SBFC217 - K.I. Shill and How to Save Fighting Games.

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Mega Mix Jam

Mega Mix Jam

6 жыл бұрын

SBFC 217: Ghost Syringes Are Free To Play

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@jamg25
@jamg25 6 жыл бұрын
6:54 You are SO wrong about that, Pat!
@toddvogel8887
@toddvogel8887 6 жыл бұрын
How could he possibly be wrong about that? When has pat EVER done that? ;)
@psycholuigiman
@psycholuigiman 6 жыл бұрын
So, Cuphead = charming. Peacock = looks like shit Yep, sounds like Crazy Talk.
@coryledford6784
@coryledford6784 6 жыл бұрын
How sick would it be if Peacock was a boss in Cuphead!
@coryledford6784
@coryledford6784 6 жыл бұрын
Or playable. She already has a good super that fits with Argus agony.
@psycholuigiman
@psycholuigiman 6 жыл бұрын
Would she be going like "GARBAGE DAY!" whenever she attacks? Haha!
@Chagogo
@Chagogo 6 жыл бұрын
I see Crazy talk, I must come.
@JeedyJay
@JeedyJay 6 жыл бұрын
I love how pained Woolie sounds when the Execution Barrier comes up. _You can't escape it, Woolie!_
@cyberninjazero5659
@cyberninjazero5659 6 жыл бұрын
Jeedy Jay I mean do you want Plague to be right? Farming fuck can't even hadoken can you live with lowering the skill to the point where people who can't even fireball?
@kojumbobeefman3448
@kojumbobeefman3448 6 жыл бұрын
CyberNinjaZero *But we could blame Plague constantly.* But really, the best thing to do is to, like they mentioned, have a fair and attractive free to play model (but that might never happen), and add in a story mode that plays like a sidescroller with boss fights that play like the main fighting game. Also, helpful and fun tutorials that feel like mini-games like in Guilty Gear. And I forgot which person said it, but tutorials should reward a few cool unlocks to give people who'd skip it incentive to play through them. What'd also help are other varied modes for people that prefer singleplayer like in Mortal Kombat.
@mrrdirty6198
@mrrdirty6198 6 жыл бұрын
Jeedy Jay It was so sweet to hear him talk about that. All those times he has said motions and charges are better, and that back to block is better than a block button. He's finally forced to confront the fact, that stuff is keeping fighting games down!
@moopersworthninjason42nd81
@moopersworthninjason42nd81 6 жыл бұрын
Don Freecs I can sort of agree with you on charge attacks but having a block button definitely is a step back since it makes cross ups pointless. But I guess that's the issue, "babby" mode in exchange of charge partitioning, cross ups, snk motions, 1frame links etc. Doesn't sound fun if you ask me
@RealQwaqa
@RealQwaqa 6 жыл бұрын
There's plenty of games that have no cross ups and feel just fine. Not everything has to follow SF's template. There are ways of achieving similar results with more accessible mechanics. Fantasy Strike has a functional charge character but no charge motions.
@josephkeener8928
@josephkeener8928 6 жыл бұрын
As a person who has had little experience with fighting games I'd like to throw my hat into the ring here. I tried to get into fighting games, and I have never ever found a type of multiplayer game that exceeds their ability to die. Fighting games are built like mayflies: they come out, buzz around and DIE super hard. It's incredibly discouraging and nigh insurmountable when you learn that the window to enjoy a game exceeds your ability to actually excel somewhat at it. Pick up and play controls are the only thing that matters in that sense. Why would I bother playing a character when I can't even use the move-set without hours of practice, and even then still not understand or accomplish 10% of the game's potential. Fighting games just have too harsh of a learning curve because of their competitive nature and inaccessible controls. No one wants to load up a game and fail without being able to understand WHY they failed (or at least enough to be able to learn how to avoid the cause of failure). So when you have a game that's completely focused on multiplayer VS matches where your opponent is another person, there's little to no chance of you being able to win ESPECIALLY against seasoned players when you don't know what the fuck you should do to counter 80% of the time.
