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The Question of Accessibility in Fighting Games
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Thu, 06 May 2010 07:06:34
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Compared to a lot of other popular genres of video games, fighting games are very unique in that they aren’t very welcoming to newcomers. Sure, once you get into the genre, you’ll find that you can bring your skills to a lot of different games and feel at home almost as soon as you starting learning a new game. But it’s the question of getting into it that proves most fascinating.  

Two games that actually got me thinking a little bit of accessibility in fighting games are Tecmo’s 2005’s Dead or Alive 4, and Capcom’s 2010’s Super Street Fighter IV. At a base level, these two games couldn’t be any more different from one another, but they share the same problem – they are both quite difficult for newcomers to get into and enjoy.

  

Let’s begin with Dead or Alive 4. While the series is well known for having moments of ridiculous difficulty, the fourth instalment kicks it up several notches. It does help that there is a mode that allows the game to ‘drill’ the player throughout a characters moveset, the key problem here is that it falls prey to a design methodology that developer Team Ninja are well known for – making the game difficult, but if you learn how to play the game and learn the intricacies of the system, you’ll be fine.

  
  

 Dead-or-Alive-4

  Expect to see this happening. A LOT.  

I say this because if you’re going into the game blind, you are going to be destroyed by the A.I. There’s no ‘easy’ mode, and you’ll need to know how to use the games counter mechanism, because the A.I knows how to use it, and will counter like crazy. Granted, the mechanic is pretty simple to understand, but the game doesn’t tell you at all about it – you have to go in to the ‘Sparring’ mode (which contains the aforementioned move drills); but even then – there is still a lot of the game’s basic concepts that isn’t exactly clear upon playing the game.

 It’s sort of the same thing in Super Street Fighter IV. Admittedly, the game is a little more accessible thanks to multiple difficulty levels and a much slower pace of game and less moves to worry about; but even still, it’s not as friendly and open as it should be.   

Super-Street-Fighter-IV-Officially-Revealed

Should’ve done a focus attack there Bison. Don’t know what that is? Go read the manual. 

 Again, it has a mode that drills you into playing each character – and goes a step further by even teaching the player some very useful combos. But that’s  just it – for all the additional teaching that the game does, it doesn’t go that additional step further and allow for new players to learn key gameplay concepts. While I chose Dead or Alive 4 and Super Street Fighter IV for these examples, you could apply them to a number of other fighting games – even recently, games like BlazBlue: Calamity Trigger or Tekken 6 have nothing in the way of teaching players about gameplay concepts. While you could pass this off as saying that because they’re such long running series, they don’t need to accommodate for new players, I don’t buy that argument. I really don’t.  

Example here being Sega’s 2004 fighter Virtua Fighter 4: Evolution. The Virtua Fighter games are known to be one of the most deep and one of the more hardcore fighting series out there, and if anything, the one that would most benefit from a tutorial. And you know what? It has that. And it goes a little further than saying “here’s how to block, here’s how to attack”, explaining how to best play in certain scenarios, as well giving players the ability to be drilled through character movesets. In fact, it was such a great feature, that it’s omission in Virtua Fighter 5 was a huge disappointment!

  

virtua-fighter-4-evolution.631021

 Admittedly, this isn’t the training mode, but if you were in training – you’d know how to not get your arse kicked by Akira.  

Though it does seem like other fighting games are slowly realizing that accessibility is a good thing – the sequel to the aforementioned Blazblue; Continuum Shift, is receiving  a tutorial mode. And of course, there are always things like YouTube or FAQ’s if you want to learn and see the base concepts of a fighting game, but it’s that little in-game help that can really help.

     
Edited: Thu, 06 May 2010 07:31:08

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Thu, 06 May 2010 07:15:25
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That's why Tekken is so awesome. It's got accessability, but you can go pretty deep with it too.

I remember playing Virtua Fighter on PS2 once. Ugh, what an experience. Definitely the sort of thing that is terrible to play wit hsomeone who knows little about it. Same goes for Dead or Alive.

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Thu, 06 May 2010 07:26:14
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Oh awesome, it totally fucked up the formatting! Radness.

To be honest Foolz, I can see DOA competitive fights being really fun and interesting to watch - because the action is really fluid. Against the AI? Hope you like getting your arse kicked.

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Thu, 06 May 2010 07:53:38
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Super Street Fighter IV, to me, is made for the long time fans. I think it's made for the fans who grew up on the series, for hardcore current players and to bring the players back who used to play it in the past. It can be for newcomers, and as a longtime Street Fighter player and fighting games' fan, I can honestly say that Super SFIV is the most accessible among all fighting games for newcomers.

Ryu and Ken are probably the most basic of ALL fighting game characters that newcomers can use. Which is why I think newcomers can enjoy it. But they have to commit to it though.

Anyway, I hate it when I read threads that hate on Super Street Fighter IV by new players. They say the game sucks just because they don't know how to play it.  

Also, SFIV is a 2D fighting game in disguise, which is why people expecting a button-masher come away disappointed.

I guess Tekken's like a button-masher, even though skilled players will kill button-mashers. I'm just getting into Tekken 6 right now and I love it. I stink at it because I don't know how to play any character! But I'm slowly learning some moves and memorizing them. Although I can pull off some moves, I still don't have enough instinct on when to use them. Hopefully by trial and error, I'll get there.

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Now Playing: Golden Sun Dark Dawn, God of War Ghost of Sparta, and DKC Returns

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Thu, 06 May 2010 13:12:39
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The thing with fighting games is that the difficulty of playing the game is directly tied to the gameplay mechanisms themselves.  Having ridiculous combos, is by necessity under the traditional fighting structure, made very difficult for the user to actually do.

I don't consider, in a general sense, the difficulty of the AI a matter of accessibility.  You can have all the granularity you want, that's not a core issue.

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Thu, 06 May 2010 23:18:22
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The VF4 Evo training mode is what got me to love VF. It taught me how to play and now I feel that is the only fighting game I understand and is worth understanding.  Not having it in VF5 sucked, but I knew the basics from VF4 already.
Moral of the story Virtua Fighter is the best fighting game franchise.
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Fri, 07 May 2010 12:44:37
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That's also not only because it's a Sega franchise, right?

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