In older fighting games 50/50 was a gimmick, only 1-3 characters per roster had it, while lacking in other departments to balance it out. In modern fighting games 50/50 are at the core of the gameplay loop, because devs think that by allowing anybody to win via forcing guesses they will attract more casual crowd. I despise this design. Hope 2xko will be different, cause i lost all faith in sf6 and t8.
I'm a Tekken player who doesn't like playing online. Tekken is easier, but still I need to practice. Some people stop playing Tekken 8 when they keep losing many times, some of them have other lives and FGC is quite a low community in my country.
Fighting games are far more demanding than other popular genres. Take something like a battle royale game, you spend large chunks of it wandering around and looking for stuff. The tension is always there but it doesn't immediately throw into the fire like fighting games and I guess, that's not for everyone.
My take on why FGC lose players: -TL:DR: Gameplay usually rocks, but progress and content (especially Offline) usually sucks. -Full Version: -Poor Offline content, usually with repetitive modes (Arcade, Arcade -but story, Arcade -but survival, etc.), and you know your story mode *SUCKS* when the survival mode has more depth than story. Oh, and there's no need to unlock everything, because *all characters are unlocked...* No need to play, then... -In racing games, learning how to accelerate, brake and turn is enough to start playing. Very easy to get into. *In fighting games,* learning how to make a good combo, find a BnB combo, how to touch your opponent, how to grab, how to block, how to be defensive -yeah, and the worst part is it ask you too much time and skill. *It could be easily fixed, but...* -The A.I. has so much *I*, to the point it leave a bad taste to newcomers. I mean, "You don't need to learn a good combo to play", but why did I lose? Because that AI that uses the same character as me know how to do a +40% Combo damage. I can hardly do a ~30% Combo damage... And it's medium. Or it can predict my movement and don't even let me do anything. A.I. are *that* hard to create well? -Tutorials are usually not found on story mode... Ok? And when they do, *usually* it takes a lot of time... Like ~30 Minutes. Also some important stuffs you need to know, like mix-ups, are not mentioned. Not even the "hints" texts are displayed in the loading screen... -Online. It's always Online, but never Offline...
Players who expect to get good at fighting games with single player content are learning wrong. Single player will teach you the games mechanics,it's basically a glorified tutorial. But it won't teach you how to defeat human opponents. Because human opponents are unpredictable,but you can learn what their character does and have an idea what the opponent is trying to do. A.I/CPU opponents read inputs so you learn bad habits trying to exploit them,but human opponents adapt and change their gameplan. I maybe play the story once then all I ever touch is VS mode and Training,THAT'S IT. I warm up and practice combos/setups in training mode then play against human opponents. Sometimes you need outside help to improve. I lookup character guides and watch tournaments to see how players use my character and incorporate that into my playstyle. But single player didn't help me at all.
@@gokus789 I also knew to get even better (on all games) you need to play Online. But games like Gran Turismo and Smash has short of "prepared me" to play Online thanks to their good Offline content and design (tho GT's A.I. needs improvement). Sure I'm no Tokido by just playing Offline, but the experience I got by playing those games helped me, because the Offline kinda translate to Online very well, *better yet, in the case of Gran Turismo you'll learn more in Offline than Online thanks to License Test,* and even some games studies people to make A.I. more human. FGC lacks that... I'm just playing the same tactics, and the tutorial keep taughting me everything i know about the controls, *game-to-game...* FGC doesn't do anything to help me improve like those games mentioned above. Oh, and forget Online unless you want to face Master-Rank levels... (I don't have the big names to play Online with other in my skill) You *can* make a fun fighting game that can also prepare newcomers Offline, but it is too much to ask "No copy/pasted Arcade Mode" and a good A.I.? Arcade, Arcade Story, Arcade Survival, Arcade Time Attack, Arcade Hard-Only -why??? *That ain't content.* That's lazy... Kamen Rider: Dragon Knight DS, Smash Brawl and Smash Ultimate are the ones I can think off of making Offline interesting...
@@gameboyadvancedsp6727 A lot of Pros from USA and Japan got good at the game because they played eachother in the arcades. It comes down to the human element. Only playing a human opponent can help you improve. Racing and Fighting games don't have skills that carry over to eachother. For racing it's about how to tune your speed and make optimal turns. For Fighting its about execution,muscle memory,adaptability,decision making and some framedata knowledge.
The popularity of souls-like games begs to differ. Gamers ARE willing to take accountability but rightfully so only if they see that they are rewarded for their hard work. Fighting Games DEMANDS that you be a masochist. You can take accountability all you want, but your hard work can still NOT pay off because another better player is gonna beat your ass anyway since fighting games have characters that just have edge over the others. Some characters just hard-counters your character and no matter what you do, you're gonna lose no matter what. It's NOT accountability that gamers should learn when it comes to fighting games, it's learning to tame your ego and learn to appreciate WHERE you are, where you plateau, accept your limits, and accept the fact that some people are just going to be BETTER than you.
Elitism and gatekeeping are a large part of the problem these days. I remember making friends on GGPO and Steam through matches back in the day, but nowadays the FGC just feels extremely toxic.
I get you but realistically it’s not about desire to be the best period but to be the best that you can be. Fighting games are about self development and the only games that have a similar ethos that I’ve played are the darksouls games. Luckily for darksouls the carrot is a rich and rewarding hidden story that you have to be smart enough to experience and a beautifully designed world that you have to push yourself to get good enough to experience. Tekken or sf the barrier is not only you but your opponent and the beauty their in is the variations of expression each match up brings. A casual will see it as 1 v 1 same old same old but a mid level to pro will see it as an intricate dance. It’s like in dragonball when the fighters move too fast for normal people to see. Once you have thebability to see it fighting games become interesting once you have the ability to fight that way fighting games become the only games you will ever play because they are the best games on the market hands down.
