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casual players, what do you want in your fighting games?

World Tour mode, Dramatic Battle like SFA3.

Dip Switches/System edit mode like the home ports of SF3: 3rd Strike on DC, or the home ports of CVS2.

Bonus/fun modes like they've had in the Mortal Kombat games since 9 (maybe not Puzzle Kombat or Karts, but maybe expanded minigames made out of the bonus round challenges?)

Arcade mode with bonus round, rival battles, an endgame boss and an individual ending for each character.

A training mode that drills systems/styles of play for each character and practical combos that can - and should - actually be used online.

Good matchmaking that lets people compete against similar skill levels, and would also watch for people's alt/smurf accounts so you don't get wrecked by those instead.
 
More than 30 characters that I don't have to "earn" or pay for(I already paid $60, why should I pay more to get the rest of your unfinished game?), and pretty much everything Netherrealm and Arcsys are doing.
Not even joking. Just shamelessly copy them.
Should they also copy all the paid characters that Arcsys and NRS releases?
 
You didnt use combos when playing sfii? So are you saying that you want fighting games that are less combo dependant? If so i think you are going to struggle with that one

Yes, I used combos in SFII, but there is a HUGE difference in combo complexity and importance between SFII and SFV.
 
Take Soul Blade from PS1 and GGXrd: Revelator, and mix them up and spit it out. That's what.

Unlockables, single player story, challenge modes, gallery with unlockables, unlockable colors, good tutorial, character story, arcade mode.

If GGXrd: Revelator's story mode was playable instead of an anime, it would have it pretty damn close to perfect.
 
$60 worth of PvE content. Subspace Emissary is my favorite feature across all versions of Smash. I loved it because it had actual levels with platforming and stuff in them, rather than just being a series of 1v1 Final Destination fights against AI fighters like other fighting games' story modes are. (You can already see at this point that fighting games just aren't for me. lol I'm willing to accept that.)
A good tutorial, which includes special training unique to each character that explains what's unique about them.
Cool looking characters. Bonus points for non-human characters, because those automatically look cooler to me.
The ability to do moves without having to enter the Konami Code's worth of button presses -- with frame-perfect timing -- per-move. (I know this is hyperbole, but this is the perception that I have.)
Unlockables that I unlock through playing the game rather than buying them would be nice for a change. (And I don't mean "as you play you unlock currency and then once you save a bajillion currency you can buy them with that," I mean "you beat X AI on hard/you beat 500 players online/you beat the story mode with X character, have a skin for that character". Props again to Smash Brothers and how you unlock its characters. Like that, but with skins and stuff too.)

After Smash Brothers, Killer Instinct is the closest to what I want, I suppose.
I think you're confusing unlockable characters with DLC characters. And even then, Smash 4 had DLC characters. Unlockable characters don't really benefit anyone, as it's a pain in the ass for both casual get-togethers & tournament organizers.
 
For me the best fighters were ones with decent story lines, interwoven conflicts, secrets, and hidden bosses brought out by finishers or performance.

The street fighter alpha series was good at this. I also like the MK games with their hidden characters.

I love fighters but I'm not really into getting my ass ripped apart online and it feels like that's all fighters are now with a barely there single player.
 
Yes, I used combos in SFII, but there is a HUGE difference in combo complexity and importance between SFII and SFV.

SF2 combos are imporrtant due to damage and how easy it is to stun. In sfv damaging combos arent that complex and are just a case of practice
 
Less characters. I don't like how every fighting game has like at least 30 characters now. It makes them so much harder to learn. And that many characters (in my opinion) does not increase the quality of the experience, but rather dilutes it.

Fighting games used to have 12 to 20 characters. And I think that even 20 is pushing it. It makes the games less balanced and far too intricate for my tastes.

I don't mind complex mechanics, but limit the scope of them in some way. (I feel like I'm going to be alone in this one).
 
Yes, I used combos in SFII, but there is a HUGE difference in combo complexity and importance between SFII and SFV.

This.

