Videogames EPIC FAILS!!!

d3v pretty much covered what I wanted to say with regard to creator intent/emergent complexity. I have some choice bits about Tekken and why it's poorly designed, but I'll spoiler tag it for the sake of sanity.

The upswell against pure creator intent being a motivation for change is slowly creeping into 3d games as well, Tekken is pretty much as stale as a game can be, so I will extrapolate on that point as an example.

In Tekken, the "differences" in characters are all reliant on minutae that require so much grinding and bookwork, and is less about playing the opponent until the tip-top level of play. The amount of esoteric bullshit you have to learn is frankly just plain insane. This is because universal mechanics like KBDC are so strong and universal, every character now plays like a mishmash of a bad mishima. Just because one uses d/f2 and one uses EWGF doesn't make as much of a difference as one not having a NH launcher and one not. KBDC ensures almost all characters will optimize towards spacing and whiff punishing, with inducement pokes throw in for good measure. 60 characters, and the only difference you have is what kind of shine they put on their juggles.

The designers realized that Mishimas were the best characters, and slowly but surely, have been optimizing all the characters towards that. King's are wrestlers and have lots of command throws... but throws can be broken on reaction. Now they juggle and wall carry like everyone else, with a splash of throws to see if someone is paying attention. Williams poke and harass, but one bad guess on a poke can lead to getting hit by a crush launcher for half your life. Now they poke a little, launch and wall carry like everyone else. Paul can turn a match around with a CH Deathfist, always giving him an ace, but when juggles do comparable damage for less risk, you will find Paul launching and wall carrying like everyone else.

This is because of the fact that universal options are more important than character specific ones, and that began because the designers made a choice to move the game more in that direction because that is easier than making them all different and basing a game around the interplay of those differences. In my opinion, this is because the designers made a poor choice and ran with it.
 
d3v pretty much covered what I wanted to say with regard to creator intent/emergent complexity. I have some choice bits about Tekken and why it's poorly designed, but I'll spoiler tag it for the sake of sanity.

The upswell against pure creator intent being a motivation for change is slowly creeping into 3d games as well, Tekken is pretty much as stale as a game can be, so I will extrapolate on that point as an example.

In Tekken, the "differences" in characters are all reliant on minutae that require so much grinding and bookwork, and is less about playing the opponent until the tip-top level of play. The amount of esoteric bullshit you have to learn is frankly just plain insane. This is because universal mechanics like KBDC are so strong and universal, every character now plays like a mishmash of a bad mishima. Just because one uses d/f2 and one uses EWGF doesn't make as much of a difference as one not having a NH launcher and one not. KBDC ensures almost all characters will optimize towards spacing and whiff punishing, with inducement pokes throw in for good measure. 60 characters, and the only difference you have is what kind of shine they put on their juggles.

The designers realized that Mishimas were the best characters, and slowly but surely, have been optimizing all the characters towards that. King's are wrestlers and have lots of command throws... but throws can be broken on reaction. Now they juggle and wall carry like everyone else, with a splash of throws to see if someone is paying attention. Williams poke and harass, but one bad guess on a poke can lead to getting hit by a crush launcher for half your life. Now they poke a little, launch and wall carry like everyone else. Paul can turn a match around with a CH Deathfist, always giving him an ace, but when juggles do comparable damage for less risk, you will find Paul launching and wall carrying like everyone else.

This is because of the fact that universal options are more important than character specific ones, and that began because the designers made a choice to move the game more in that direction because that is easier than making them all different and basing a game around the interplay of those differences. In my opinion, this is because the designers made a poor choice and ran with it.
The ending of that spoiler was pretty badass.
 
Personally not a fan of making things too universal. IMO, it's better if certain characters develop certain tools unique to them. This helps make match ups more involved, more interesting, and as many older 2D players will tell you, creating interesting matchups that can sustain high level play is more important than overall balance.

You obviously haven't been following 2D fighters. The past few years, there's been talk on how the genre is "emergent," how the games develop beyond what the creators intended and how the creators need to acknowledge that.

I agree with more individuality and distinctions between characters. Or really, anything with regards to game play and in essence, customization. Such distinctions can bring depth, complexity and reward. Especially if the characters are designed well and reward creative experimentation.

I had something more here I wanted to type, but due to constantly being disturbed, I lost my train of thought and can't seem to remember what it was I was going type here. Sorry.
 
Japan- Because lol. Stuff that disappear, series that sell theyr ass to murrikans, games that escape in some ridicolous portable console, stuff that never get released.
Ridicolous marketing, retard nonsense moves, ugly organization of the work.

The Last Guardian- Because Japan

FF13 Versus- Because Japan

Last 10-15 minutes of Castelvania LoS- Because when time machine get invented, i will go to the day i finished it and before arrive/see the last boss (and ending) i will punch myself right at the jaw, then soccer kick my head until i lost sense. When my past self wake up will find a paper "Don't worry i'm your future self, i did it for you/us. I've sell the game, moneys are near the tv. Never try to finish it. Never ask. If you think somebody is going to spoiler it to you do like me, but don't stop the soccer kicking. Good luck"

DOA5 online- Because Lol

2012 videogame community as a whole- Because most of the shit happen is theyr fault


Honorable historical fail

Shenmue- Because "i will find Lan Di and avenge my father". No, you will not.
 
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