I can assure more people stop playing these games cause they don’t want to be associated with comments like this than it is because they didn’t want to be the Ash Ketchum of videogames, my god
It's a lesson that the entire industry needs to learn; just make a good game first and we will throw money at you. A fighting game needs to be sound mechanically and technically. It should feel good to play your game and it shouldn't be full of BS systems that make characters feel cheap, eliminate neutral, etc. And, it needs to have modern conveniences. Have good matchmaking with solid net code and cross play. Making a shit game that people can't easily play with their friends, is a guaranteed loser in any year.
2 crucial things for me really stand out. The genre overall is very behind in providing gold standard online features to keep players coming back for more. Tekken and SF are the only ones doing this. Strive for instance has an absolutely terrible system, like I would bet I'd have double or triple my hours played if there were actual ranks to grind and a matchmaking queue. Second, the dead game part mentioned in the video is a real thing. To me "dead game" = a game I can't click Find Match and within 5mins or so find another player online. Plenty of fighting games have this issue and it goes back to point #1. We have a decent player population overall but also so many games out there to choose from. The issue? 8 games out of 10 have weak online features that don't give incentives to keep playing for the average player
I have around 800 hours in MK11. Out of those maybe 50 I actively played. As AI can finish most the things for you, I spent that time reading, working out, and cooking. If I had to play it, would stop playing a long time ago.
The thing is no matter how simple you can make fighting games, it still requires knowledge and dedication on said character and mechanics and if you lose you can't blame the team only yourself
Funny enough that's why I gravitate to tennis as a sport (similar to my love for fightinggames). Why you lose because your own ability is lack. Not anyone else's so go and improve yourself. Its simpler in my opinion to a team game where there are so many things that could go wrong with your team in a 1v1 it makes it simpler to break down the issues to improve truly. Also in team games you could be a God but if your team sucks its gg
@@BlueLightningSky Hm.. I don't know if that's what the original poster meant, but it might actually be part of the reason, when I think about it. Having others to blame for your loss (whether the others actually sucked or not is irrelevant in that case) might actually keep you invested, because if you want you can keep telling yourself that you might not be as bad as you actually are. I guess in a 1v1 fighting game you could still blame other factors, like the "stupid game" or the "op character" your opponent used, but those are not as random as your teammates, so those frustrations might cause you not to stick around.
People don't want to learn, and Devs don't want to teach you, every Fighting game has a tutorial that teaches you the game's mechanic, but it never teaches you fighting games fundamentals
And good thing that fighting games are NOT popular, it's never gonna be popular. Souls-Like RPGs are very popular because even when those games are frustrating and hard, it's easy to improve so long as you just learn enemy patterns, and you feel like a GOD defeating that final boss because you worked hard for it. Fighting Games don't give you that satisfaction, you can spend thousands of hours learning all those things and you can still be stomped by a better player. It's like putting a boss in a souls-like game that plays like a human, you'll just NEVER beat them no matter what. Plus fighting games usually have terrible lore. BlazBlue and Guilty Gear lore is the only lore that got me interested in it. Other than that, no other fighting game made me invested in the story.
Marvel vs Capcom 3 had a great tutorial. And the Soul series especially Soul Calibur 2 and the Tekken Trilogy and the Mishima Saga has a good Narrative and characters.
It's still niche in general compared to other popular RPG games like Final Fantasy, Super Mario, Zelda, and the Souls-like games. In fact, if you want a popular fighting game, look no further than Super Smash Bros. Souls-like games are beloved by a majority of gamers for a good reason.
I think there’s a big issue with showing new players how to progress. I think showing “what you should be able to do” at different levels give players tangible goals. As opposed to the amorphous “git good” mantra.
Lack of progression, unlockable content and extra modes. Fighting game loop is play casual or ranked match online and win. If you are losing you can't say well at least I made progress unlocking this new costume, announcer, super move. Give more ways to play. Call of duty isn't just Warzone or just team death match. There are multiple ways to play. You can even make your own modes. Fighting games try to make games easier and force all fans to play it that way. Visual feedback could be better to. Why can't their be an animation that occurs when a character does a plus on block move? Or a small stun when a character does a very unsafe move?
That Taki subscribe summon is really tempting... Few reasons: - single player is weak in most of them, - character balance is not good most od the time, - you don't actually bond with anyone (I met so little players I play with, and currently I don't play with any), - micro-fcking-transaction, - most of them are not fun, - probably the most important thing I can think right now is learning factor that is not rewarding enough, has million options (overcomplicated aka overbloated). In fighting games nothing is final. You know a certain combo, you hit wall that combo properties change. Game lags, your buttons takes time to act properly and you are down health. Fighting games released in the last 5 years are mid at best. I've been thinking to stop playing them as I don't find myself in it anymore.
And you can learn those things, and STILL lose some rounds. It's not about learning, it's learning to TAME your ego - accepting that some players are just better than you. That's why SOULS-LIKE games are popular among gamers - you suck at first, but as long as you learn enemy patters, you will eventually conquer the game. That's it. It's easy to conquer these games and NOT waste your time and you feel like a GOD in the end for finally beating that boss. Fighting Games don't give you that much good of a feeling because another player is gonna beat your ass sooner or later and no matter what you do, you're just NOT gonna beat them, they are just simply better than you. It's like a Final Boss in a single-player game that fights like a human, you'll just NEVER beat that final boss no matter what.
@@CephlonMayngrum And I'm tired of people who gatekeep fighting games like you who are all some sort of elitists. What? You're saying that if you're NOT playing fighting games and getting tilted at losing it means you're already a person who DOES NOT LIKE TO LEARN? Lumping all people as the same is why the FGC is taken as a joke and why people say they're extremely toxic elitist, and YOU are the proof of that. I'm glad Fighting Games will always be a niche title and will never be popular, because of people like you.
Because they don't solely improve them. They change the very basic reasons we fell in love in the first place. Like on Tekken removing the bound system and making 1 button take 75% of your health.
