SentientStone
Member
Yes I consider it a fighting game, but within a sub-category under fighting games I call party fighters.
What fighting games have you owned/played extensively. I was a big fighting fan back in the day. The whole SF series up to and including SF Alpha, which I had for my PS1. MK1-3, KI1-2, VF1-3, Tekken1-3 and TTT. Clearly, I've stopped playing them in the last few years, ironically, since getting my GC. There's a general lack of fighters on the GC. SSBM is one of the notable few worth playing, much less owning. I will say BUTTON-FUCKING-MASHER b/c compared to REAL fighters (as in everything I listed and more), SSBM is a button-masher's paradise. I could use the word button-masher a few more times, but I'd have to button-mash my keyboard to get it all in there.
Seriously, you're talking about level "navigation and positioning" as a reason a fighter isn't a button-masher. Who doesn't know much about fighters? :? Unless you're gonna projectile attack all day, you eventually have to get in range for hand-to-hand combat. Once you do that.....MASH MASH MASH MASH MASH MASED.KMASL,DNA.,SKDBAS,DNL,AKSDNLKADSN...FUCKING MASH 'EM BABY! Mash mash mash...win. Did I miss some of the subtle nuances? Like jumping...and running...both essential in a fight ... that's you're running from.
Yes, level design does matter for SSBM. I'm no dummy. But it does for VF and Samurai Showdown too. Both offer a level of depth SSBM couldn't dream of achieving even if it wasn't full of cutesy chibi characters targeted at kids. Positioning (which is determined by level design) is also important in those two games. But what sets them apart is that you have an intuitive combo, parry and grapple system implemented that adds *gasp* depth. Depth that SSBM simply doesn't have if you played ANY other fighter. For combat, SSBM really isn't much better than Time Killers:
And between you and I, my good friend, I'm okay with that definition. Maybe there should be a "very" preceding it, but if it keeps the game out of traditional fighter threads I'll manage.Monk said:Yep, most people agree with "its a fighter, but not a traditional one".
Actually, it seems rather microscopic and trivial to me. These games all clearly belong in the same genre thanks to a shared overall game design and multiple shared genre convetions. To argue it's an entirely different genre, comparable to the massive shift between fighters and beat 'em ups, thanks only to a single game mechanic sounds a bit reaching.Sea Manky said:Seems like a pretty damn obvious and important shift in focus to me.
jarrod said:Actually, it seems rather microscopic and trivial to me. These games all clearly belong in the same genre thanks to a shared overall game design and multiple shared genre convetions. To argue it's an entirely different genre, comparable to the massive shift between fighters and beat 'em ups, thanks only to a single game mechanic sounds a bit reaching.
Well, they're all certainly racing games. Just like Power Stone, Guilty Gear and Tekken are all certainly fighting games. Thank goodness for subgenres.Nerevar said:Right, that's why Mario Kart, Wipeout, and Gran turismo are all in the same genre. I mean, mario kart and Gran Turismo are basically the same game, except one you has cute cartoons instead of real cars and you can shoot people with weapons. And that's virtually the exact same as Wipeout, except you just go really fast in that one on cars that handle differently because they don't make contact with the road. But that's really only 1 gameplay mechanic, to argue that they're in different genres is absurd.
jarrod said:Well, they're all certainly racing games. Just like Power Stone, Guilty Gear and Tekken are all certainly fighting games. Thank goodness for subgenres.
Fight for Freeform said:Just because you "fight" in SB doesn't make it a fighting game, i
.
Come on, there's dramatic fundamental game design differences in the previous games. Virtua Cop and Panzer Dragoon are actually more relatable to each other than the games you listed. C-Fight for Freeform said:I've said it before and I'll say it again, calling Smash Bros a fighter is like calling Panzer Dragoon and flight "sim" game, and Virtua Cop an FPS.
Sure, you can fly in PD, but it doesn't compare to games like Ace Combat, or Colony Wars.
You can shoot in in VC, but it doesn't compare to Half Life or DOOM.
Just because you "fight" in SB doesn't make it a fighting game, it can't be compared to the likes of Virtua Fighter, Street Fighter, etc.
