucking up in a major way
- Friend: Somewhere along the line, you failed
- Me: it's harder to learn, but easier to understand
- Friend: Not at first it isn't
- Friend: And first impressions matter
- Me: at least we're not tekken, they call the buttons 1 2 3 4
- Friend: You mess that up, you lose the player forever
- Friend: Dammit I'm wasting too much time, I need to get dinner going now or I'm not eating tonight
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