Some dev/pubs are not building the right features that actually keep players engaged, or current features are kind of stale. For example, someone in the comments mentioned that GGST doesn't have good ranks or matchmaking. Also MK1's invasion mode is stale. Combine things like that with poor monetization schemes (not all are bad but some definitely are lol), it leads to a game that people will leave (unless the gameplay itself is just soo good). And even with good gameplay, by definition half the people who play will experience some kind of frustration or dissatisfaction.
cant tell about other games, but for mk1 it is simple: they make a game for pros (or nerds, idk). Let me explain. Besides necessary features like good net code, crossplay and all that stuff there should be game design that catches a player initially and holds him long enough for that person to learn game so he could have fun in pvp matches. To all that, overly complicated gameplay could turn away average player anyway. Basically making game for more advanced players you probably lose a casual who haven't have a hundreds of hours to get good enough to compete. Look at the mk11. Yes it is extremely basic and to be fair could be more flashy with combos than it is, yet stay simple. However mk11 has rather simple gameplay where new player can identify a moment when to take turn, when to block, easy to understand fighting rules like "get a hit, confirm it, launch opponent, combo him", hell even "krushing blow" mechanic was nice in terms of getting big flashy cinematic hit, it was really satisfying. That is why online on steam for mk11 is now somewhere at mk1 level. Because in mk1 you gotta control two (even 3 sometimes) characters at once, game full of 50/50s where the only "skill" you have to have is "guessing" (you know, understanding that all you can do is "guess" instead of "get better" doesn't really motivate you to practice more), several (!) mechanics that wont let you to take turn getting you stuck in endless defense loop. All that stuff, apparently, doesn't really appreciated by everyone, so people played a bit and went away, leaving only ones who played fighting games exclusively. Fighting games struggle at getting and struggle even harder in retaining players and making game that could be enjoyed only by people who dedicate their lifes for it seems utterly stupid to me.
Because when you're stuck in a ToD combo every single match, you can't do anything: all you can do is watch and learn. And when you learn a single step, everyone is already a hundred ahead. And they are *also* learning, faster than you too. *YOU WILL ALWAYS BE BEHIND AND YOU WILL NEVER FEEL ANYTHING BUT INCOMPLETE AND WILL REMAIN A TRAINING DUMMY FOR OTHERS TO COMBO PRACTICE*
I was waiting for one of the obvious reasons fighting games lose players...other new games release. If the average gamer picks up a fighting game, they play what it has to offer for a few weeks at the most and move to the next game. There thought is they can pick up and play the fighting game (with or without friends) at anytime for its replay value. I think an interesting video would be "Why do fighting games retain the players that they do?". It's seems these players (that we well know) make fighting games a life style.
The main issue with fighting games over other games is that it is just 1v1 and it is hard to keep that kind of thing interesting. Matches are not very different or ever changing as say an rpg or fps game where maps change or the game is team based and other people helping one another makes games better. Most fighting games do not have casual content outside of just fighting 1v1 which is why SF6 is more casual friendly and successful.
"Matches are not very different or ever changing as say an rpg or fps game where maps change or the game is team based and other people helping one another makes games better." Fighting games being 1v1 and entirely coming down to you vs the other guy is just as much a feature as it is a a detractor, a game being team-based doesn't make it any "better" outside of personal taste. Where fighting games do severely drop the ball is in actually connecting players to one another beyond just lining up match after match. SF6 is probably the best at it, with features like the Battle Lounge and CFN, but then a major title like T8 completely fails at it. Let's say even if you added someone you enjoyed fighting against, and they added you back, T8's barebones community features are so buried underneath menus that they might as well not even exist.
Depends on the game. I switched to sf6 for a while just to wait for tekken 8 Brawlhalla was a game for me a while too but i had a point where i had that feeling not coming further in my own skill. Sounds like an skill issue ?😮 Tekken is just the game to go for me
Souls-like games are extremely popular among gamers because even when those games are hard and frustrating, your hard work WILL eventually pay off as long as you learn enemy combo patterns, plus these games usually have amazing lore. Fighting Games does NOT reward you whatsoever, you can learn and memorize a LOT of things and you can still be stomped by a player better than you. It's an easy choice where a majority of gamers will gravitate towards - we play games to RELAX and HAVE FUN but at the same time, give us proper challenge, not to spend thousands of hours in a boring training lobby only to get our asses beat later. Souls-like games are perfect examples of fighting games (sorta) that does NOT waste your time, it perfectly-balances challenge and improvement and making you feel like a God at the same time. It's not easy to memorize those enemy attack patterns, but just keep playing, and your muscle-memory will naturally adjust to the timing and frame data of the bosses (souls-like games have AMAZING bosses btw), and you feel like a GOD beating them. Fighting Games will NEVER be able to give you this level of satisfaction.
Another point : the problem comes from many players of the genre. They absolutely need to buy the newest games, even if the previous ones are better. Also players aren't open-minded regarding new series. Tekken confirmed players play only Tekken, most players switch to big licences without even trying new ones. The fgc is quite conservative in many ways and not open at all to new ideas. Every time one comes to discuss on forums about ideas that could be more original, it's a blasphemy... "you want to introduce a stamina system in fighting games to prevent infinite combos ? No, bad idea, you don't have the right to move from fg norms !" "How do you dare developping games with combo breakers ?" "how do you dare to make a 2D fighting game without jumping ?" "How do you dare to think about solo contents, fgs are online !" "Why using advanced AI why most of confirmed players play online ?" etc. every idea that doesn't come from the big ones or that is commonplace in the genre is automatically "bad game design", "bad balance", etc. I love the genre, but clearly the fgc hate the sole idea that the genre could evolve or test new ideas. It ends up giving a bad picture of what fg are : games of the past.
4:08 The irony being tho, that MK1 has currently the best content drop model of the big fighters. It's drip feeding yeah but we at least know we're getting stuff.