@TheIslesShip
@TheIslesShip 6 жыл бұрын
If you want to save fighting games, look at the fighting games that have worked with casuals, like really worked. For all of these games character development was the top priority because that's what translates the best with people who don't play fighting games regularly. By talking about parry systems and combo strings and frame data you're genuinely confusing them, but if you make the characters really innovative and well designed and market the game as " hey come be the fucking cool guy isn't he dope!" More people will buy it because they want to play as that character. The more characters you have/market the more people will attach themselves to one of them and learn the mechanics as them. Now onto mechanics, you don't have to make the games super simplistic, but you need a skippable tutorial system that treats the player like they've never played a fighting game before ever because they have a really high learning curve that most fighting game devs misunderstand. Also, you absolutely need a separated casual and competitive online pool so players can choose what they want to do
@malikoniousjoe
@malikoniousjoe 5 жыл бұрын
Johnny Nemo Guilty Gear Xrd
@kojumbobeefman3448
@kojumbobeefman3448 6 жыл бұрын
As fun as Skullgirls and MvCI are, the ridiculously long combos don't help players still learning fighting games. For new and learning players, it can get infuriating getting caught in a long combo loop multiple times. It's especially bad in Skullgirls' case since the combos can get reset. Even though Skullgirls has systems in place to prevent infinites, I feel it'd be better keeping infinites from being a possibility in the first place.
@Jaynesslessly
@Jaynesslessly 6 жыл бұрын
if you reach a point where you get fucked by long combos in mvci you are no longer part of the beginner skill bracket. the basic abc launch air abc knock down otg launch abc super is the most basic and everyone can use it, when you start getting hit by extended combos with active tags and stones you should be able to do similar things with your team
@ryukenxx2
@ryukenxx2 6 жыл бұрын
Skullgirls hasn't had overly long combo's for years, they fixed this aa while ago with the undizzy system, the classic infinite prevention system, etc. Getting reset is way different because you have a chance to do something. Same with MvCI is also not a touch of death fest like MvC3.
@boxxylegoplaymobil8906
@boxxylegoplaymobil8906 Жыл бұрын
​@@Jaynesslessly youre insane
@dsg2v
@dsg2v 6 жыл бұрын
It's good to see K.I get it's much deserved recognition.
@mrrdirty6198
@mrrdirty6198 6 жыл бұрын
Serpentes Eaticae Camarocous It's a shame it took so long to come to Steam.
@magnumbadguy9354
@magnumbadguy9354 6 жыл бұрын
I can personally attest to pats statement about losses hurting the most in fighting games out of any other game.
@sagua85
@sagua85 6 жыл бұрын
Yeah, some fighting games really make you feel the divide between even a beginner and a intermediate player when the former will just get wrecked over and over without even FEELING they were able to do anything about it. On the other hand, I've seen a lot of play of DBFZ beta, and despite some comments saying the combat feels samey, it's because they are watching mostly beginners of the game using the bread-and-butter routine suggested by the developers. These routines are flashy and sufficiently effective enough that it makes the casual player feel like they're doing a cool thing and got some good hits in even if they lose, sometimes in very close matches against an intermediate player that got careless. I think DBFZ's got a good formula on mechanics for the more casual fans they're trying to appeal to: give players relatively easy means to use and apply their basic toolbox of abilities, and make them look cool and flashy doing them. The ceiling of the game can be defined by utilizing nuances in the standard mechanics and the player's own stratagems, the limits of which this can be done in the game will have to wait until more information about the game comes about.
@magnumbadguy9354
@magnumbadguy9354 6 жыл бұрын
Snappy Apple you've hit the nail in the head. So basically the moral of the story is DragonBall is saving fighting games.
@moopersworthninjason42nd81
@moopersworthninjason42nd81 6 жыл бұрын
I'd have to say that losing in a fighting game doesn't feel bad.... IF I can watch the replay of the match. Even less if I get to see hitboxes as well. But even then every L I take is just a reminder to git gud. I guess it's just a matter of what the person's perspective on losing is.
@seablade214
@seablade214 6 жыл бұрын
If I get blown up super fast it's honestly just kinda funny and I laugh. MOBAs hurt quite a bit because you can get blown up fast after a long game and it invalidates anything you did that match. That being said, I am just getting into fighting games and it is super comforting to lose here than where I have been.
@sagua85
@sagua85 6 жыл бұрын
I don't play MOBAs but I've heard similar sentiments from friends who do. And the exasperation is sometimes worse because the comfort(?) of knowing you lost because of your team and not you is offset by the fact that your team cost you the group win and wasted 30 minutes of your time for the 1 match.
@BlargleWargle
@BlargleWargle 6 жыл бұрын
I'm sure they hate to admit it but Matt is bang on, Mortal Kombat and Injustice are always gonna be the biggest sellers. And that frustrates some people because they're not Japanese-style fighters, but those don't sell as well for two reasons. One, Japan doesn't buy games unless they're on handheld, as Matt has pointed out in the past. Two, there are like fifteen different Japanese style fighters whilst Netherrealm is really the only company making AAA fighters in the States. Plus you have the inherent brand value in MK and DC, whereas Joe Average will look at GuiltyBlue or BlazGear and go "I don't like those Chinese cartoons, let's do some Madden."