Even as compared to SFIV, SFV definitely requires more complex combos and punishes to get past even low level players online. In terms of execution/skill requirements, there was a bigger "middle class" in SFII and SFIV than there is in SFV. Maybe that'll change as characters and strategies evolve in V, but it's not there yet.
 
Proper tutorials, better ways to practice fighting, combos etc, maybe like mentioned above a challenge mode that allows you to practice things.

Most fighting games are completely impenetrable for anyone not already well versed in the genre.

Do they have a comabt log where you can view button presses/combos and timings from pro matches?

That would be extremely helpful.
 
This.

Even as compared to SFIV, SFV definitely requires more complex combos and punishes to get past even low level players online. In terms of execution/skill requirements, there was a bigger "middle class" in SFII and SFIV than there is in SFV. Maybe that'll change as characters and strategies evolve in V, but it's not there yet.
I'm gonna have to call BS on that. SFV combos are nowhere near as complex as some of the FADC or 1-frame-link combos you find in the SFIV games.
 
SF2 combos are imporrtant due to damage and how easy it is to stun. In sfv damaging combos arent that complex and are just a case of practice

Well, then we just have different opinions when it comes to the importance and complexity of combos between SFII and SFV, and that's ok ^_^
 
If you are going the casual route, you will not need tutorials anyway or visit forums like dustloop, shoryuken, testyourmight etc

I'd like tutorials amd training mode to be as barebones and possible, thus giving you a chance to figure things out yourself.

Dont need all those Skullgirls or Blazblur tutorials if they force me to learn 30 different yet consecutive and well timed button presses. Or react in miliseconds, forcing me to break the controller due to infuriation.

If I want more I can look on forums, train online or visit local tournaments for info.

I like games like the old SF, KOF, VF and GG because they are more lax regarding guides.
 
I'm gonna have to call BS on that. SFV combos are nowhere near as complex as some of the FADC or 1-frame-link combos you find in the SFIV games.

You're right, that's definitely true at the high end.

Nothing in SFV that is currently known is as hardcore as 1-frame links, plinking and whathaveyou.

But you didn't need those things to enjoy the game and maybe even beat lower-level people online. In fact, you could have zero knowledge of anything advanced like that and make moves online. I forget how the ranking worked in SFIV online, but you could probably make it to that game's equivalent of ultra bronze without ever having landed one FADC.
 
More like guilty gear revelator where packed with content and an amazing tutorial more and less like SFV.

Yup, use Revelator as a base, both offline and online, and expound upon it.

The fact that capcom games are still lagging behind ArcSys games in terms of features is nothing short of silly.
 
A couple of meaty, well thought out Single Player modes. See Alpha 3's World Tour, Soul Calibur 1-3 (especially 3), and Mortal Kombat. If your game has a goofy ass story to justify its existence, flesh it out beyond an intro cinematic and some notes on your character bios. Let me enjoy the mechanics without needing to spend any time in a training room practising complicated combos over and over again. You know, same as any other MP centric game genre that also appeals to the SP crowd.

Tell me why this is impossible, because I feel like it would exist already otherwise; but I'd love a fighting game with mechanics like a character action game. I can toss out combos in those all day without needing to practise them, and that's fun. Training is not fun. That's like learning to be a fighter in real life.

I don't imagine this will ever happen, but ideally, I'd love to be able to play online with other guys who can toss out specials at will, but who have never touched training mode and think "window installation" when they hear the words "frame data", just like the people I have always played Vs mode with IRL.
 
You're right, that's definitely true at the high end.

Nothing in SFV that is currently known is as hardcore as 1-frame links, plinking and whathaveyou.

But you didn't need those things to enjoy the game and maybe even beat lower-level people online. In fact, you could have zero knowledge of anything advanced like that and make moves online. I forget how the ranking worked in SFIV online, but you could probably make it to that game's equivalent of ultra bronze without ever having landed one FADC.

It's the same thing in SFV, in fact it's even easier to do that because of the damage increase across the cast vs SF4.
 
So if we take arcsystem games as an example, casuals seem happy with the content but in respect of actual fighting is it accessible enough for you? And are you happy with having to buy almost annual upgrades?
 