Part of it is the casual matchmaking. Like going into Tekken 7, I like being decently even when it comes to who I'm playing. I'm no scrub, but I'm leagues below a pro, and I don't really care for ranked matchmaking. That being said, in a casual matchup, at least 70% of players I match up against are far above my skill level and I get smashed. Most people play to win, of course, but I play for a fun match. It's not fun having matches where my opponent is just running through me like a .50 cal through butter. Same way that it's not fun when I play someone who can't keep up with me and I run through them. It's devastating for morale because if you have a lot of other obligations and the one time you have some time to yourself, it's only to get ran through online, you're not gonna enjoy the game for long and it won't keep you coming back.
Modern fighters are getting over the hump of just...basic game functionality. SF6 is the best example, having inarguably the best online play of any fighting game ever. Where fighting games fall apart is in their community-building, which I'm sure can sound weird for what are 1v1 games. I don't mean the FGC, I mean the in-game social features. What keeps people playing outside of self-improvement and the fun of the game? Plenty of people simply play games because their friends play it, or they make friends in the game that keep them playing. However as a lone person most fighting games are terrible at keeping you connected with other people. I'm going to use Tekken 8 as an example because it really drops the ball on this front, and it's popular. They bothered with an in-game community system where you can add friends and such, but then it's so hidden and clunky to use it that to me it might as well not exist. What's on the main menu in Tekken 8? The latest DLC character, a bunch of ads for whatever's in the store. What's sorely missing? How about YOUR FRIENDS LIST, which is currently buried in the menus? Seeing who's online, what they're doing, and having quick access to inviting them into a session for matches, being able to send them a quick "what's up wanna play" and get a "sure give me a minute" or "nah I gtg" back, it just doesn't exist which then kind of makes adding friends pointless. T8 has crossplay, so you can't just say "well add them on PSN/XBL/Steam to talk." Instead all you can do is create a session, invite them to play, and then hope they saw it and will come while you wait. Imagine this: you hop on Tekken, you immediately see on the main menu friends list widget that two of the people that you added are currently online, one's in practice, one's in ranked. You added them since they're around your skill level, and the fights were pretty even and they also play characters you want to be better against. With one button you open the list, and are able to send a message to all your friends "hey wanna play?" The friend that's in practice gets the message notification, which he can immediately open and reply to with select+whatever button. He says yes, and then instead of opening a session and inviting them, etc, you just select their name and there'll be an immediate option to start a session and invite them at the same time. The friend in ranked doesn't get it in the match, since that might be distracting, but as soon as the final KO happens he gets a notification and then your message is shown in a chat section on the win/lose screen. Ranked friend presses one button for a list of who to reply to (since multiple people might have messaged him), and then quickly scrolls down a list of canned replies going with "Give me a few minutes!" then hits rematch. So great, instead of blindly sending out an invite to players who you have no idea if they even saw it, you're now playing with one and you'll set the lobby up so the other friend can join you whenever they're ready. Things can go deeper than that. How about when you see that your friend is in a match for their status, you have the immediate option to spectate their match regardless of the mode they're playing? You hop on and your friend is in ranked? Let's spectate. Oh they're fighting Yoshimitsu? You know that matchup really well, so then as you watch you send them tips which they can quickly see at the win/lose screen. Now you're not just one person hopping on Tekken anymore, fighting an endless series of faceless strangers. Now you're part of a group, and a group is much less likely to just stop playing entirely.
In my opinion the 2 main reasons are 1: fighting games rely 100% on your own skill and knowledge, there aren't any teamates to carry your ass the entire match, and if you loose you can't blame anyone but yourself and we all know how fragile people's ego is nowadays 2 : you need to actually learn how to play and get used to inputs and commands that you definetly won't use in any other genre, wanna do a DP but you can't do the motion ? Too bad, get used to have people jump on you constantly Basically this, most people lack the patience to learn and adapt and also can't deal with the loses and the constant ego checks
@@oluwasegunsouza1287 actually not really, Chess is a mental game that doesn't require any kinetical skills. While FGs demand you to have a decent eye to hand coordination, muscle memory and beeing able to quickly react to situations. Im not sayng chess doesn't require skill, its just that it has less barriers of entry for newcomers
@@hipegamer I would agree but what I was getting at is you still do the same thing in chess(maybe not the reaction time depending on if there is a low time limit or not) and there are constant ego checks from you losing to a low/high rated player. The reason why chess is succeeding compared to fighting games is because one content, and there many ways for you to learn in Chess from the puzzles to the AI coach to the many videos integrated into the app, Chess is more accessible due to it being on our phones and the skill based match making that is wide enough for us to have fun in, and there is also the controls or mechanics of the game being the same were ever you playaking it easier for people to play anywhere unlike fighting games.
@@oluwasegunsouza1287But the thing with Chess is... there is just Chess and ONLY Chess. Like, there is nothing similar to that. With Fighting Games, there are just so many to choose from, and that's why they aren't all in one place. It's kinda like card games. You know the core of card games, but still need to learn stuff if you play a different card game.
The funny thing is this falls apart when you actually get a hang of the character you main only to get smoked by a sweat that knows stuff you dont even know nor were taught
It sucks that they spoil every character and most of moves in fighting games. There’s no sense of discovery. So we buy MK1 and expect to see stuff that we were advertised but soon realised that there’s very little unspoiled stuff so it becomes boring.
I don't think these battlepass games that keep people playing are a plus for the players or games, it's only a plus for the people making money on battlepasses. Games shouldn't keep players coming back with lots of low quality updates and digital vanity items. It's awful for the industry. The focus should be on fun quality games. It's not.
Honestly Fighting Games are getting harder and harder as the Fighters now require way more mechanical skill more than ever while the developers try to make it easier its a double edged sword as the better players now also have an easier time and more tools to use also players today also have fragile egos as in fighting games you only have yourself to blame
@@bignoob2726 I play tekken 8 as my main fighter bro and im telling ya its easier to pick up for a newbie yes but dear lord once u get to the higher ranks holy shit is this game hard as fuck as the good players just have way more offensive tools to use and pressure ur ass to death
I love fighting games but somtimes things cant be ignored like i really want to learn and play skullgirls for example but the new woke game devs censored the game so i had no choice but to delete it.