Compare the skill level in DOA to VF. It's not even close. I guess DOA isn't a fighting game? What other genres use "skill" as a qualifier?Fight for Freeform said:Also, compare the skill level required in SB, and COMPARE it to VF, SF, etc...it's not even close.
Nope, it's about genre comparison. Most agree Smash Bros, VF and SF2 are all pretty different and would fall into their own subgrenes... but really, they're all fighting games. Just as Ridge Racer, Gran Turismo, Mario Kart and WipEout are all racing games, but file down into their own subgenres.Nerevar said:Wait, I thought the whole debate was about subgenres, hence the "traditional" fighters versus "non-traditional" fighters. Generally you don't compare games across sub-genres (for good reason), which is the whole reason this debate started (people talking about SSBM in "other" fighting game threads).
jarrod said:Actually, it seems rather microscopic and trivial to me. These games all clearly belong in the same genre thanks to a shared overall game design and multiple shared genre convetions. To argue it's an entirely different genre, comparable to the massive shift between fighters and beat 'em ups, thanks only to a single game mechanic sounds a bit reaching.
jarrod said:I've also never heard of SSBM or Powerstone being refferred to as 'brawlers'. I have heard the term used to describe planty of other games though, including Double Dragon or SF2. Sounds like an arbitrary classification on your part.
Ninja Scooter said:actually, thats EXACTLY what it makes it. The fact that this thread is 4 pages long makes me sad. What an elitist, nerdy argument.
Come on, there's dramatic fundamental game design differences in the previous games. Virtua Cop and Panzer Dragoon are actually more relatable to each other than the games you listed.
Compare the skill level in DOA to VF. It's not even close. I guess DOA isn't a fighting game? What other genres use "skill" as a qualifier?
Nope, it's about genre comparison. Most agree Smash Bros, VF and SF2 are all pretty different and would fall into their own subgrenes... but really, they're all fighting games. Just as Ridge Racer, Gran Turismo, Mario Kart and WipEout are all racing games, but file down into their own subgenres.
Even funnier how some assholes make sweeping generalizations. I'd like some of these people's names thanks.Link316 said:its funny how some of these people classify Metroid Prime as a FPA instead of a FPS, but when it comes to SSB or Zelda they don't get picky and just lump them into the fighter and RPG genres
I dunno, you're essentially using a mechanic to justify a difference in something as loose as 'focus' to justify an entire genre seperation. That's a slippery slope... plenty of "traditional fighters" rely on on plenty of distance combat and plenty of "nontraditional fighters" have an emphasis on close range as well. Where's Tobal/Ergiez fit? Psychic Force? Marvel Vs Capcom? Do all these games really belong in seperate geners?Sea Manky said:That's all it takes sometimes. Can you suggest another reason why there is such a difference in the variety of moves and the emphasis on close combat that clearly makes fighters and brawlers different in so many peoples' eyes?
Picture Virtua Fighter with a full-body block. Most of the moves and combos currently in the game would be completely useless. Likewise, imagine SSBM with high/low blocking. Do you think the close combat moveset would be as simple as it is now?
Yes, it's a simple difference, but it touches at the very core of the game's focus.
I believe you, it just still seems arbitrary. Like I said, 'brawlers' has been used to describe countless fighters and beus alrteady, in fact I think it'd be a better term to describe beus.Sea Manky said:This argument raged on usenet in the rec.games.video.* groups years ago, and that's the distinction that was made. No, I didn't make it up.![]()
Are you really this dense? Let's at least try to elevate the discussion please.Fight for Freeform said:So you are telling me that Spike Out is a fighting game.
And you are telling me that the Legend of Zelda is a fighting game, since you fight bad guys...
Great!
Great. Now how about illustrating that without defaulting to nonsensical examples of totally unrelated games?Fight for Freeform said:Exactly. Smash Bros's design is so different, you can't clump it with games like SF, VF, or Tekken.
Let me get this straight, it's okay if "skill" level is entirely different so long as a game controls similarly. These rules are fascinating!Fight for Freeform said:Skill was the second part of the equation. I first mentioned that the mechanics were different, and as a result the skill needed is different as well. DoA controls a lot like VF2...the only problem is that it's counters are too powerful, reducing the level of skill required.
