Focus is subjective, that's largely dependent on the player rather than design in fighters.Sea Manky said:I already put Tobal/Ehrgeiz in the fighter group in my first post. You're confusing the presence of certain elements with focus.
Well, where does Psycic Force fit then? How about Marvel Vs Capcom, where the "focus" could be argued to take place in the air (where there's no tiered block system, it's absolute) and rely largely on distance combat? Or Hero's examples of DBZ Budokai and Naruto? Again, you'll always have games that break specific rules... which is why using a specific rule for something as comprehensive as genre classification rarely works.Sea Manky said:Ehrgeiz has a lot of the elements of a brawler, with distance weapons and environmental interaction, but it still has the extreme specialization of close combat moves that is a hallmark of a fighter, which incidentally is the reason fighting game fans are frothing at the mouth over this argument.This specialization grows directly out of the fact that guard is not absolute.
Of course, and that's where subgenres come in. There's a marked difference in BEUs and fighters/brawlers, but the latter are closely related in design. They really belong in the same genre.Sea Manky said:But just like species branch off with enough difference, so do genres. And there is so much specialization towards complex close combat in the fighters, that they really should be considered separate from brawlers.
I'd disagree with Smash Bros evolving from beus though, it's actually more of a cross between the original Mario Bros and SF2.
I disagree. The GT/Mario Kart and VF/SSB comparison seems almost perfectly suitable.Sea Manky said:It's true that both of these spawned from the original beat-em-ups, but they really do diverge significantly, even more so than the racing subgenres you mentioned earlier.
Only problem is Smash Bros doesn't have an absolute guard. And again, plenty of the earlier 'rule breakers' mentioned defy this line of thinking.Sea Manky said:The key difference again being that openings in guard encourages development of depth through complex movesets aimed at hitting those openings, while absolute guard necessitates depth through maneuver and distance attacks to catch the opponent on the move. One very simple difference in a particular game mechanic, two very divergent styles of gameplay.
Sorry, you're not in a position to safely say anything in this thread.Sea Manky said:And yes, there will be games that come close to these boundaries of distinction, but that's true of all genres, and I think we can safely say that in this case, VF and SSBM do not.![]()
Sorry, I meant it felt arbitrary as I've personally already heard the term used in reference to other games. Plus, calling something like Virtual On, Destrega or Psychic Force a 'brawl' game just sounds inappropriate, when that's where they fit using your own "absolute blocking" standard.Sea Manky said:Actually, I found the brawler term to be quite elegant. The word brawl brings to mind things like bar fights, where groups of people fight, and they pick up chairs and bottles and whatnot. Doesn't really suit beat-em-ups since that's typically you and maybe a friend against a horde. And calling a fight between two people in a tournament type setting a "brawl" is, well, just wrong.And anyway, if we're going to make a distinction, the first one made will always be arbitrary by definition.
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