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Topic | Street Fighter VI reviews are coming out |
IceCreamOnStero 06/01/23 4:35:25 AM #97: | R_Jackal posted... The thing is, people in the FGC equating bringing people in with slamming them with all this knowledge so they can hold up right away as like a "hit the ground running" thing. Its more about giving players a pathway into understanding the game properly. Most FGs don't tell players what they're doing wrong or what doing right looks like, and the average casual probably isn't invested enough by that point to go online and look it up. What that results in is players dropping the game before they can get into it, so they can go back to games that actually present them with a recognisable skill curve. Looking at it, if I had to just now get in to Fighting Games for the first time I'd probably cut and run as soon as people started talking about frame advantages and the like because it's just not interesting. At all. It is helpful to know, but that's the thing: You don't need to. But that's a pretty poor comparison. It sounds like you're a veteran who already has good enough fundamentals. Tutorials aren't for people like that, they're for people who don't understand how to play the game beyond mashing. For a casual player, all that information is wasted essentially. Having an in-game resource to see it/a "professional/advanced" tutorial in-game would be cool that explains it though. You don't necessarily need to dump a bunch of frame data tables in one go, but just introducing the concepts of being plus and minus and stuff like that would go a long way to getting casuals towards the competency stage. At that point you can leave them alone because they've reached a point where they'll seek out the info if necessary. But the problem is FGs make no attempt to make a new player competent. --- Dokkan ID: 2365415872 ... Copied to Clipboard! |
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