A good story, mild challenge (i shouldn't lose any single fight more than once or twice), and trick me into feeling badass "pulling off" combos.

Like DBZ xenoverse, all the moves felt really cool yet for the most part were simple to pull off. Felt great.
 
To try and list some things I'd like:
- A varied and interesting roster. Tekken is maybe my favourite in this regard, but some of that must be nostalgia. (edit: forgot Smash, that's of course my favourite roster)
- Gameplay that's fun even at low level. Soul Calibur is great for this, the animations usually look cool and flow nicely even if you don't know what you're doing (see also: Eddy Gordo).
- A lot of (single player) modes. Preferably including some dumb ones like Tekken Ball.
- An interesting story mode
- Unlockables. I'd prefer something you get for doing specific things instead of buying (either with real money or generic grindable currency).
- Some kind of "infinite" mode that starts at super low level and gets more difficult, possibly opening said unlockables as you progress.

And just to mention, fighting games I've played the most:
- Tekken 3. A lot of modes in this, cool characters, dumb story cinematics etc.
- Soul Calibur IV on Xbox 360. The game had cool unlockable clothing items and some kind of create-a-fighter mode to use them in. Playing dress-up is always fun.
- Smash Wii U. Plenty of single player fun to be had in this. Gameplay gets crazy with all the items etc.
 
Story Mode + Arcade mode (With endings!)

The fighting game I probably played the most in my life is Soul Calibur 3.
It is jam packed with modes after modes of gameplay.

Stronger single player content is what I think most fighting games need these days, even Smash 4 gets quite boring as I feel like I've been playing the same game for 10 years (at least Smash 4 had challenge mode..)

I also love unlockable costumes. Give me loads of unlockable costumes (that are not DLC).
 
The first bolded part is basically Rising Thunder. As for the other bolded point, you don't want long-term support for fighting games?

The funny thing about Rising Thunder was that removing the execution barrier didn't really help 'casuals' at all. You'd still get destroyed but couldn't blame it on complicated inputs getting in the way of your clearly superior inherent skill at video games. Hell in a way it was kinda worse because the good players could skip some lab time and just go straight to figuring out the stuff that actually matters.

More like guilty gear revelator where packed with content and an amazing tutorial more and less like SFV.

So your example to appeal to the casual audience is a game that nobody buys and is extremely difficult to learn? There's few things in fighting games more frustrating than playing a GG player who is better than you. I consider myself lucky as I have someone around my skill level to practice with, but SFV is a much more approachable game.

SFV got it right with its basic game systems and feel. It's really easy to figure out even without decent single player or instructional content. But it could definitely learn from other fighters and do better. I haven't had much time with KI but what I've seen of its tutorial makes a lot of sense to me. We need tutorial stuff that isn't just 'do X combo' or 'use X mechanic', but rather something that goes through what situations you need to use moves in.
 
No unlockables. Everything out there in the open.

Also, tutorials that teach you to play well against other players, and not simply learn basic controls.
 
Fighting games just need easier controls, and by that i mean dropping the "arcade stick" motions for special moves they've been doing for decades. IMO fighting games are way too wedded to the arcade control format and fail to properly utilize modern PC/Console control standards. Stuff like mapping things to the right stick would be a start...
 
Like many have said a more robust story mode. Players would put up with quite a bit, and would want to get better if you tell them a compelling story.
 
Fighting games just need easier controls, and by that i mean dropping the "arcade stick" motions for special moves they've been doing for decades. IMO fighting games are way too wedded to the arcade control format and fail to properly utilize modern PC/Console control standards. Stuff like mapping things to the right stick would be a start...
Not if you don't want to piss off existing arcade stick users, where you can't really have two sticks. Hell, even fight-pad users would be put off by such a move.
 
Dead_or_Alive_2_gameplay.png
 
Virtua Fighter 4:Evo had a really deep single player mode that simulated playing at local arcades and very slowly amped up the difficulty.

That was brilliant for a scrub like me. Made me a much better VF4 player. I'm reasonably decent now (err, then. Way out of practice now.)

Tutorials that feel more like gameplay than tutorials is what I want.