@masterxl97
@masterxl97 3 жыл бұрын
I love how Woolie gave extensive, in-depth theories about how to save fighting games in this video, and now 3 years later, when Pat posed the exact same question to him once more, he simply replied, “Work.” with the dead, hollow cadence of a Vietnam veteran.
@Oblivlawls
@Oblivlawls 6 жыл бұрын
its crazy that from the perspective of a person who never got into fighting games after trying so many times, pat hits exactly why I never could get in 100%
@liomas6849
@liomas6849 6 жыл бұрын
11:53 If you want more people playing Killer Instinct shouldn't the Arbiter be free. Maybe Matt was trying to use a double negative. Also, fuck Pat is crazy. Skullgirls looked amazing on release.
@Neogears1312
@Neogears1312 6 жыл бұрын
meh the roster was way to small and i dont really like the designs of the original cast. they play great but the dlc characters are objectively more interesting in every way
@liomas6849
@liomas6849 6 жыл бұрын
I agree with the cast being small and overshadowed by the DLC characters. I just got annoyed by Pat saying Skullgirls looks like shit. I know Pat is always extreme with his comments but, it still bugs me lol.
@patrickr.1433
@patrickr.1433 4 жыл бұрын
Matt could not be more correct in his interpretation of what fighters need to grow in popularity
@sk8lifeXgr8life
@sk8lifeXgr8life Жыл бұрын
this is all so interesting now. Matt talking a little about inputs to the average joe calling them "secret moves", Woolie talking about the package and structure the game is sitting in to keep an average joes attention and interest, and Pat
@HBxMmkay
@HBxMmkay 6 жыл бұрын
If people don't care about the base of competitive fighting, it would be almost nigh improbable for any company to have to build something actually interesting around that "boring" core, unless it's out of love. It doesn't make any sense to cage the core fighter by making something better , instead of just making something better and leaving the core fighting out. Saves time , money, and makes sense
@insertnamehere8715
@insertnamehere8715 Жыл бұрын
Street Fighter VI really makes this all sound a lot smarter in hindsight.
@kyrridas1573
@kyrridas1573 6 жыл бұрын
talking about fighting games with simplified controls, is anyone mentioning P4A? thats a game that rewards full/proper input, but still allows people to do supers by finishing a normal combo. total fighting game newbies can get into it, at least a little, and not feel like they're doing nothing (probably so the series fans could easily force their way through story mode). if i remember correctly, its even got tutorials on a per-character basis, so when youre ready to take the next steps after mashing, you can. and _then_ the combo mashing becomes incentive to memorize your moves/strings because you dont want to waste SP doing powered down supers.
@ThineAlphaRooster
@ThineAlphaRooster 6 жыл бұрын
What is with people saying execution is holding back fighting games when it’s an integral part of fighting games.
@GigachadVTuberEnjoyer
@GigachadVTuberEnjoyer 6 жыл бұрын
i would like to see that interview pat is talking about with the gears thing.
@Natakupl
@Natakupl 6 жыл бұрын
it's not just about if the game is team based. You look at something like guns of icarus- not a lot of players there. It's about being a cog doing minimal tasks. If you fuck up in guns of icarus you fuck up for everyone. If you can't fly or shoot you're not getting a kill. If you fuck up in overwatch or dota2, never talk to your team or coordinate anything, just run around killing dudes- Defeat, but I went 10/5 tho. So it's not my fault we lost it's just my shit team. All the most popular games right now have a bit of "but i got a kill tho :)" fighting games there is no excuses. You win or you lose.
@Natakupl
@Natakupl 6 жыл бұрын
yes but at the same time- the people who wanna have a sick 1v1 skill test anime battle are the minority.
@Raiden3651
@Raiden3651 6 жыл бұрын
KI...the cruelest joke of the FGC...so well made...but XBone only...SFV wouldnt have plagued the fgc if KI was the 2D grounded fighter of choice(or if KOF14 had decent graphics, but thats the other cruel FGC joke).
@ginger-ham4800
@ginger-ham4800 3 жыл бұрын
Dissidia NT is literally everything they recommended. Big initial roster, 3v3 team-based arena fighter, simple inputs, free to play, and did the whole rotating free roster thing. It died off suuuuuper hard.
@Rayqauzay
@Rayqauzay 6 жыл бұрын
They don't play MOBAs so Pat doesn't know. Think of the same fighting game mentality of a 1v1 and losing (eg top/mid lane), now knowing you've lost and making your team suffer hard because you screwed up early Then having to stay in the same unwinnable match up for 20 minutes till you can surrender (If your team wants too). I'm not gonna even mention losing the game because of teammates.
