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GENERATION GORMLESS

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Thread replies: 23
Thread images: 12

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How do we fix the dumbing-down of video gaming problem?

Or is there nothing to "fix" -- thus, we should all just hop on the casual bandwagon and race to the bottom, in impotent acceptance of our extinction...?
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There really is no "fix", because there still exist games that require some amount of brainpower to play. They're never going to be mainstream, but they never were in the first place, and if you keep trying to find such fare on the AAA rack you're just setting yourself up for more disappointment.
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>>378281895
If you loose to people that mash a on kof you should kill yourself
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The problem with videogames is the brainlet consumers who become obsessed with a single franchise and falsely think that if that specific franchise gets dumped down, that means the whole genre is dumbed down.

Even if King of Fighters gets more simple, there are a lot of other fighting games out there to play which are compled and rely on long combos. The thing about the modern videogame industry is that you have a lot of options. There are a lot of popular and active fighting games right now, and they're all different and have their own styles
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>>378282347
This. Expecting AA games to be challenging and unique in any way is stupid. There are plenty of interesting games that require you to use your brain. DayZ mod in 2012 was like that. RImworld and Dork FOrtress are also like that. Red Orchestra and Day of Infamy are shooters which require thinking and planning.
All you have to do is search for those kind of games.
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>>378281895
Is that image complaining that some fighting games have an non-optimal way for casuals to use and pretend they're playing?
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https://www.youtube.com/watch?v=iSgA_nK_w3A&t=0s
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>>378282865
>If you loose to people
>makes zero mention of "losing to"
>clearly speaking about the devolution of the genre through it's casual pandering

butt-fluster scrub faggot detected
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>>378281895
Games have never been complex, You just grew up and they got easier for you because you are not 8 anymore
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>>378281895
How do we fix it? We don't. Because it's not a problem.
Accessibility in fighting games is a huge fucking problem, and without giving casuals a way to actually play and enjoy themselves, the games don't make enough money to keep getting made.

Get off your fucking high horse, nobody who uses auto-combos is actually a threat.
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>>378282347
>if you keep trying to find such fare on the AAA rack you're just setting yourself up for more disappointment.
>>378283092
>Expecting AA games to be challenging and unique in any way is stupid.

I couldn't give two squirts of piss about the 'rating' of the game -- whether it's made by Crapcom / Bamco, or a Touhou loli witch brawler

my concern lies with THE MUDDLING TOGETHER OF CASUAL CRUTCH MECHANICS AND MODES, WITH THE CORE GAMEPLAY AND DESIGN OF FIGHTING GAMES.

have your LP auto-combos and "simple modes" and "target combo" euphemistic cognitive dissonance... JUST KEEP THEM THE FUCK AWAY FROM THE CORE GAME.
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>>378283930
>You just grew up and they got easier for you
which SNK title of the 90's had a LP mash that did a sequence of normal attacks into a auto special / super / SDM...?
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>>378281895
OP, read this >>378284234 and understand why everything is empty and terrible these days. Fact is, there are people that aren't nearly intelligent enough to play certain games but they still really want to and developers also want to allow these people to play because, in theory, that means there will be more sales.

And that's just where we are today. People don't want games to be too complex because they want every chucklefuck who wants to play to be able to. This obviously alienates the core audience (which means ruin for your franchise) but I guess people who feel like they aren't being challenged in video games maybe should be attempting other ventures in life anyways.
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>>378283443
excellent video -- felt like listening to my own complaints made about the direction of the genre for the last decade or more
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>>378284234
>Get off your fucking high horse, nobody who uses auto-combos is actually a threat.
if asking for auto combos to be restricted to their own game mode (or, at very least, cost inordinate amounts of meter, rendering their trade-off all but unfeasible) is being on one's "high horse", you need to stop being conceived by midgets

as for need "teh money$$$$$$$$$$" to make games -- by demarcating the 'casual side' from the core game, you still give casuals what they want: ACCESSIBILITY (lit. to be indulged / humoured / cosseted)

I mean, what do you think "free" mode (as compared to "ranked") is in online games?... it's a way to give lesser competitive players an environment they feel comfortable in. there is no need to undermine a game's core tenets in order to broaden its appeal -- all you need are similar 'passive' options and functionality in the game, and all parties will be satisfied.

moreover, if you give players and incentive to better themselves (e.g., "git gud" enough to move from "free" mode to "ranked"), you're actually creating tomorrows pros (...as distinct from 'Smash'-like schmoes)

LP for an auto combo into a SDM = developer laziness... pure and simple
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>>378286789
DOA5 got Mai's hair bangs all wrong though.
>>
>>378284234
It's absolutely a problem when games become boring and stale to play and watch. You want fighting games to be more accessible, add way better tutorials, in-depth character specific information explaining their moves and options, and make frame data available in game.