That might be silly, but I think players need to have specifically easier matches once in a while. I'd appreciate if there were special (adjustable) bots that just pop up in ranked and say: "Hey, let's recap what you learned" I might be in a minority, but I log in, play ranked for half an hour or two hours, and quit the game. And it gets tiring without any breaks in between. (without going to the training, my mistake probably). And yeah, would forcefully break Lose streaks. That, and force show players what they could do better.
Cash Grabs. Honestly, we shouldn't be paying for characters that have been in the franchise for a long-time. There's no reason we should we paying for Akuma and Bison absolutely none. Ed was in SF5 why is he not available in SF6 without paying? Guest characters I get like Terry and Mai. Most people are tired of being nickeled and dimed in games and unless the community stands up and let's their voices be heard it won't stop. I miss the days of actually earning characters or etc in games. Accountability. People don't like losing and when you do you have to own up to your loss. You can't place the blame on a team member and most of the time give up and don't want to improve their skill when they get tested. SF6 introduced Modern controls i believe for the casual players and even still you hit a skill gap and the cycle repeats. I won't lie the mental stack in heavy in SF6 but the more you play the better get a grip on it but it's still there. You have drive rush, ex moves, drive impact all in one gauge that's a lot to keep track of especially if the match is intense. I believe if they added more rewards for effort for both online/offline if would challenge people more to get better and get it instead of buying your way out.
Include in-depth guides in-game to help ppl learn, or link resources in-game. Instead of putting players through an endless cycle of getting bent over by players who already know how to play as you endlessly search for learning materials. A lot of people don't even realise that there is material out there or where to find it and just give up. Help players who want to learn, learn and more ppl will stay
Developers try so hard to appear to casuals by making the gameplay easier as possible but still lack the understanding that The Lack of Variety in Single player mode and never the though adding new things to do and unlock is why they never stick around that long. Developers are blinded to the fact that New Character is New Content which is completely false when you can't even do jack and shit else with that character except play online that 8/10 times that online Suck ass. Also Battle Passes in a full price game is an awful idea.
Imo it’s they can’t b balanced enough and players abused the broken things of the game and that just make some ppl quit the games so players are responsible for it too and you like it or not casual players are what makes this companies money not the 1-3% pro players casuals play to Have fun pro to win so you can’t really blame them for abusing broken techniques but now days more casuals also abusing those so I think a more balance game will do better down the road
its the worst mortal kombat to ever release literally every person on the planet agrees how do you feel being the only person on the planet with this terrible opinion
@j.d.7711 MK1 a cash grab? I can't really argue against or in defense of that...I can see both sides of the argument, really. It being rushed though? Like in the general sense of the word? No, I don't think so. I mean NRS skipped an entire "game cycle" in their usual business model of, "One new game, alternating franchises, every two years" in order to work longer on JUST Mortal Kombat, ya know? Do I think from the announcement of the game to launch time was a pretty short window? Yea, but it's not like they announced MK1 and only just started work on it right then, the game was already like 90% done, with full rosters and proposed future DLC schedule already set. Could NRS have waited 3 more months and ran a couple more online betas? Sure, but when MK1 reaches its final build and the majority of the player base is happy with it (as they generally are), I don't think anyone will still be looking back on MK1's launch and holding it against them. This is just me, but I'd rather have the game OUT already, and with a few bugs that people can point out to be fixed, than not out yet AT ALL, and it dropping with probably the same bugs in it any damn way.
@@conkyjoe8932 oh so you wanna pay them 70 dollars for them to then fix the bugs over a 3 year long period that they should've not had there in the first place when you first bought the game if they took the time to finish the game and not rush it
@RealBigMitch Be realistic now, "bugs" aren't still going to be in ANY AAA-studio's game THREE years later. Not these days. So no, wasn't saying that. You can't say it's a bad thing that for years after a game's release, the studio is still listening to feedback, and implementing balance changes, altering/improving certain aspects of the core system (by that I mean breakers, armored wake-ups) etc etc. All I was saying was that NRS could've waited until NOW to drop MK1...and it likely would've still launched with issues. Most games do, especially these days when they're all under a societal microscope by thousands of gamers. I was simply saying I'd rather have had MK1 drop when it did, and have been allowed to actually still play it whilst those issues are worked on, than have waited...just for it to still "not be good enough" for overly-picky gamers.
I don't think Soul Caliber was a good choice. It wasn't a game that stuck. I didn't see it in any rotations as far as news or being talked about. consistently
Mk1 ESG and (terrible) management on content.Tekken 8 Paper tiger mechanics,boot leg tacky fortnight outfits.Bootleg Fortnight battlepass.Over priced nickle and dime Apex predatory Microtransactions.Cheaters not being truly punished,no mods.Bare bone game modes.
What sort of issue is most likely to stop you from playing a fighting game or make you play less often?
Powercreep DLC that you cant lab against
In older fighting games 50/50 was a gimmick, only 1-3 characters per roster had it, while lacking in other departments to balance it out.
In modern fighting games 50/50 are at the core of the gameplay loop, because devs think that by allowing anybody to win via forcing guesses they will attract more casual crowd. I despise this design. Hope 2xko will be different, cause i lost all faith in sf6 and t8.
I'm a Tekken player who doesn't like playing online. Tekken is easier, but still I need to practice. Some people stop playing Tekken 8 when they keep losing many times, some of them have other lives and FGC is quite a low community in my country.
@@VDViktor this too. I hate the homogenization. I miss strong archetypes
lack of trials
Fighting games are far more demanding than other popular genres. Take something like a battle royale game, you spend large chunks of it wandering around and looking for stuff. The tension is always there but it doesn't immediately throw into the fire like fighting games and I guess, that's not for everyone.
Not only that but there’s a good chance you can win based on luck or strategy. Also more external gratification ie. loot
My take on why FGC lose players:
-TL:DR: Gameplay usually rocks, but progress and content (especially Offline) usually sucks.