@TrixTrix228
@TrixTrix228 6 жыл бұрын
The funny thing about MOBAs in my country is that when they got salty they're gonna ask for 1v1s. IN A MOBA
@Rayqauzay
@Rayqauzay 6 жыл бұрын
Always in post game chat, even against their own teammates.
@BadyearOakarus
@BadyearOakarus 6 жыл бұрын
Pat's opinion and actions must be the work of a Canadian stand
@nobodywashere3123
@nobodywashere3123 8 ай бұрын
So funny listening to this in 2023, in the wake of project L, a 2v2 pvp team based fighter lol
@DanielYellsAtPeople
@DanielYellsAtPeople 6 жыл бұрын
Matt's completely on point, and Woolie and Pat are both wrong about asking where the succesful fighting game with easy inputs is. Its in Smash, its in Mortal Kombat, by lowering the ceiling of Fighting Games, and raising the floor, you do a lot to the likability of a video game, and make it much less difficult to have fun.
@magnumbadguy9354
@magnumbadguy9354 6 жыл бұрын
DanielYellsAtPeople i mean and there's DBZF as well where you aren't exactly Inputting pretzel motions and there isn't a single DP in sight (so far) accessibility works
@walder6014
@walder6014 6 жыл бұрын
"raising the floor" Yea!! "lowering the ceiling" Whoa now...
@Jaynesslessly
@Jaynesslessly 6 жыл бұрын
i think you flipped that around, dont you mean lower floor and raise ceiling? raising ceiling means bigger competitive disparity and varied top level skill and lower floor means easier to pick up
@walder6014
@walder6014 6 жыл бұрын
Jayness To raise the skill floor means it's easier and closer to the top where the skill ceiling is to play at a top competitive level. The higher the floor is, the more accessible the ceiling is.
@zanpakutoman4225
@zanpakutoman4225 6 жыл бұрын
Well, they mentioned how Rising Thunder had easy inputs, but that failed in making an accessible fighting game. But, I think there's truth in easier execution, because everytime I either introduce or watch somebody who doesn't play fighting games play one, they ALWAYS press the same attack multiple times in a row or have trouble performing special/super moves let alone performing a decent combo. Nobody EVER tries to learn what moves the buttons perform in a fighting game, because they press their first button and think "Oh. I found the attack button. I'll just use this button for the rest of the match."
@playing_jazz
@playing_jazz 5 жыл бұрын
Maybe sticking fake AI players in the game to give new players a few wins in their first ranked matches and maybe again if they were on a losing streak till they get to I don't know 50 wins would probably have a HUGE effect I'm into it
@psycholuigiman
@psycholuigiman 6 жыл бұрын
So, how to save fighting games? Didn't know they were in trouble, but I can't resist chiming in on the subject as I think about it a lot. Hate to say it, but the most common problem I see cited is the community, and I have to agree that if anything is gonna deter me from a fighting game, it's the FGC. Members of the FGC don't understand the concept "there's a time and place for everything". They march into casual player lobbies to flex their muscles, build their ego, or experiment with new combos against live opponents so that their precious rank is untouched. If you're making a fighting game, and you can give a 100% guarantee that the lobbies for casual, low stress, play (player matches) will actually stay that way, I imagine that your game would be very popular. I've never played fighting games more than when I had my group of 4 to 6 friends that I would play with in private matches, because making it private guaranteed we were free from that nonsense. Not even done yet. The FGC is that messed up. I don't know when it became a thing, but the FGC decided at some point that every single fighting game has to go to EVO. So, even among the super elite gamers who only care about competitive play, it's impossible to maintain a high player base. While their are sometimes dozens of fighting games in a franchise, there is basically one definitive version of CS. Everyone's only playing LoL because there's no "LoL super plus ultra your grandma's new digital deluxe hyper edition". So, even if the FGC wasn't full of griefers, none of these games have enough time to build a substantial player base because the FGC is constantly urging players to move on to the next new fighting game. When's it coming out? OH, just in time for EVO! What great timing! This is the year I can be the big winner since it's a new game. I'm sure their are some games that are an exception to one of these problems, but I've yet to see one that avoids both issues. I'm also sure that there's other stuff I'm not thinking of that contributes to the nicheness of fighting games, but I feel these two are the big ones off the top of my head.
@ThineAlphaRooster
@ThineAlphaRooster 6 жыл бұрын
so you don't play fighting games because you get beaten badly by some random online?