For example of what frustrated me, I tried the tutorials in USF4 and I couldn't do the input correctly on like the fourth one and it gave me no useful feedback on what I was doing wrong, so I stopped trying.
 
Strong, medium length story mode (Injustice/MKX)

A single player mode that adds replayability post-story (think MK9 Challenge tower or what the Soul Calibur series did with unique challenge fights)

Good netcode (believe ot or not, casuals care about this-lag sucks even when you're mostly kicking and punching) ala Killer Instinct

In-depth tutorial system ala Killer Instinct

Things to unlock/progress towards EVEN in losses (I'd play more ranked multiplayer if I was always progressing towards character or overall level unlocks in a way that respects my time even when I lose). MKX was okay at this.

Customizability. If I'm not the BEST at a certain character I at least want to feel a more personal connection to that character.

In-game ability to view character tutorials and watch stream archives of pro tournies to offer the bridge to someone wanting to learn more.
 
I'd like tutorials amd training mode to be as barebones and possible, thus giving you a chance to figure things out yourself.
Under Night In-Birth Exe: Late did this. The way that the mechanics in that game work, it was anything but conducive to a self-taught approach.
Take Soul Blade from PS1 and GGXrd: Revelator, and mix them up and spit it out. That's what.

Unlockables, single player story, challenge modes, gallery with unlockables, unlockable colors, good tutorial, character story, arcade mode.

If GGXrd: Revelator's story mode was playable instead of an anime, it would have it pretty damn close to perfect.
Personally, I felt that the story modes in the Xrd games essentially being an anime mini-series is part of why they worked as well as they did. Entirely too many fighting game story modes wind up coming up with contrived reasons for characters to fight each other in the name of giving the player something to do, at least most of the ones that give every character his or her own individual path (less of a problem for condensed approaches to playable story modes where you automatically switch between predetermined viewpoints such as the one in BlazBlue: Chrono Phantasma Extend, so an argument could potentially still be made for the idea).
 
Not if you don't want to piss off existing arcade stick users, where you can't really have two sticks. Hell, even fight-pad users would be put off by such a move.

I'm 100% certain that holding onto arcade sticks as a "standard" for controls for these games is holding the genre back from reaching a broader audience. I at least bothered to learn the motions, but with my friends fighting games are a no go since only i can do the moves and they can't just pick up and play the games.
 
I really enjoyed MK9. I never played online at all though. I have very little interest in being competitive in a fighting game online.

If I had an Xbox I would buy Killer Instinct in a second.

I really want more single player combat. Growing up I always liked MK and KI but never bought MK10, might look at it with this current sale that is going on.
 
I literally buy fighters now to play offline, mostly by myself. I want an arcade mode with 8 fights, a boss, and an ending for every character. That's enough for me. If I can get more than that I'm really happy.

Fighters I've bought in the last couple of years just to play in story/arcade mode:

Killer Instinct
King of Fighters XIV
Mortal Kombat X
Nitroplus Blasterz: Heroines Infinite Duel
Dengeki Bunko Fighting Climax
Persona 4 Arena
Persona 4 Arena Ultimax
DOA5: Last Round


I love em all and I can count the number of times I've played against human opponents in all of them on one hand. For me its all about the stages, the music, the action, the characters, and the presentation. I like games that take me back to the days when I'd go to the arcade and play a fighter just to see one of the endings.
 
I'm 100% certain that holding onto arcade sticks as a "standard" for controls for these games is holding the genre back from reaching a broader audience. I at least bothered to learn the motions, but with my friends fighting games are a no go since only i can do the moves and they can't just pick up and play the games.

Those types of Fighting games just arent for you then. They dont need to change it to appeal to what you want.

If you dont like those motions then play games where that's not a thing as there are plenty that dont have that.(i.e. Mortal Kombat, Tekken, Virtua Fighter, Soul Caliber....)
 
I think Dragonball Xenoverse 2 is my favorite fighting game this year. For casual play, it hits so many of the right buttons.

