LogFAQs > #973816588

LurkerFAQs, Active DB, DB1, DB2, DB3, DB4, DB5, DB6, DB7, DB8, DB9, DB10, DB11, Database 12 ( 11.2023-? ), Clear
Topic List
Page List: 1
TopicStreet Fighter VI reviews are coming out
R_Jackal
05/30/23 4:06:28 PM
#86:


IceCreamOnStero posted...
But this isn't what FGs need to get casuals in. Having the game play itself (badly) for you doesn't teach the player how to actually play fighting games, it just extends the time that casuals spend on online until they get fed up getting stomped by people with basic fundamentals.

Making execution easier won't teach a casual about frame advantage, footsies, pressure etc. Its not combos or quarter circles holding casuals back, its the game beneath the game. A player of average skill could probably wash a scrub with just sweeps, and giving scrubs free, unoptimal combos won't tell them why they got washed by sweeps, nor tell them what they should to stop it next time.

One of the better tutorials/new player experiences is in Fantasy Strike. The game has a simplified control scheme, yes, but the actusl work the game puts to making it accessible for casuals is how it breaks down core concepts in an digestable way. Hitboxes are big, distinct and clear, movesets are small but deep and the tutorial actually delves into stuff like frames and mix. Stuff like that majes a game soooo much more casual friendly than a bunch of combo trials filled with dumb unoptimised combos.
The problem is none of that shit matters to casuals and it didn't to any of us when we started. We all wanted to hit buttons and see cool shit happen, and flex on our friends. No footsies or anything involved. Modern Controls do an absolutely excellent job at that.

The community bringing up the stuff constantly is what keeps casuals out, though I admit the tutorials don't help much either, but that's why having good PvE modes is so important--it lets them get the basics down in low stress.
... Copied to Clipboard!
Topic List
Page List: 1