The Other Worlds Shrine

Your place for discussion about RPGs, gaming, music, movies, anime, computers, sports, and any other stuff we care to talk about... 

  • The opposite of a balanced fighting game...

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #114069  by Don
 Tue Dec 04, 2007 9:33 pm
I was reading some reviews on whatever the latest DBZ game is, and it's noted that this game has 160 characters and that earthlings have no chance to beat any alien guys even before factoring in character moves and whatnot. This got me thinking. A lot of fighters are going to the route of the RPG anyway, like Soul Calibur, to increase longevity. Well if you can level up your character obviously the game isn't balanced, but then it's not like anyone really believes your 60 characters in MvC2 or 100 characters (counting all the no names guys in the extra modes) in Soul Calibur can all be balanced. So why not start with a fighting game that is NOT balanced? Even Street Fighter has characters like Shin Akuma who is obviously not remotely balanced. In Battle Arena Toshinden, Sho has a recovery time so fast that he can roll out of what would normally be a guaranteed combo for anyone else.

Of course the game probably needs some context for character difference. If you take street fighter it makes sense the 4 boss characters should have superior stats. So let's say you're making Naruto the fighting game. Itachi should be a lot stronger than say, Naruto, who in term should be a lot stronger than some scrub ninja that has 10 seconds of airtime. For versus mode you could just have some builtin things to handicap everyone equally. Once you accept that characters are not supposed to be equal, then you can throw in those leveling up mechanisms that seems to find its way on most fighting games too for added longevity. Of course if you don't care about that you can just do the versus mode, but there seems to be a growing focus on how to drag out the single player mode longer, so why not?

 #114079  by SineSwiper
 Tue Dec 04, 2007 10:14 pm
Well, with the death of the arcade comes the death of the intelligent fighter. Less and less fighting games are focused on trying to get something fairly balanced out the door, because it's the flashy moves and huge tits that sell fighting games.

 #114083  by Blotus
 Tue Dec 04, 2007 10:25 pm
SineSwiper wrote:huge tits

Image

 #114084  by SineSwiper
 Tue Dec 04, 2007 10:35 pm
Or Ivy. Or any female character from DoA. Or a dozen other examples. You're just making my point.

 #114086  by Blotus
 Tue Dec 04, 2007 10:42 pm
SineSwiper wrote:You're just making my point.
Did you think I was refuting it? Alright, enough. This topic isn't about tits.


...I was going to post one more just for the hell of it and I found this one from DOA:X that made me lol.

http://media.xbox360.ign.com/media/717/ ... 64704.html

 #114090  by Eric
 Wed Dec 05, 2007 2:19 am
Yeah I always liked the idea of training a fighter and then trying my luck out in the field against other fighters in a video game, problem is there's no way to get enough variety out of the options available.

 #114091  by Don
 Wed Dec 05, 2007 3:20 am
Didn't some of the Virtua Fighter arcade games had this system where your character level up the more you play (or pay) and you have to spend quite a lot of money if you want to have a shot at beating someone who has been playing for a while? I've heard in Korea they got microtransaction FPS now where you can pay money to get a better gun, so why not have a fighting game like that? Rival Schools had a character builder that you get via through cheesy dating sim, and it is quite fun to endure the cheesy dating sim so you can get a character with maxed out stats and the best move set possible and utterly crush computer or other players (well, they could always pick that guy too).

Continuing with the example, suppose you're making Naruto the fighting game, it'd be pretty cool if one of the alleged ultra powerful character does some fancy super thing and blows away a scrub ninja in one hit and win. And when you're Naruto maybe he gets 9 life bars and makes double attacks on all hits (since he and his chakkra can make separate attacks) when he goes crazy. I don't know about you but I enjoy picking Shin Akuma and just do jump forward double air fireball, jump back double air fireball, and repeat until the other guy dies. There's certainly some charm in picking an overpowered character, so why not integrate into the game? You can always have a balanced mode for playing against actual players.

 #114105  by Zeus
 Wed Dec 05, 2007 10:00 am
SineSwiper wrote:Well, with the death of the arcade comes the death of the intelligent fighter. Less and less fighting games are focused on trying to get something fairly balanced out the door, because it's the flashy moves and huge tits that sell fighting games.
Then explain Virtua Fighter 5....

 #114118  by Blotus
 Wed Dec 05, 2007 3:03 pm
Zeus wrote: Then explain Virtua Fighter 5....
Button-mashing, titty-filled nonsense.

 #114126  by Zeus
 Wed Dec 05, 2007 5:26 pm
Black Lotus wrote:
Zeus wrote: Then explain Virtua Fighter 5....
Button-mashing, titty-filled nonsense.
Many would disagree

http://www.gamerankings.com/itemranking ... wid=818365

 #114130  by bovine
 Wed Dec 05, 2007 5:37 pm
I believe our local Chris Hansbrough will have something to say in this regard.

 #114577  by Blotus
 Fri Dec 14, 2007 1:11 am
Image

 #114580  by Chris
 Fri Dec 14, 2007 3:25 am
bovine wrote:I believe our local Chris Hansbrough will have something to say in this regard.
yes.....game is awesome....

 #114633  by SineSwiper
 Sat Dec 15, 2007 5:19 pm
Still, it's not really worth playing because arcades don't exist any more. Fighting games are the kind of thing you can't play online, and having a good source of experience players is key to getting better with the game.

 #114678  by Chris
 Sun Dec 16, 2007 3:44 pm
SineSwiper wrote:Still, it's not really worth playing because arcades don't exist any more. Fighting games are the kind of thing you can't play online, and having a good source of experience players is key to getting better with the game.
really? could have fooled me because it sure as hell seems like there are a lot of good players online

 #114689  by SineSwiper
 Sun Dec 16, 2007 4:43 pm
There's nothing like having even a quarter-second of lag at a critical time during a fight, eh? Unless the connection is perfect, fighters will never work online. It's too dependent on a split-second timing.