- It has a long story mode where you create a character and interact with your favorite... and not so favorite heroes and villains from the Dragonball stories. The AI starts out at Raditz level and ends up being surprisingly dangerous without cheating. It just knows how to use the fighting system better.
- There's a surprisingly useful tutorial system from Old Kai. You aren't forced to do anything, but it has a nice long list, completely with how advanced a technique is, and what they're used for. That's really handy so if the enemy keeps escaping your combos, you can learn how to counter that and how to do it yourself.
- Easy execution. You know what the input for Kamehameha is? RT+Button. You know what the input for Super Kamehameha is? LT+RT+Button. The most difficult thing to do in the game is step vanish where you do a shot dash that's hard to track. LT+Direction, A. You can then spend more time learning how to mindgame than worrying that your Big Bang Attack won't come out on the 11th hit of the light female Saiyan combo. Because it will, as long as you have the meter to power it, of course.
- Rock/Paper/Scissors combo breaking. Combos are easy to do, but they lose out to a defensive vanish. Defensive vanish is one button, but if you're predictable, the attacking player can back attack and restart the combo. Vanishing costs Stamina, so you have to time it right. Or use an Escape Move, which costs even more Stamina.
- Co-op online play. Three of you vs. enemies. Which you can also play offline and recruit Dragonball characters. You can also play VS mode, but if co-op vs. CPUs are your thing, it's available.

Now, obviously, DBX2 is an RPG/Fighting game hybrid as your progress through the story is dependant on numbers. Good luck fighting Final Form Cooler if you're underleveled. That fight is when the AI starts paying attention. So not all lessons from here can be used in a traditional fighting game. It's hard to think of how you'd play co-op in most of those, for instance. But overall, I think traditional fighting games could have a lot to at least consider from a game like this. Maybe some of it is useful, maybe none of it is. But the genre as a whole would benefit from at least taking a look.

As for controls in general. I say this as someone who owns an arcade stick: Disregard any and all third party controllers and optimize the game for the standard controller of the system. Use all the buttons and sticks you need.
 
Attempted to get into fighting games this year for the first time...

Biggest issue I have across most of them that I tried is the tutorials in fighting games are severely lacking. I appreciate the depth and skill required for fighting games but holy shit they could be much easier to learn if the mechanics outside of basic controls were actually explained... Killer Instinct did at least have a pretty decent tutorial tho and I've come to love that game.

Then the ability to have a variety of offline modes to play... Killer Instinct hard bots are good matchup for my scrub ass so I enjoy playing vs the bots in that game across a variety of different modes like story, arcade, shadow labs, etc.

I love playing online too but it takes a decent amount of time before you don't get roflstomped every match so that's why the offline modes are important to me... An entertaining way to practice. I may try it again as they continue adding more features and options but SFV was particularly hard to get into because of the lack of tutorials and offline modes when I tried it.
 
Good single player content that actually teaches you how to be good at the game.

Exensive tutorial videos and guides for all characters included in the actual game.

Basically as much content as possible to help me enjoy and get good at the game.
 
More like guilty gear revelator where packed with content and an amazing tutorial more and less like SFV.
Conversely, less like Guilty Gear. The combat of that game has systems on top of systems on top of systems. It is unneccessarily complex. Its the one thing Street Fighter V did right.
 
I remember reading in an interview with Harada how he was saying most of them really don't know what they want in a fighting game.

They say they want a large roster- KOF 14 launches with 50 characters and casuals don't touch it.

They say they want better tutorials- Guilty Gear and KI do that and casuals don't touch it.

They say they want easier controls- KOF 14 and KI do auto combos and casuals don't touch it.

They say they want single player content- Guilty Gear, BlazBlue do up big anime storylines, KI does a crazy Shadow Lords mode... and casuals don't touch it.

Developers just need to stop chasing casuals with fighting game franchises... they're too lazy to learn or just lack enough basic skill to play them. The only way to sell them to that market is to license comic book characters, anime characters, movie characters, etc.
 
I don't think there's anything that a fighting game could add or change about the genre that would make me want to play it. Rising Thunder was probably the closest thing to what I would personally want to play in a fighting game, but even that was too much for me. I'm just not good at them and it's not fun to lose every match you play.
 
You're right, that's definitely true at the high end.