@JackH_123
@JackH_123 6 жыл бұрын
Your second point is very wrong but I guess your first point could be valid some times maybe
@psycholuigiman
@psycholuigiman 6 жыл бұрын
The Alpha Rooster. Pretty much. I'm just looking to have some fun with other players near my skill level. Getting bodied by some dude is about as fun as being a punching bag in real life. So, after high school, when all of my friends went their own way, I found that fighting games weren't any fun anymore. Of course, if you're skilled enough to just go to ranked, than that isn't a problem, but I'm not so... yeah. And a lot of folks I meet nowadays complain that they don't wanna spend money on something that they'll just get beaten at by random folks. Some of them even feel it's impossible for them to really get good at these games because every time they go online, they get matched up with someone way beyond their skill level.
@psycholuigiman
@psycholuigiman 6 жыл бұрын
JackH_ I'll admit that my second point is the weaker of the two, but I don't think it's totally wrong. I mean, if you're a competitive gamer, why would you bother playing any game that isn't gonna be at the big leagues, so-to-speak? Considering that the lineup of games at big tournaments changes every year to accommodate new titles, some games are left in the dust, along with some of the players that put hours into learning those games and don't want to learn the new stuff for whatever reason.
@JackH_123
@JackH_123 6 жыл бұрын
psychologyman nobody is forcing you to stop playing older games. I mean, just look at melee or 3rd strike or marvel 2. And as for your first point, join a discord for whatever game you want (unless it’s blazblue cuz blazblue players are the worst) and you can probably find people who are A. around your level of skill, or B. willing to help you get better
@joycehayes1454
@joycehayes1454 6 жыл бұрын
This is similar to Bloody roar 4 (Not the ps2 Bloody roar 4 it don't count XD it is nor a non-canon/canon game to me or any other fan) Bloody roar Primal fury/Extreme which this game was split in several ways. Primal fury is an enhanced smoother looking version then Bloody roar 3 on the gamecube (it is however not just an update as it has a new story, new characters which 2 of them I could care less about even as interesting as they are) and Extreme which goes to the xbox and is the same game but fixes many bugs that were in Primal fury... oh and has an extra character character from the bloody roar manga called Fang and has 75% of the moves Yugo has along with a few knew ones but plays more like the old Yugo. Now the question is what are the cons of both platforms? Gamecube controller feels great to use especially with the 8 sided joystick for command inputs (in fact I think someone said that "this game was destined for the GameCube" even when they removed the blood because nintendo). the only con there could possibly be is that aside from certain button rearrangements for actions such as Kick, Punch & Beast/B Attack side stepping is an issue because the triggers on the controller aren't that good and you might end up side stepping left instead of right. Xbox control has bigger problems because buttons don't feel like buttons (compared to gamecube & ps2), the joystick isn't that great to use for command inputs, and it's very difficult sometimes annoying to use the D-pad because it's smaller then your thumb.
@MonkeySharkPro
@MonkeySharkPro 6 жыл бұрын
The thing they brought up with team-based multiplayer games is actually one reason I prefer fighting games. I like working alone, I hate cooperation and team-based stuff. I don't want to lose because of someone else fucking up, I'd rather have it be all on me. With fighting games I don't have to worry about some asshole ruining things for me or someone else.
@tntreys
@tntreys 6 жыл бұрын
You see, Pat is automatomatically wrong, cuz Skullgirls has good character designs. Does explain why he doesn't like them?
@NinjaRed5000
@NinjaRed5000 6 жыл бұрын
TNT Rays that's rather subjective. The character designs are fine but I hesitate to say that any are great. Painwheel is probably the worst of the cast. And the art style is not everyone's cup of tea
@tntreys
@tntreys 6 жыл бұрын
NinjaRed5000 yeah but he said ALL of them. I don't actually think he's wrong about everything though.
@NinjaRed5000
@NinjaRed5000 6 жыл бұрын
TNT Rays ah I see. In his defense I also don't think the roster as a whole is that great
@GammaWolf99
@GammaWolf99 6 жыл бұрын
Remember, this Ginger Weirdo also refuses to watch HunterxHunter because of his inhuman hatred for Gon's design
@J_Themborn
@J_Themborn 6 жыл бұрын
I basically just want another SSE from a fighting game a mode that's more than just a boss rush and ending.
@J_Themborn
@J_Themborn 6 жыл бұрын
Like imagine Devil May Cry and you see Dante fight all those enemies in those cool cutscenes but in gamplay you only fought bosses and there's no exploring.
@luccagiovani
@luccagiovani 6 жыл бұрын
Have the super best friends okay with this channel?
@jamg25
@jamg25 6 жыл бұрын
luccagiovani I do not monetize.
@thehellionrevisited2704
@thehellionrevisited2704 4 жыл бұрын
The mans a hero
@justwungo
@justwungo 5 жыл бұрын
I still don't get the crazy talk joke in this
@purplelemondoesstuff3044
@purplelemondoesstuff3044 5 жыл бұрын
Pat is wrong because every character in Skull Girls looks great.