-Full Version:
-Poor Offline content, usually with repetitive modes (Arcade, Arcade -but story, Arcade -but survival, etc.), and you know your story mode *SUCKS* when the survival mode has more depth than story.
Oh, and there's no need to unlock everything, because *all characters are unlocked...* No need to play, then...
-In racing games, learning how to accelerate, brake and turn is enough to start playing. Very easy to get into.
*In fighting games,* learning how to make a good combo, find a BnB combo, how to touch your opponent, how to grab, how to block, how to be defensive -yeah, and the worst part is it ask you too much time and skill. *It could be easily fixed, but...*
-The A.I. has so much *I*, to the point it leave a bad taste to newcomers.
I mean, "You don't need to learn a good combo to play", but why did I lose?
Because that AI that uses the same character as me know how to do a +40% Combo damage. I can hardly do a ~30% Combo damage... And it's medium.
Or it can predict my movement and don't even let me do anything. A.I. are *that* hard to create well?
-Tutorials are usually not found on story mode... Ok?
And when they do, *usually* it takes a lot of time... Like ~30 Minutes.
Also some important stuffs you need to know, like mix-ups, are not mentioned. Not even the "hints" texts are displayed in the loading screen...
-Online. It's always Online, but never Offline...
Let me add to one of your points: all characters come unlocked and the locked ones are behind a paywall.
@@hands-ongaming7180 they called the locked ones dlcs.
Players who expect to get good at fighting games with single player content are learning wrong. Single player will teach you the games mechanics,it's basically a glorified tutorial. But it won't teach you how to defeat human opponents. Because human opponents are unpredictable,but you can learn what their character does and have an idea what the opponent is trying to do. A.I/CPU opponents read inputs so you learn bad habits trying to exploit them,but human opponents adapt and change their gameplan. I maybe play the story once then all I ever touch is VS mode and Training,THAT'S IT. I warm up and practice combos/setups in training mode then play against human opponents. Sometimes you need outside help to improve. I lookup character guides and watch tournaments to see how players use my character and incorporate that into my playstyle. But single player didn't help me at all.
@@gokus789 I also knew to get even better (on all games) you need to play Online.
But games like Gran Turismo and Smash has short of "prepared me" to play Online thanks to their good Offline content and design (tho GT's A.I. needs improvement).
Sure I'm no Tokido by just playing Offline, but the experience I got by playing those games helped me, because the Offline kinda translate to Online very well, *better yet, in the case of Gran Turismo you'll learn more in Offline than Online thanks to License Test,* and even some games studies people to make A.I. more human.
FGC lacks that... I'm just playing the same tactics, and the tutorial keep taughting me everything i know about the controls, *game-to-game...*
FGC doesn't do anything to help me improve like those games mentioned above. Oh, and forget Online unless you want to face Master-Rank levels... (I don't have the big names to play Online with other in my skill)
You *can* make a fun fighting game that can also prepare newcomers Offline, but it is too much to ask "No copy/pasted Arcade Mode" and a good A.I.?
Arcade, Arcade Story, Arcade Survival, Arcade Time Attack, Arcade Hard-Only -why??? *That ain't content.* That's lazy...
Kamen Rider: Dragon Knight DS, Smash Brawl and Smash Ultimate are the ones I can think off of making Offline interesting...
@@gameboyadvancedsp6727 A lot of Pros from USA and Japan got good at the game because they played eachother in the arcades. It comes down to the human element. Only playing a human opponent can help you improve.
Racing and Fighting games don't have skills that carry over to eachother. For racing it's about how to tune your speed and make optimal turns. For Fighting its about execution,muscle memory,adaptability,decision making and some framedata knowledge.
Fighting games require commitment and accountability that most gamers lack these days.
The popularity of souls-like games begs to differ. Gamers ARE willing to take accountability but rightfully so only if they see that they are rewarded for their hard work. Fighting Games DEMANDS that you be a masochist. You can take accountability all you want, but your hard work can still NOT pay off because another better player is gonna beat your ass anyway since fighting games have characters that just have edge over the others. Some characters just hard-counters your character and no matter what you do, you're gonna lose no matter what. It's NOT accountability that gamers should learn when it comes to fighting games, it's learning to tame your ego and learn to appreciate WHERE you are, where you plateau, accept your limits, and accept the fact that some people are just going to be BETTER than you.
Elitism and gatekeeping are a large part of the problem these days. I remember making friends on GGPO and Steam through matches back in the day, but nowadays the FGC just feels extremely toxic.
yep
Yeah, I can deal with the toxic trashtalk. What i cant stand is toxic shilling. No one has standards anymore and they are extremely abrasive if you do
@@buckbreaker5185you mean like people who ki charage and teabag in fighting right?
If you have no desire to improve then you’re most likely to quit any fighting game.
This is one of the silliest things I’ve ever read and is completely unrealistic
@@TeryonTheHuman isn't it haha
I get you but realistically it’s not about desire to be the best period but to be the best that you can be. Fighting games are about self development and the only games that have a similar ethos that I’ve played are the darksouls games. Luckily for darksouls the carrot is a rich and rewarding hidden story that you have to be smart enough to experience and a beautifully designed world that you have to push yourself to get good enough to experience. Tekken or sf the barrier is not only you but your opponent and the beauty their in is the variations of expression each match up brings. A casual will see it as 1 v 1 same old same old but a mid level to pro will see it as an intricate dance. It’s like in dragonball when the fighters move too fast for normal people to see. Once you have thebability to see it fighting games become interesting once you have the ability to fight that way fighting games become the only games you will ever play because they are the best games on the market hands down.
But i think it’s true for a lot of people. Also a little bit different but similar is people don’t see the point if they can’t win most of the time
I can assure more people stop playing these games cause they don’t want to be associated with comments like this than it is because they didn’t want to be the Ash Ketchum of videogames, my god
It's a lesson that the entire industry needs to learn; just make a good game first and we will throw money at you. A fighting game needs to be sound mechanically and technically. It should feel good to play your game and it shouldn't be full of BS systems that make characters feel cheap, eliminate neutral, etc. And, it needs to have modern conveniences. Have good matchmaking with solid net code and cross play. Making a shit game that people can't easily play with their friends, is a guaranteed loser in any year.
