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Analysis: The Simplest Fighting Games

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July 13, 2020
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Analysis: The Simplest Fighting Games
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How accessible fighting games are preserving their depth and what it means.

Thanks to Sam Not-Sam, Matt Bahr, KILLYIS, Jamaal Graves, WoodenFence, Dekapact, Cory Wright, Miguel Obando and everyone else who pledged on Patreon!

Special thanks to SonicKurosaki for letting me know about Junpei Iori.

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Comments 49

  1. mrpopo says:
    3 years ago

    Kim Noble https://www.youtube.com/watch?v=_hN_LoRqT6w
    that's ken, he's a guy. a gay guy

    Reply
  2. zz8az says:
    3 years ago

    I don't think decision fatigue applies too much to the character select screen, at least long term. You'll only be making those decisions when you first start and are figuring out your team, after that you aren't putting effort into making a decision anymore since you just pick the team you've always played. Not to say that it doesn't matter since first impressions are still important, but the issue isn't long lasting. Loved the video though.

    Reply
  3. TheNerdiestBear says:
    3 years ago

    I really liked this video. As someone who was defeated by thevinability to git gud with the inputs in Street Fighter this is an important issue and I might try Fantasy Strike.

    Reply
  4. Zenata says:
    3 years ago

    People don't give Fantasy Strike enough praise as a gateway drug for newcomers to get into the genre. As someone who had very little experience with fighting games, I was able to get to a point of making meaningful decisions within 2 hours of practice/research. I feel as though I have achieved some level of competence. Most importantly, I'm having fun since I am not so hopelessly mechanically far behind everyone else. For comparison, I had previously dumped 10 hours into Skullgirls and I still felt like I had no idea wtf I (or my opponent) was doing. All the "fun" strategic gameplay I had never experienced (but kept being told existed) seemed to be locked behind 30 hours of practicing combos and getting roflstomped by veterans in quick match.

    Reply
  5. Fabiolean says:
    3 years ago

    I put down fighting games years ago, but a buddy has convinced me to come back to try SF5:CE. This also looks like a really interesting new concept worth dipping back in for, I'm definitely going to support it!

    Reply
  6. Scream77541 says:
    3 years ago

    Accessibility can suck if it is taken too far.

    Reply
  7. WorkinProgress says:
    3 years ago

    My favorite fighting game is Pocket Rumble, and you can make an argument it’s even more simplistic than Fantasy Strike. It’s two buttons, and specials are done on diagonal down input plus button. DP is 1b

    Reply
  8. snoopyguy21 says:
    3 years ago

    There was a game for PS1 that existed in this space called EVIL ZONE. Very simple to play. Had one attack button and a block button. all moves were made by one direction and tapping, double tapping, or holding the attack button. One of the most fun games I ever played.

    Reply
  9. elrapido5150 says:
    3 years ago

    brb, gonna go buy fantasy strike

    Reply
  10. Jason Burley says:
    3 years ago

    Where does smash fit?

    Reply
  11. Yohan says:
    3 years ago

    fantasy strike look like super nice 🙂 for me XD (super nice for real )

    Reply
  12. JustBagelBoi says:
    3 years ago

    Is there a link for Rising Thunder?

    Reply
  13. dario m says:
    3 years ago

    basing complexity on motor skills in videogame is stupid, getting artrithis from learning how to play games isn't fun but motor skill based games are awesome so in the end i just think there's just games that need a stick and games that don't but the latters are not necessarely dumb and sometimes its quite the opposite, you can play skullgirls on a phone and its still quite a deep game

    Reply
  14. Key says:
    3 years ago

    5:19 oh my god what happened to his eye oh god oh fuck

    Reply
  15. lmlm says:
    3 years ago

    i guess you must be really passionate about it,for me learning combos and such it's always a waste of time,i play to have fun not to get a degree

    Reply
  16. Dr. Kill Show 9pm on Sundays says:
    3 years ago

    Something I always hated about fighting games is learning inputs. Knowing frame data, different mechanics, and character move sets is already hard, so why do I have to practice inputs? All it does is add a layer of artificial difficulty. While it does at a larger skill ceiling, it creates a massive difficult curve that only exists to “make it harder,” as appose to create depth.

    Reply
  17. Auraspeed says:
    3 years ago

    Is it bad that the sloppy dragon punch input you showed was how I thought you were supposed to do it for a very long time?

    Reply
  18. Slothii says:
    3 years ago

    8:08 ZA WARUDO! i just had to do it.

    Reply
  19. Henzrey Nugget says:
    3 years ago

    I like smash much more than other fighting games because you know all of the inputs, you just have to learn what those inputs do. In traditional fighting games, you have to spend lots of time learning all of those characters special inputs just to see if you might be good at them. I think it would be better if they had more uniform inputs. Still keep a few special inputs for each character, but make it so you don’t have to learn everything about a character before deciding if you want to use them, because that is just a waste of your time

    Reply
  20. James K says:
    3 years ago

    I always thought Smash was the middle between DiveKick and Most fighting games.

    Reply
  21. Виктор Копылов says:
    3 years ago

    This channel is the VSauce of fighting games.

    Reply
  22. Im the internet says:
    3 years ago

    Brb imma go make a fighting game with only one button

    Reply
  23. Jorj says:
    3 years ago

    Wtf happens to guy’s eye at 5:20

    Reply
  24. Donovan says:
    3 years ago

    if you see this, what about shovel knight showdown, I think it is pretty simple, as a platforming fighting game

    Reply
  25. smashmallow101 says:
    3 years ago

    i thought we would mention dbfz

    Reply
  26. Fetch Willstone says:
    3 years ago

    Mk 10 mobile

    Reply
  27. TorManiak says:
    3 years ago

    One of the only games to successfully be simple while having depth and complexity on its core gameplay has spawned an entirely new genre of Fighting games.
    And that game is Smash Bros.
    Which is made by an SNK player.
    (Masahiro Sakurai).
    Huh. Neat.