@Atrahasis7
@Atrahasis7 6 жыл бұрын
I know why Pat said that, Skullgirls is fine but its style is not for everyone. I have come full circle I just want another fighting game with multiple Karate man but with a twist and detail.
@MrAgentIncognito
@MrAgentIncognito 6 жыл бұрын
I don't feel like discussing why fighting games should have simple inputs (they obviously should), but Pat did have a misunderstanding at 22:08. Those games are hard to play, but they all have really simple inputs. The difficulty comes from the positioning and pages of numbers and calcs running through the players' heads during every second.
@Khotgor
@Khotgor 6 жыл бұрын
Okay, I see a lot of people fight against executions, and I have two cents about it. Executions such as Mortal Kombat are inherently arbitrary. Yes, square and triangle are punches, cross and circle are kicks, that's easy and simple to understand... but what combos that a character can do, from being something like cross triangle square, or cross square square triangle, or cross triangle + front circle.... and make it so that every single character has different inputs for simple combos different from one another... In combination with simple attacks such as those that are forward + triangle, or down + square, and make it so that certain combined inputs do something different... or nothing at all... for no reason, other than the one consistent which is the uppercut (down triangle)... or how every single special is also entirely arbitrary, to the point where certain characters that all share teleports STILL have different inputs to get their teleports from each other... That's fucking stupid. If you want to have combos, there needs to be actual rules, instead of random "Ow, this character has this input for these combos that have no rhyme or reason as to why they have these combos for hitting these buttons, but not others, and this character has entirely different inputs!"... is dumb. Having rules of combos, such as Jetstream Sam, would make it better. Have a standard combo button, or buttons, and then an end combo action button, would make the game generally better. Or take something like the Claws of Hades from God of War, where the heavy and light attack naturally flow, even if its not an official combo, when the player hits certain inputs, allowing the player to change and naturally make combos with it without it feeling ajar, would also be fine. Whatever the case maybe, make Combos and executions actually fucking natural and solid, rather than arbitrary. It's stupid and lame, other games that exist of the genre and outside of it have done it better. Also, the special abilities should also be separate from the main action prompts. Again, silly to press random directional inputs and then an action button to prompt one. I don't need every game to be Super Smash Bros. when it comes to there being no actual combos, but for fucks sakes make it have something actually learned and easy to understand. The rules don't even have to be the same for every character, like one character can have two ender combo buttons, a special button, and a standard combo button, or two combo buttons, a special button, and an ender combo button, or two specials, a combo, and end-combo buttons, or two combo buttons and two special buttons, or whatever... Just make the characters have easy to understand rules as to how they function with inputs ALONE. Inputs should be the first thing the player understands about the character, and if a player has a difficult time grasping and understanding every single character, if not just one character, because the input system is shit? Fucking change it.
@MiaowGaiGar
@MiaowGaiGar 6 жыл бұрын
Also, Matt's totally correct about what the average guy wants in a fighting game, because Pat makes the wrong comparisons; the average person comes to a fighting game for the spectacle, while people come to Pat's examples for the competition itself. You think the average person wants to play FighterZ for something complicated and difficult? Fuck no, and most people drawn to it will drop it quickly if it is, because they're there to make their favorite characters do cool shit, first and foremost. Aside from that, complicated motions are just archaic to begin with; we don't need them, and they don't do anything for the game itself. Now, I can hear your e-peenie being threatened, guy in the back who takes games too seriously, but ask yourself what'll make you happier in the long term: doing things the hard way just because it's the way you're used to, or not losing that round because you fucked up the bullcrap input by mistake, forcing you to ragequit in a huff. If you said the former, you're lying, you liar.
@jamg25
@jamg25 6 жыл бұрын
MiaowGaiGar But FB, SK and 360° Motions are exhilirating to perform.
@MiaowGaiGar
@MiaowGaiGar 6 жыл бұрын
Are they? Would you really miss them enough that it would impact your enjoyment? I don't think you would, and I don't think most people would, and I think those that would ultimately would rather take getting the input every time they try it over what little satisfaction they get from thumb acrobatics, because botching an input is _never_ exhilarating. You don't want it to be the game's fault that you don't get the results you wanted. And I've been in the game since King of Fighters '96, man; I know what bullshit inputs are like. The results are ultimately more satisfying than standing on your head to get them, and if you have to choose -- and we are at the point where it should be time to choose, for the sake of the players and of the games themselves -- you take the former, every time. It's not just scrubs that are turned off by that sort of thing; there are good players out there that don't have the patience for it, too. I'd rather have better competition over nerds who are proud they can pull off the pretzel most times they try it any day of the week, and so should you, because the guys who can do that motion will still be able to produce those results, but if those that can't, but are still comparable -- or even superior -- in overall skill are able to produce them too, then the quality of the competition rises, and that's always a good thing. At the end of the day, we all want an entertaining, competitive match. Cutting out the bullshit raises the chances of that happening.