2 crucial things for me really stand out. The genre overall is very behind in providing gold standard online features to keep players coming back for more. Tekken and SF are the only ones doing this. Strive for instance has an absolutely terrible system, like I would bet I'd have double or triple my hours played if there were actual ranks to grind and a matchmaking queue. Second, the dead game part mentioned in the video is a real thing. To me "dead game" = a game I can't click Find Match and within 5mins or so find another player online. Plenty of fighting games have this issue and it goes back to point #1. We have a decent player population overall but also so many games out there to choose from. The issue? 8 games out of 10 have weak online features that don't give incentives to keep playing for the average player
I have around 800 hours in MK11. Out of those maybe 50 I actively played. As AI can finish most the things for you, I spent that time reading, working out, and cooking.
If I had to play it, would stop playing a long time ago.
I miss unlockable characters in fighting games
The thing is no matter how simple you can make fighting games, it still requires knowledge and dedication on said character and mechanics and if you lose you can't blame the team only yourself
Funny enough that's why I gravitate to tennis as a sport (similar to my love for fightinggames).
Why you lose because your own ability is lack. Not anyone else's so go and improve yourself. Its simpler in my opinion to a team game where there are so many things that could go wrong with your team in a 1v1 it makes it simpler to break down the issues to improve truly. Also in team games you could be a God but if your team sucks its gg
@@dominicwilliams214 agreed
@@dominicwilliams214 That's why I decided to get properly good at Tekken and move away from trying to be good at FPS games.
It's a good thing then that none of what you said has anything to do with the reasons why people quit.
@@BlueLightningSky Hm.. I don't know if that's what the original poster meant, but it might actually be part of the reason, when I think about it. Having others to blame for your loss (whether the others actually sucked or not is irrelevant in that case) might actually keep you invested, because if you want you can keep telling yourself that you might not be as bad as you actually are. I guess in a 1v1 fighting game you could still blame other factors, like the "stupid game" or the "op character" your opponent used, but those are not as random as your teammates, so those frustrations might cause you not to stick around.
People don't want to learn, and Devs don't want to teach you, every Fighting game has a tutorial that teaches you the game's mechanic, but it never teaches you fighting games fundamentals
And good thing that fighting games are NOT popular, it's never gonna be popular. Souls-Like RPGs are very popular because even when those games are frustrating and hard, it's easy to improve so long as you just learn enemy patterns, and you feel like a GOD defeating that final boss because you worked hard for it. Fighting Games don't give you that satisfaction, you can spend thousands of hours learning all those things and you can still be stomped by a better player. It's like putting a boss in a souls-like game that plays like a human, you'll just NEVER beat them no matter what. Plus fighting games usually have terrible lore. BlazBlue and Guilty Gear lore is the only lore that got me interested in it. Other than that, no other fighting game made me invested in the story.
In my opinion the lack of single player content killed everything. I used to play the old tenkaichi PS2 games daily for years.
Marvel vs Capcom 3 had a great tutorial. And the Soul series especially Soul Calibur 2 and the Tekken Trilogy and the Mishima Saga has a good Narrative and characters.
Really just depends on the fighting game. Games like street fighter snd tekken tend to hold onto their players pretty well
It's still niche in general compared to other popular RPG games like Final Fantasy, Super Mario, Zelda, and the Souls-like games. In fact, if you want a popular fighting game, look no further than Super Smash Bros. Souls-like games are beloved by a majority of gamers for a good reason.
I think there’s a big issue with showing new players how to progress. I think showing “what you should be able to do” at different levels give players tangible goals. As opposed to the amorphous “git good” mantra.
Lack of progression, unlockable content and extra modes. Fighting game loop is play casual or ranked match online and win. If you are losing you can't say well at least I made progress unlocking this new costume, announcer, super move. Give more ways to play. Call of duty isn't just Warzone or just team death match. There are multiple ways to play. You can even make your own modes. Fighting games try to make games easier and force all fans to play it that way. Visual feedback could be better to. Why can't their be an animation that occurs when a character does a plus on block move? Or a small stun when a character does a very unsafe move?
That Taki subscribe summon is really tempting...
Few reasons:
- single player is weak in most of them,
- character balance is not good most od the time,
- you don't actually bond with anyone (I met so little players I play with, and currently I don't play with any),
- micro-fcking-transaction,
- most of them are not fun,
- probably the most important thing I can think right now is learning factor that is not rewarding enough, has million options (overcomplicated aka overbloated).
In fighting games nothing is final. You know a certain combo, you hit wall that combo properties change. Game lags, your buttons takes time to act properly and you are down health.
Fighting games released in the last 5 years are mid at best. I've been thinking to stop playing them as I don't find myself in it anymore.
Fighting games are "learning" games. You no like learn, you no like fighting games
And you can learn those things, and STILL lose some rounds. It's not about learning, it's learning to TAME your ego - accepting that some players are just better than you. That's why SOULS-LIKE games are popular among gamers - you suck at first, but as long as you learn enemy patters, you will eventually conquer the game. That's it. It's easy to conquer these games and NOT waste your time and you feel like a GOD in the end for finally beating that boss. Fighting Games don't give you that much good of a feeling because another player is gonna beat your ass sooner or later and no matter what you do, you're just NOT gonna beat them, they are just simply better than you. It's like a Final Boss in a single-player game that fights like a human, you'll just NEVER beat that final boss no matter what.
@seia2758 that means you aren't getting better which means you aren't learning so fighting games aren't for u
@@CephlonMayngrum And I'm tired of people who gatekeep fighting games like you who are all some sort of elitists. What? You're saying that if you're NOT playing fighting games and getting tilted at losing it means you're already a person who DOES NOT LIKE TO LEARN? Lumping all people as the same is why the FGC is taken as a joke and why people say they're extremely toxic elitist, and YOU are the proof of that. I'm glad Fighting Games will always be a niche title and will never be popular, because of people like you.
