Jump to content

What makes a good Fighting game?


Recommended Posts

A simple question that could have many answers. Basically I was sitting around thinking about Fighting games that I enjoyed. And I got to wondering. What is it that makes a Fighting game good? The mechanics? Character design and fighting style? And so I thought this would be a good place to discuss that.

So have at it YCM, tell me what you think.

Link to comment
Share on other sites

Aesthetics are important. You're going to be staring at the same thing over and over again, so things have to look nice and they have to get you pumped. Otherwise there is literally no point in playing, since the point is that you're meant to be getting into it. 60fps is a must for this kind of button with minimal input delay.

Balance is also really important so that there's a good competitive scene, makes the game's life a lot longer and overall makes the experience better for everyone involved. This also goes for the number of characters. Too many characters tends to be bad for a game's rep unless it's a gradual implementation due to overwhelming the user with too much MU stuff and it usually leads to poor balancing in some form. (Note: MvC games)

Link to comment
Share on other sites

While I dont exactly care for fighting games, I still say that like pretty much all game genres, the most important for me is mechanics.

If the game controls well, I can allways gain some enjoyment outof it, but with poor controls I'm very likely to just stop playing completely.

 

Immediate shared second place is the ammount of characters (including diverse cast and fighting styles) and character design.

This is strictly for the repetative nature in things like fighting games, since you end up doing essentially the same thing over and over my enjoyment drains, permanently.

Link to comment
Share on other sites

waifus

 

Being fluid is important. Movement should feel natural for the general cast and it should feel good to actually hit someone. And character diversity is also important I guess. Having a lot of characters isn't necessary for a fun fighting game(Look to UNiEL or P4U) but having characters that aren't all the same variations of Ryu is a big bonus. As someone mentioned earlier, aesthetics and style is important too. Balance is a bit harder to achieve but is terribly important to make a 'good' fighting game.

 

And that is why Melty Blood is the greatest fighting game of all time.

Link to comment
Share on other sites

yfw accent core tho :[

ok accent core plus was a decent entry(haven't tried plus R) but that doesn't reach the beauty that is

 

M E L T Y  B L O O D

E
L
T
Y

B
L
O
O
D

 

On that note what unique fighting game mechanics do you guys like? Having a good unique mechanic won't necessarily make a fighting game good, but it'll make a good fighting game greater.

Link to comment
Share on other sites

actress again best melty blood

 

On that note what unique fighting game mechanics do you guys like? Having a good unique mechanic won't necessarily make a fighting game good, but it'll make a good fighting game greater.

 

projectile graze

 

Gimmicks/specific mechanics also make or break fighting games imo, though usually if they don't give too much RNG factor in matches and not clunky to play with, they would be accepted nicely.

Link to comment
Share on other sites

Funnily enough, I'm making a fighting game at the moment, and I'm placing balance above everything else. And trying to avoid the concept of "Tier Lists" because honestly a Tier List is the worst thing that could happen to a fighting game (like Soul Calibur)

Hmm, I'm curious what you mean by this. What does a tier list do to a game?

Link to comment
Share on other sites

Balance, mechanics, and diversity for me. Also, Skullgirls has an incredibly in-depth tutorial for pretty much everything you need to know, so something like that with the ability to teach you how to play well is also great.

Link to comment
Share on other sites

Tier lists rank characters by their win-loss ratio against other characters, as well as the overall advantages they have. Games with a large range of characters are harder to balance, and high-tier characters are often used more often.

I like games that are easy to learn but difficult to master I.e. Smash Bros. I agree with everything else mentioned as well.

Link to comment
Share on other sites

Air-dashes are god tier.

 

Parry's are elder god tier.

Airdashes are arguably not a unique mechanic with almost all anime fighters of recent times having them.

 

Parries though, fuck those are satisfying to pull off. Wish Melty's was a bit more...intuitive I suppose, but it's functional.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...