You alienate your core fanbase more than you bring in when you dumb down the game and make shit easier. Accept that fighting games are a niche. They're hard, and a lot people are pussies who want instant gratification, which fighting games don't offer. Making combos boring and easy isn't going to change that once a scrub sees how useless their combos are in an actual match when they can't find a way to get in and actually do them.

>>378286789
>LP for an auto combo into a SDM = developer laziness

Yeah, it's a fucking stupid idea since it takes away from real players who might've wanted to hit cl.lp more than once in a row.
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I think traditional fighters are dying out (again) in the same way RTS games are.

Riot are going to release that League fighter- it will be ultra-braindead, ultra- successful, and also have their terrible game design philsophy and money model: and it's going to euthanize what little remains of the genre.
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KOF is one of the most autistic fighters to ever exist. Making your special inputs impossible doesn't make your game fun, it makes it annoying and tedious. They shouldn't be one button or anything, but there's a fine line between "fun to execute" and "sit in your basement and try for three weeks and you'll get it 40% of the time maybe".

It's like if you're playing an FPS and you need to stand on one leg and jerk off while making dolphin noises to use a grenade. It's asinine.
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>>378288141
They're not that hard. Especially in 14. If you have execution problems there, you just have shit execution.
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>>378287528
>You alienate your core fanbase
and this is what worries me the most: the likes of crapcom shifting their core fan base to fickle, 'new game lustre hungry' casuals, who they can fleece for DLC meconium -- a deliberate ploy to ease their own jobs... for we all know casuals only care about visuals, trinkets / badges and franchise cross-overs cameos

this practice is now spilling over into undermining the very games themselves (as was oft portent when the "you don't have to buy DLC -- it's all cosmetic" arguments were raging when said practice began)... so now, unless you buy the "season pass" or get piecemeal screwed over by character release after character release, you're essentially playing a "chess" game without half its pieces present

>it's a fucking stupid idea since it takes away from real players who might've wanted to hit cl.lp more than once in a row.
yes. but I'd almost overlook the fact of it eating into the already dearth of normals the characters have (there are 54 in the roster, so it's at least decent in that department), (((IF))) it weren't foisted on everyone -- without any means by which to toggle the baby gruel off

the end result for this -- as you said -- "niche" genre, is that it will disappear or become melded with some other sub-genre... perhaps eventually looking like a Naruto or DBZ arena brawler in future... for fighting games haven't the market base to support huge upheavals to its core design fundamentals -- and if alienates its pros (or even those who want to play games they saw 'grandpa' play), it will only have a minuscule pool of capricious casuals to pay its bills

>SFV est. launch sales: 2M
>SFV actual sales: 1.4M
>SFV current unit moved: ~1.5M
>MKX current numbers moved: > 5M
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>>378288141
>"sit in your basement and try for three weeks and you'll get it 40% of the time maybe".
dude... if it takes someone that long to execute ANY fighting game move ever concocted, then they need to revisit the lobotomist

Geese already has his iconic Raging Storm "pretzel" input dumbed-the-fuck-down to be two QCF mashes (read: D,F,D,F) in KoF14... how much more dumbed down do you need things?

also, what gets you off if not training yourself to become better at somethin and wroughting new neural pathways to grow your brain?... watching others do it? masturbation...?
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>>378288378
all supers in 14 are either QCB HCF, QCF HCB, HCB x2, HCF x2 (*with a couple of minor exceptions)

what this does it remove the individuality of characters, thereby lessening the appeal of using them

Rock Howard was 'easy' version of his father Geese, and it made some sense in the context of the youngling refining his mentor's techniques... but now that they dumbed-down Geese to Rock level (to say nothing of Rock's own SDM being a auto-super now -- no longer requiring the button input sequence), the character has lost his je ne sais qoui and feels completely out of place... redundant (which also has to do with how much of a novelty his counter throws have becoming since his FF days)
Thread posts: 23
Thread images: 12


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