@vandagylon2885
@vandagylon2885 6 жыл бұрын
how in the hell is a circle motion hard?
@MiaowGaiGar
@MiaowGaiGar 6 жыл бұрын
Now, now, don't project. I didn't say it was hard; I said it was unnecessary. And you're not going to get it every time regardless of the difficulty, because it's an absurd motion, especially in a game where up is jump, so you have to make sure you're doing something else first. But again, the average person isn't going to know that -- or care -- so it removes an element of the game for them that they may otherwise implement. Fighting games struggled super hard as long as they did because they were pointlessly convoluted and difficult to get into for that average person. You don't develop your game for the hardcore fanatic; you make your game relatively inviting, but put layers in that said fanatics can discover. This increases the longevity of the game. You know what doesn't? Circle motions.
@TERPormf
@TERPormf 6 жыл бұрын
Why is angriestpat less angry in is new icon compared to his old one?
@JoshuriYoshi
@JoshuriYoshi 6 жыл бұрын
Absolver is kinda close to what they are talking about to me?!
@Izanagi009
@Izanagi009 6 жыл бұрын
So random thought, how do you feel about the Jp side of figthers like Blazblue, Guilty Gear and the like Edit: i feel like lying about a fighter's ease or trying to empower people would backfire. People will notice and they will hate you
@Edward-Not-Elric
@Edward-Not-Elric 4 жыл бұрын
They just spent 33:30 talking about how fighting games need to be more like Smash Bros. You can have simple inputs and still have plenty of strategy and competition. The fighting game you're looking for is just something really similar to Smash Bros.
@MikiziB
@MikiziB 5 жыл бұрын
It sounds like how to save fighting games is just make Smash Bros. for Wii U. Simple controls, easy to understand, depth, a way to optimise combos in a simple way that doesn't require complex inputs, casual game modes, items, limited tech skill that doesn't pull you above everyone else but just opens up a few more options for certain characters, and a high skill roof. Don't act like Smash Bros. Wii U doesn't have combos, the game has been optimizes and has become much faster. People curse me out at tournaments for zero to deathing them with Fox. I get shit for playing too fast, but certain characters play at a faster pace than others. The game can certainly be slow and defensive. Smash Ultimate looks like it might be a good mix of offense and defense, and landing lag, jump squats, and end lag on moves is reduced from Smash for Wii U. Every character is much faster except for Fox who is slower, but still one if the faster characters in Ultimate. Ultimate might be a huge success and Ryu and Ken in Ultimate might be a gateway into the more traditional fighting games.
@LeeONardo
@LeeONardo 6 жыл бұрын
1 - Games have to be made with passion. Both SF5 and MVCI are failures as they were made by committee. MVCI plays well but the content is crap, SF5 looks and sounds great but plays like crap and is NOT streetfighter. 2 - Execution is not entirely a problem, having dragon punches changed to down down helps no-one in MVCI. fans have to unlearn a natural motion and beginners will go into other fighting games and not understand why that motion isn't used. What's needed is a solid tutorial. 3 - Content is key, you have to have a variety of things to do both offline and online. Online is concentrated on WAY to much. So much so that they cater to people who want everything to run it a tournies immediately, I want a game where I can unlock stuff to keep me playing the game for a while. Can you believe people complained at having to unlock fighters in SF4? stupid. 4 - The game should be made with the vision of the developer and not catering to fight pro's with all the little details and do NOT jump to patching and rebalancing the game immediately except for obvious problems like infinite combo's or outright broken/non functioning aspects. 5 - Marketing is key, get your game noticed and get people invested in the game without resorting to lies (Capcom listened to the fans for roster choice!) or idiots giving stupid details (Ono and the horrid Gems mechanic for SFxT, Combofiend in a nutshell).
@mrrdirty6198
@mrrdirty6198 6 жыл бұрын
Fire Dragon K Very good post. Especially number 3. When Street Fighter V came out, the Best Friends could barely acknowledge that the lack of content was a problem. It was (personally) infuriating.
@josephlien8875
@josephlien8875 6 жыл бұрын
I agree with this so much. I'm a huge fan of all kinds of fighting games and I'll always like Mortal Kombat (and to a lesser degree Injustice) the most. They certainly are easier to pick up and learn than most other fighting games, but so what? They're as deep as anything else once you put in the time. Watching the fisticuffs episode and seeing these guys give Injustice 2 no fucking chance in the world was so frustrating just because they saw the NRS logo on it. SFV was an unfinished game and they'll never admit that and say it's inferior. NRS actually made a great game with a huge amount of content, and they're the ones who are doing it wrong? Suuuuure.