Problem being, I never heard anyone call Panzer Dragoon a flight sim. Meanwhile Nintendo and the media at large refer to Smash Bros as a fighting game.Fight for Freeform said:Then we must be dealing with very loose definitions. You can call Panzer Dragoon a flight game...but to compare it to the likes of Ace Combat, Starfighter, Colony Wars...is ludicrous.
Thus, comparing Smash Bros to VF, Tekken, etc. is absolutely ludicrous.
Why is this kind of behavior tolerated on the forum? I thought this board was supposed to be a safe haven from the crappiness of other gaming boards on the Internet.Drinky Crow said:Why aren't you playing VF4 FUCKING EVO?
Grown men playing Smash Brothers makes baby Jacky cry.
:lol So naive, so innocent. And seriously, SSBM fans you need to stop arguing just accept the fact that most of these guys will never seriously try to play SSBM and are just basing there augments on limited experience.Mihail said:Why is this kind of behavior tolerated on the forum? I thought this board was supposed to be a safe haven from the crappiness of other gaming boards on the Internet.
jarrod said:Even funnier how some assholes make sweeping generalizations.
jarrod said:Are you really this dense? Let's at least try to elevate the discussion please.
Ya'know, I could really care less about this argument (I'm here as I'm rather quite boredjarrod said:Great. Now how about illustrating that without defaulting to nonsensical examples of totally unrelated games?
:lol Sometimes I'd probably defend the forum, but if you're able to read through that entire Mistwalker on XBox 2 thread and not leave dumber because of it, you're a stronger man than I.Mihail said:Why is this kind of behavior tolerated on the forum? I thought this board was supposed to be a safe haven from the crappiness of other gaming boards on the Internet.
A GAF thread about exlusive Japanese RPGs on Xbox2. Wasn't that the 3rd circle of hell?Scott said:Sometimes I'd probably defend the forum, but if you're able to read through that entire Mistwalker on XBox 2 thread and not leave dumber because of it, you're a stronger man than I.
Well, you're damned already by entering this thread. Sakaguchi on Xenon is an elightened discussion by comparison.Scott said:Ya'know, I could really care less about this argument (I'm here as I'm rather quite bored), but I'll be damned if those 3 quotes don't make you a hypocrite.
Difference being, my GT comparison related directly to the topic at hand (stats=RPG) rather than trying to argue Panzer Dragoon is flight sim in an RPG thread. Come on now, that difference is crystal clear.Scott said:It's amusing, really. In a "Zelda = RPG!" argument, you've resorted to the same things (against me, no less) to try to 'disprove' my definition of things, and now you're getting pissed at him for doing the same thing? C'mon, Gran Turismo is an RPG, remember? Yeah, "nonsensical examples of totally unrelated games" that you brought up!
Up your butt and around the coner.Scott said:There were more, but I can't be bothered to bring up every example of non-sensical shit you've said in the past about genres, as there's just not enough time in my day.![]()
You're just jealous I make better lists.Scott said:I've said it before, and I'll say it again: arguing with jarrod about genres is counter-productive, at-best. Don't waste your time people.:lol
I don't know about that, anything RPG related gets my attention more... and, unfortunately, when GAF runs with an RPG thread, the result is rarely pretty.jarrod said:Well, you're damned already by entering this thread. Sakaguchi on Xenon is an elightened discussion by comparison.![]()
The reason I brought up the Gran Turismo thing is partly because of what you said in the other thread:jarrod said:Difference being, my GT comparison related directly to the topic at hand (stats=RPG) rather than trying to argue Panzer Dragoon is flight sim in an RPG thread. Come on now, that difference is crystal clear.
And to clairify on the Zelda=RPG issue (please let's not go into it much here), I've always maintained it doesn;'t really matter what you call Zelda (advanture, ARPG, whatever) so long as it's grouped with like games. So if you Zelda an adventure game, so are Alundra, Terranigma, Ys and Mana. If it's an ARPG so are those games. Again, my genre classification arguments tend to center on central game design above all else.
...as my first post in the "Zelda = RPG" thing had a qualifier just like that about how the games still have to adhere to certain mechanics (of Adventure games or Action/RPGs). I'm sorry, but you totally ignored that and went on listing games like GT, hell even a sports game I think, despite that. I'm finding it hypocritical.Well, that'd be where "They all follow some basic genre rules and they all retain some aspects of traditional fighters as well even." comes in.
