I want fighting games to grow and become more accessible, but the problem is devs seem to think that all that is needed is to simplify mechanics, not do proper marketing and implement systems that make people pay attention to the game and keep playing it (netcode for example)
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Think Tekken does a good job of both but that’s just me
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I think the tutorial thing a huge deal. I feel like goals of big FGs rn is to attract and convert more casuals and instead of making unique or great tutorials they're just making the games easier for no reason. (1/2)
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Really curious to see how effective it would be to teach through side scrolling adventure mode that requires use of fundamentals and system mehanics to beat, but I doubt any game wants to pour in that money for development... (2/2)
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Being quite new to FGs myself, I find it hard to play anything but smash because so many games fail to give me info past the extreme basics. That and bad netcode turns me off to games that could be fun, because I can't practice anything when it's more frustrating than rewarding.
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Ultimates poor online is only not an issue to me because I play locally and the aspect of going every week to play is much better than just being annoyed at the online. I've learned more in 2 weeks of going to locals than over a month of playing online.
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GGXrd had aswesome in-game tutorials that thought every mechanic the game had and character matchup stuff as well
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Good word of mouth sells more copies than making it easier to hit confirm counter hits.
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Rivals actually has an extremely in depth tutorial about all the melee mechanics and shit, and its got decent netcode but nobody plays it
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Still can't believe we got worse netplay than S4
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Das Laden scheint etwas zu dauern.
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