Nothing in SFV that is currently known is as hardcore as 1-frame links, plinking and whathaveyou.

But you didn't need those things to enjoy the game and maybe even beat lower-level people online. In fact, you could have zero knowledge of anything advanced like that and make moves online. I forget how the ranking worked in SFIV online, but you could probably make it to that game's equivalent of ultra bronze without ever having landed one FADC.

SF V combos are easy so everyone knows, at least, a few BnBs without too much practice. So everyone, even on the lower ranks, will know and execute a combo or two.

In SF IV, where a combo was much harder to do, you needed to get to silver to see people pulling combos reliably.

It's the same question with good tutorials. If the game has a good tutorial, all the beginners already have a minimum level of knowledge and execution, so jumping in without that is a guaranteed way to getting yourself kicked.
 
Fighting games just need easier controls, and by that i mean dropping the "arcade stick" motions for special moves they've been doing for decades. IMO fighting games are way too wedded to the arcade control format and fail to properly utilize modern PC/Console control standards. Stuff like mapping things to the right stick would be a start...

I'll need examples. What could you map to the right stick that would improve SF or make it easier?
 
Attempted to get into fighting games this year for the first time...

Biggest issue I have across most of them that I tried is the tutorials in fighting games are severely lacking. I appreciate the depth and skill required for fighting games but holy shit they could be much easier to learn if the mechanics outside of basic controls were actually explained... Killer Instinct did at least have a pretty decent tutorial tho and I've come to love that game.

Then the ability to have a variety of offline modes to play... Killer Instinct hard bots are good matchup for my scrub ass so I enjoy playing vs the bots in that game across a variety of different modes like story, arcade, shadow labs, etc.

I love playing online too but it takes a decent amount of time before you don't get roflstomped every match so that's why the offline modes are important to me... An entertaining way to practice. I may try it again as they continue adding more features and options but SFV was particularly hard to get into because of the lack of tutorials and offline modes when I tried it.

This is the biggest problem for FG's I think, because a lot of the other things mentioned(SP content/MP matchmaking) have usually been done well by other companies not named Capcom, but generally tutorials and teaching fundamentals to new players is lacking almost across the board(I think the lone exceptions to this are Guilty Gear, Killer Instinct, and Skullgirls afaik)

I remember when I first tried learning fighting games seriously in 2012 and being at a loss of what to work on because the game I was playing (SF4) had no tutorials to speak of and unlike other competitive games like dota2, it didnt have a community aspect to their UI to at least lead people towards places they could go if they wanted to get into the community of FG's. Unfortunately it's still like that, although developers not named Capcom have been making small strides in integrating the community and tutorials in their games, it still needs more work.

I hope Tekken 7 innovates in this area, but Im not holding my breath. Only thing I can be sure of with that game is that it'll probably have loads of SP content like any other mainline Tekken release.
 
So if we take arcsystem games as an example, casuals seem happy with the content but in respect of actual fighting is it accessible enough for you? And are you happy with having to buy almost annual upgrades?

It's a pointless question, GG is anime as fuck so most casuals won't care. The appeal of characters and setting is super important and I think it's often overlooked. MK, Smash Bros, Injustice, SF characters are pretty easy to sell in the western market. Anime fighters are condemned to niche status.
 
You're right, that's definitely true at the high end.

Nothing in SFV that is currently known is as hardcore as 1-frame links, plinking and whathaveyou.

But you didn't need those things to enjoy the game and maybe even beat lower-level people online. In fact, you could have zero knowledge of anything advanced like that and make moves online. I forget how the ranking worked in SFIV online, but you could probably make it to that game's equivalent of ultra bronze without ever having landed one FADC.

That's more to do with how vanilla SF4 attracted a ton of players who absolutely knew nothing about how to play Street Fighter now. It was 90% Kens who mashed HP Shoryuken until they had enough Revenge Meter to mash out their Ultra. I think I beat 100 people before I ran into someone who could tech throw.

SF4 raised the skill level of the average player who stuck with fighting games and SFV didn't sell nearly as well so there's not an ocean of people who don't know you hold back to block to grind through.
 
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