Stupid Mandark. :|jarrod said:Up your butt and around the coner.
jarrod said:I dunno, you're essentially using a mechanic to justy a difference in something as loose as 'focus' to justify an entire genre seperation. That's a slippery slope... plenty of "traditional fighters" rely on on plenty of distance combat and plenty of "nontraditional fighters" have an emphasis on close range as well. Where's Tobal/Ergiez fit? Psychic Force? Marvel Vs Capcom? Do all these games really belong in seperate geners?
jarrod said:You'll always have games that 'break' with select mechanics, that's why using them as absolute genre definiers rarely works. All these games have a shared fundamental design, they should all be grouped in the same genre. That doesn't mean they're all exactly alike, and genres can again be subdivided down (like kart racers or simluation RPGs) but these games all clearly have a shared design.
jarrod said:I believe you, it just still seems arbitrary. Like I said, 'brawlers' has been used to describe countless fighters and beus alrteady, in fact I think it'd be a better term to describe beus.
Sea Manky said:Now that that's out of the way...
SSBM is a brawler. This term was coined ages ago to describe SSBM, Powerstone, and the like, and frankly, I'm scratching my head over this whole argument suddenly flaring up. Just as beat-em-ups and fighters split off as genres after Street Fighter, so also did fighters and brawlers later.
I'm very disappointed in the fighting game fans in the thread who understand intuitively the difference between the fighters like VF/SF/Tekken/KOF/Tobal/Ehrgeiz/GG/Time Killers/etc and the brawlers like SSBM/Powerstone/Poy Poy/Destrega/etc, but haven't grasped the very simple but critical difference between the two. Crying, "Depth!" isn't enough, what's important is where that depth springs from.
It's multilevel striking and blocking.
In a fighter, the subtle variations in strike ranges and speeds, combo timing, switchups, frame delays, vulnerability windows, and so on stem directly from the fact that a player can be defending, and yet have openings in his guard. Finding the holes in your opponent's guard while keeping him away from yours is where the meat of a fighter's gameplay and strategy is.
For a brawler, blocking is simply an on/off proposition. Combos of physical strikes tend to be far simpler because there's no need for any variation. The depth in a brawler comes from the additional elements outside basic hand to hand, such as projectiles and environmental interaction. Direct physical attacks are deemphasized.
It's for this reason that when beat-em-ups like Dynasty Warriors offer a 2P versus mode, nobody gives a damn because finding an opening to attack boils down to just waiting for the opponent to let go of the block button, and there are typically no other ways to force the issue. There are no mind games.
It just amazes me that this isn't obvious to everyone.The first time I played a brawler, my first question was, "How do I block?" My second was, "Wait, so you don't need to block high or low?"
Seems like a pretty damn obvious and important shift in focus to me.
Finding the holes in your opponent's guard while keeping him away from yours is where the meat of a fighter's gameplay and strategy is.
Minotauro said:Also, this thread really died quickly. I figured we had a good ten pages in us for arguments over semantics and minutiae.
But the problem there is "stats" being just one unique qualifier that would divide a group of games with shared design into 2 entirely different genres. On one side you'd then have Zelda/Alundra one one side, Ys/Terranigma/Mana on the other. I'm talking here about overall game design, certainly when you break down to individual mechanics, these games all start to go in different directions, but when you step back back and look at fundamental design, they're more like each other than anything else. Like Manky here, you're trying to use a mechanic qualifier to seperate similar games into differeing genres despite an overall shared design, scope and focus. It's counter intuitive do that, we'd have a million different genres apllying the same rules everywhere. Victorian classification gone wild.Scott said:...as my first post in the "Zelda = RPG" thing had a qualifier just like that about how the games still have to adhere to certain mechanics (of Adventure games or Action/RPGs). I'm sorry, but you totally ignored that and went on listing games like GT, hell even a sports game I think, despite that. I'm finding it hypocritical.
And "like with like" is exactly what the stats thing was supposed to do, especially if you want to "center on the central game design above all else." Take these games down to a programming level, and Zelda varies wildly from Action/RPGs, even down to the simplest damage algorithms for a weapon. But you're right, not the time nor place to get into this.