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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It doesn't fucking matter to my friends that try to get into Smash Ultimate that its slightly easier to short hop. What really made everyone quit that game is that the games entire online infrastructure makes you want to die.
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You could potentially gut the entirety of a fighting game and make it easier for casuals to get into but you risk alienating the players that have been your core audience all along (see SFV etc). No one is going to be alienated by decent netcode or a good tutorial.
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Antwort an @TSM_Leffen
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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Antwort an @Im_All_Fiction @TSM_Leffen
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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I agree - other genres are able to teach you things so much better than FGs are atm
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