@mrrdirty6198
@mrrdirty6198 6 жыл бұрын
Joseph Lien Do you remember their MK9 fisticuffs? That was a very personal cut to the heart for me. The machinima episode of Two Best Friends Play of MK9 was the first one I watched! I bought the game because of that and ended up loving it! To see them shit all over Mortal Kombat... I stopped watching Fisticuffs for long time after that.
@josephlien8875
@josephlien8875 6 жыл бұрын
I hardly ever watch Fisticuffs. Like I said, I tuned in to the Injustice 2 one and was as disappointed as ever. I love these guys, but they're pretty closed-minded about fighting games.
@containeduniverse
@containeduniverse 6 жыл бұрын
"2 - Execution is not entirely a problem, having dragon punches changed to down down helps no-one in MVCI. fans have to unlearn a natural motion and beginners will go into other fighting games and not understand why that motion isn't used. What's needed is a solid tutorial." Fighting games need progressive tutorials that actually show the player HOW to do the commands for it's system.
@EthnicWeeb
@EthnicWeeb 6 жыл бұрын
I've been playing fighting games for three years, now. I don't play them consistently, but I do pick up some of my favourites semi-frequently and have some fun. The most competitive I ever got was with Smash 4, only attending a handful of tournaments. With this in mind, I DON'T want the entry barrier to be lower (easier executions, etc.). Most people who want it lowered either don't have the passion to learn and overcome challenges, or they're busy with life and don't have enough time to dedicate to learning. We have seen time and again that lowering the barrier does NOT help those kinds of players; it only makes it easier for people who are already good at fighting games (and have more time on their hands) to kick your arse. At that point, newbies will be stuck in FGC limbo and not get anywhere. My solution involves two things: learn how to learn, and learn how to teach. The biggest problem I've encountered while trying to learn fighting games is bad teachers: most people have no clue how to teach newbies how to play a game. And on the flip-side, I see newbies either not being sure where to start, or being lazy and complaining about fighting games being too hard. I did martial arts for many years, and I can confirm to you if you do not put in time and practice, you will NEVER get better. And in order to learn consistently, you need to stay committed! You can do it for two hours on a Sunday night for all I care - the point is to COMMIT. "The community is toxic!" I hear. "All those elitists ruin the FGC!" Wrong - the community is COMPETITIVE, which means people with poor emotional regulation will likelier get angry. Look up the frustration-aggression hypothesis and emotional regulation. If you want to "cure toxicity", you have to target the actual sources of frustration. Those sources are: 1. Lack of good resources teaching people how to regulate their behaviour. 2. Lack of good resources teaching people how to learn the game (teachers, easy-to-find and translatable info, etc.). That's it! You basically solved half the problem. The only thing left for people to do is to stay committed. And if you stay the course, you'll get better. Just be patient and enjoy the experience.
@EthnicWeeb
@EthnicWeeb 6 жыл бұрын
I use the martial arts comparison to demonstrate that you can only get better by staying the course, but you are correct in that the context is a bit different from fighting games. "Make learning fun" You nailed it.
@doesntno
@doesntno 6 жыл бұрын
Stop trying to save fighting games. They don't want to be saved.
@chriskoloski32
@chriskoloski32 6 жыл бұрын
Listening to them try to justify getting an Xbox one x, a console with no exclusives, over ps4 pro, a console that has the second most amount of exclusives, is hilarious
@zeterzero4356
@zeterzero4356 6 жыл бұрын
Dungeon Fighter Online was basically a beat'em up, but with a little tweaking could have been a sort of online team based fighter. Maybe. As for the Gears of War LIE, I hate it. That's the worst. If you tell the player about it than okay, but no. Not like that. That's manipulation to create a false sense of skill. Training wheels are fine, but only so long as you know you're on them only until you don't need them anymore. Destiny 2 even does this. I love that game but giving you aim assist in PVE and then telling you to go to crucible without so much as a warning can be rough. Developers, tell your players the truth! Unless your players are children. *Sigh* Which they usually are...
@fake._
@fake._ 6 жыл бұрын
Melee????
@michaellaverty7349
@michaellaverty7349 5 жыл бұрын
How to save fighters? Stop fucking around with this scrub shit and bring back Bushido Blade.
@patchworkx7955
@patchworkx7955 6 жыл бұрын
Pat nailed it on skullgirls. Game is worst looking than mvci.
@shadikal12345
@shadikal12345 6 жыл бұрын
Not really into Skullgirls.
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