    Reply
  28. Wolfe says:
    3 years ago

    I've been playing Skullgirls after a while of my only experience with 2d fighters Heritage for the Future. I have to say, the inputs are much easier to learn, and I'm button mashing far less.

    Reply
  29. y2kkmac says:
    3 years ago

    Off-topic regarding the closing statement: Funnily enough, in the history of astronomy, telescopes were historically so expensive that accessibility was first truly achieved through people making their own telescopes starting in the 1920s thanks to people like Russell W. Porter.

    Reply
  30. Bubonic Lasagna says:
    3 years ago

    Honestly imo they should add the geiger charge indicator to charge characters to make it easier to play them

    Reply
  31. Daniel Satanove says:
    3 years ago

    Nidhogg is another simple fighter

    Reply
  32. kush 250 says:
    3 years ago

    Sounds like shiiit

    Reply
  33. Zentii says:
    3 years ago

    “-Being creative and complex”

    shows girl getting a thousand years lf pain

    Reply
  34. Firji says:
    3 years ago

    They are a good idea, but as long as yourre persistent enough and don’t mind going for a while without winning, you should be able to get into anything

    Reply
  35. Neltharak Arudin says:
    3 years ago

    This entire channel is excellent, what the hell, this is great content

    Reply
  36. BakaMangaka says:
    3 years ago

    5:45 and now granblue fantasy versus too…

    Reply
  37. scarlet! says:
    3 years ago

    dawg- we’re just gonna breeze past faust in the first 40 seconds of the video? act like he didn’t just 1000 years of death may? A WHOLE CHILD????

    Reply
  38. SIY9M says:
    3 years ago

    Holy Shit, the Marvel side of the character select screen is painful to look at.

    Reply
  39. Caleb1243 says:
    3 years ago

    Pocket rumble is also a great stepping stone

    Reply
  40. Rustum Soeker says:
    3 years ago

    Subbed <3

    Reply
  41. Herr Odde says:
    3 years ago

    It begins to become interesting, when you have to stop playing intentionally, or play intentionally unintentionally, to be unpredixtable

    Reply
  42. Dylan Benton says:
    3 years ago

    Making new accessible games is awesome! Like what with fantasy strike is doing.

    Making existing games/franchises more “accessible” while not to be written off entirely, needs to be done much more carefully than it seems like it’s been done so far. Accessibility at the cost of depth, (in my opinion) in any of the three major areas that you mention is not worth it.

    Reply
  43. Sam Takara says:
    3 years ago

    3 years later, and there seems to be more accessible games on the way. I'm wondering if a followup might be in order? Especially since Fantasy Strike is out of early access 🙂

    Reply
  44. RepaleoN Halo says:
    3 years ago

    Yes I hate the down,back,forward special moves.. Its stupid to have that extra direction while other characters get simple back forth X or something.. In MK11 it takes a while getting used to amplified attacks,, you now have to press RB after the move at a precise timing.. You have to unlearn stuff from the previous game wich makes it annoying

    Reply
  45. Albert Lopez says:
    3 years ago

    I think a simple fighting game is a great idea. It allows the players to completely separate the idea of execution from the rest of the tactical mental games (gambits, baits, zoning, pressure, mind games, reads, punishing mistakes, etc).

    I'm a melee player, and I love the high skill ceiling, but dive kick/fantasy strike legitimately sounds fun because execution will not be a factor, and the game becomes more strategic. I bet if you play enough fantasy strike, you would get better at most fighting games because you will have built the ability to play the mental side of the game.

    Take for example Richard Garfield. He built a game where his kids had to try to bluff their way through some sort of thing. I don't quite remember. But his daughter was unable to bluff so he created a simpler game for her. It was simply this:
    1. Secretly put a coffee bean in one of your hands.
    2. Tell me the bean is in one of your hands.
    3. I will guess which hand the bean is in.
    4. You will open both hands. If the bean was in the one I guessed, I win. If it's in the other, You win
    She was terribad at first, but then she learned to lie. After this game was learned she was then able to bluff in other games.

    The same idea applies here. Also, this seems to be very similar to the "Fox" vs "Jigglypuff" argument, in that y'all motherfuckers need Jesus. There is nothing wrong with playing a lower intensity game. There is nothing wrong with playing a higher intensity game. Live and let live.

    Reply
  46. Marlon Santana says:
    3 years ago

    Fighting games could have something like "casual" and "pro" levels also altering the sensitivity of command input, input lag, reaction time, not just the AI.

    I'm a fighting game noob. Soulcalibur 1 gotta be the simplest fighting game I ever played, followed by tekken 3. You can go from mashing buttons to add some strategy elements a bit by bit, but since the beginning you feel a nice sense of rewarding, nice feedback from the inputs, you feel like you are actually doing special and significant moves.

    Reply
  47. videofudge says:
    3 years ago

    I appreciate the technicality of the more difficult fighters, but if more accessible games more people into fg then thats cool.

    Reply
  48. 0815Snickersboy says:
    3 years ago

    I have played a lot of different fighting games. And the simplest ones were the best ones.
    I love smash bros ultimate for that. It's very easy to learn. Only tilt a stick and press a button. So you can play online and already try to read your opponent and punish his habits. But there a lot of deeper mechanics that you need for high level play.
    On Street fighter IV i couldn't even execute all the moves on the movelist consistently.
    Imagine you would have to train 20 hours to make a scissor to play rock paper scissors properly.

    Reply
  49. Jonas Moore says:
    3 years ago

    IS NOBODY GOING TO MENTION SMASH BROS IN ALL THIS?

    Reply

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