3 Things you LOVE and HATE about most 2D fighting games.

More often than not, emotional attachment comes from playing a game long enough with other people.
 
It's the little things which make the game emotionally accessable for people, really. A key example:

Ryu and Ken's fist bump pre-fight special animation in SF3 3S
Specific match quotes between characters post fight.
Specific banter during fights (Mitsu B+G throwing A.Pat in SC5).
The way Dan does a super fireball and falls over afterwords because it fits his WELL ESTABLISHED character.

Here is the thing about fighting game development: Treat all of your non-gameplay elements as something that is a carnival barker. Treat it as the bait in a bait and switch. The more people you get to play the game in depth, the more the game has a lasting core community of people who will keep the fire alive and keep the game in the public eye long after the fair-weather casual fans have fled.

Good luck with this, I've been down the road you are on. It's easy to get distracted with the grandiose visions of one's ideas, but just remember: nobody starts off as in love with your idea as you are. So you have to work from that point onward.
 
Like: Relatively small movelists, quality character designs (not exclusive to 2d and definitely not present in all), ease of access.
Dislikes: Obnoxiously long combos/loops, senseless execution barriers, lopsided matchups.
 
hates:

comeback mechanics
grapple invincibility frames
OP boss characters

Likes:

variety of characters
gameplay (like blazblue or MvC3)
da fancy, neat combos
 
Love
-Large damage across the board(Sorry. I don't have all day to play "lets out guess each other". Lets do damage, when I actually hit you and let's get the show on the road.)

-Multiple Uses of Large Meter (Defense and Offensive options like evasions, parrys, bursts, cancels, EX moves, Supers and the ability to mix them up, so long as you have the meter to do so.)

-Good online Netcode (GGPO)

Hate
-Lopsided Matches(they're not fun. they discourage 1 character heroes and encourage counter-picking. I should want to learn another character cause I want to, not cause my main sucks against that character)

-Comeback Mechanics (Like X Factor or Ultras. If you give enough tools. Shouldn't need garbage like them)

-Lack of focus on the core FGC features (Poor Training Modes(features), no saving replays, unnecessary character unlocking, lack of quick button set up at character select screen, crappy netcodes, lack of in-game movelists*cough*, frame data and hit boxes not viewable in the game, lack of a real tutorial that actually would educate one to play the game and the characters)
 
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