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Questioning the difficult entry barrier for the fighting game genre and what can be done to address the issue.
"It's definitely a different landscape now than it was in the '90s and '80s. It's kind of a bit lonely making a fighting game now, because not a lot of people are doing it.But I think the responsibility for that rests with us and all the people who were making fighting games back then, because what happened was that gradually, the games became more and more focused on the hardcore audience, and we really shut the casual players out.
If you think about chess for instance, a kid and a grandfather can play the same game, with the same ruleset, and understand what's going on. I think through our competitive spirit back then we were always out to out-complicate each other, and make our systems deeper and deeper. It was ok then because there was a wide player base who understood how to play these games, but that's not true anymore.
What we're trying to do with Street Fighter IV is bring them back in. There's not a whole lot of other fighting games out there to compare it to, but hopefully, if we play our cards right and get people back in to the genre, we can blossom the genre itself again and spread things out and get it back to the way it was." - Yoshinori Ono from 2008 Gamasutra Interview
It’s not hard to see why most fighting games today are designed for arcades; most of them are sequels to games born in the arcade, or the occasional new IP like Skullgirls and Blazblue are made by those familiar with that design and so they refuse to deviate from it.
As Ono mentioned, fighting games have over the years tried to become deeper by adding complexity, and games that would have worked well with a controller have since added extra gameplay layers that make using a controller a tough endeavor.
Amazingly enough, many of the fighters designed for arcades aren’t actually released in arcades; Street Fighter X Tekken and Soul Calibur V for instance are console and PC games, yet they’re still designed for arcades. Why is the arcade design still so appealing?
The benefits of the arcade stick
The joystick allows the complex motions for special moves to be executed with relative ease. Simple movements like quarter-circles may not take long to perform on a controller, but more complex motions like 360s (full-circles) for grapples and Z-motions for dragon punches are often performed slightly faster with a joystick.
While these may not sound like they would take long to perform on a controller, the speed that these games demand ensures that every animation frame counts when performing moves. A player usually takes less than a second to complete a jump, so if you want to counter that jump you have to be able to both realize what’s happening and then react to it in that one second; although even with the aid of a joystick it’s still difficult to react in such a short time.
Your best option is for countering the jump-in isn’t to just react to it, it’s to read it; if you can analyze your opponent’s playstyle, you’ll be able to sense when a jump is coming and then mentally prepare yourself to react to it before your opponent actually tries it. With this system reading moves is a much stronger skill than reacting to them, meaning the smarter player will always have an advantage over the faster player. This system only works if the inputs are complex, and the joystick is meant to facilitate those complex inputs.
With the layout of the buttons on an arcade stick, a player typically has four fingers on a different button at all times; so many fighting games only require four buttons due to the assumption that the player is always ready to hit any of the buttons. 3D fighters like Tekken and Soul Calibur may not have the complex joystick inputs of 2D fighters but can still be pretty demanding to players using controller.
Players will need the arcade button layout to quickly switch between the four buttons for fast combos or to perform a slide input, a two-button combo that is inputted so quickly that players perform a ‘sliding’ motion from one button to the next. Techniques such as these are often very difficult for the average player to perform with a standard controller, yet the payoff for performing these difficult combos in a match is substantial because of their complexity.
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