@seia2758 lower that ego, take responsibility and be accountable
Because they don't solely improve them. They change the very basic reasons we fell in love in the first place. Like on Tekken removing the bound system and making 1 button take 75% of your health.
FGs have become a Universal *Cash Grab* nowadays with ENDLESS Outfit/Character DLC and "Stupid" Seasons...
How this mighty Genre has Fallen
Some dev/pubs are not building the right features that actually keep players engaged, or current features are kind of stale. For example, someone in the comments mentioned that GGST doesn't have good ranks or matchmaking. Also MK1's invasion mode is stale. Combine things like that with poor monetization schemes (not all are bad but some definitely are lol), it leads to a game that people will leave (unless the gameplay itself is just soo good). And even with good gameplay, by definition half the people who play will experience some kind of frustration or dissatisfaction.
cant tell about other games, but for mk1 it is simple: they make a game for pros (or nerds, idk). Let me explain. Besides necessary features like good net code, crossplay and all that stuff there should be game design that catches a player initially and holds him long enough for that person to learn game so he could have fun in pvp matches. To all that, overly complicated gameplay could turn away average player anyway. Basically making game for more advanced players you probably lose a casual who haven't have a hundreds of hours to get good enough to compete. Look at the mk11. Yes it is extremely basic and to be fair could be more flashy with combos than it is, yet stay simple. However mk11 has rather simple gameplay where new player can identify a moment when to take turn, when to block, easy to understand fighting rules like "get a hit, confirm it, launch opponent, combo him", hell even "krushing blow" mechanic was nice in terms of getting big flashy cinematic hit, it was really satisfying. That is why online on steam for mk11 is now somewhere at mk1 level. Because in mk1 you gotta control two (even 3 sometimes) characters at once, game full of 50/50s where the only "skill" you have to have is "guessing" (you know, understanding that all you can do is "guess" instead of "get better" doesn't really motivate you to practice more), several (!) mechanics that wont let you to take turn getting you stuck in endless defense loop. All that stuff, apparently, doesn't really appreciated by everyone, so people played a bit and went away, leaving only ones who played fighting games exclusively. Fighting games struggle at getting and struggle even harder in retaining players and making game that could be enjoyed only by people who dedicate their lifes for it seems utterly stupid to me.
Because when you're stuck in a ToD combo every single match, you can't do anything: all you can do is watch and learn. And when you learn a single step, everyone is already a hundred ahead. And they are *also* learning, faster than you too. *YOU WILL ALWAYS BE BEHIND AND YOU WILL NEVER FEEL ANYTHING BUT INCOMPLETE AND WILL REMAIN A TRAINING DUMMY FOR OTHERS TO COMBO PRACTICE*
Just block
@@Zadian. counterargument: command grab/grab
And new people are *struggling* with blocking, which is exactly who this video is about
I think Fighting Games needs more single player connect for players to keep them coming back for something new
I was waiting for one of the obvious reasons fighting games lose players...other new games release. If the average gamer picks up a fighting game, they play what it has to offer for a few weeks at the most and move to the next game. There thought is they can pick up and play the fighting game (with or without friends) at anytime for its replay value. I think an interesting video would be "Why do fighting games retain the players that they do?". It's seems these players (that we well know) make fighting games a life style.
The main issue with fighting games over other games is that it is just 1v1 and it is hard to keep that kind of thing interesting. Matches are not very different or ever changing as say an rpg or fps game where maps change or the game is team based and other people helping one another makes games better. Most fighting games do not have casual content outside of just fighting 1v1 which is why SF6 is more casual friendly and successful.
"Matches are not very different or ever changing as say an rpg or fps game where maps change or the game is team based and other people helping one another makes games better."
Fighting games being 1v1 and entirely coming down to you vs the other guy is just as much a feature as it is a a detractor, a game being team-based doesn't make it any "better" outside of personal taste. Where fighting games do severely drop the ball is in actually connecting players to one another beyond just lining up match after match. SF6 is probably the best at it, with features like the Battle Lounge and CFN, but then a major title like T8 completely fails at it. Let's say even if you added someone you enjoyed fighting against, and they added you back, T8's barebones community features are so buried underneath menus that they might as well not even exist.
Depends on the game. I switched to sf6 for a while just to wait for tekken 8
Brawlhalla was a game for me a while too but i had a point where i had that feeling not coming further in my own skill. Sounds like an skill issue ?😮
Tekken is just the game to go for me
Souls-like games are extremely popular among gamers because even when those games are hard and frustrating, your hard work WILL eventually pay off as long as you learn enemy combo patterns, plus these games usually have amazing lore. Fighting Games does NOT reward you whatsoever, you can learn and memorize a LOT of things and you can still be stomped by a player better than you. It's an easy choice where a majority of gamers will gravitate towards - we play games to RELAX and HAVE FUN but at the same time, give us proper challenge, not to spend thousands of hours in a boring training lobby only to get our asses beat later. Souls-like games are perfect examples of fighting games (sorta) that does NOT waste your time, it perfectly-balances challenge and improvement and making you feel like a God at the same time. It's not easy to memorize those enemy attack patterns, but just keep playing, and your muscle-memory will naturally adjust to the timing and frame data of the bosses (souls-like games have AMAZING bosses btw), and you feel like a GOD beating them. Fighting Games will NEVER be able to give you this level of satisfaction.
wasnt expecting to see garnt here 3:30
Babe wake up it’s time for the monthly why fighting games lose players video
Another point : the problem comes from many players of the genre. They absolutely need to buy the newest games, even if the previous ones are better. Also players aren't open-minded regarding new series. Tekken confirmed players play only Tekken, most players switch to big licences without even trying new ones. The fgc is quite conservative in many ways and not open at all to new ideas. Every time one comes to discuss on forums about ideas that could be more original, it's a blasphemy... "you want to introduce a stamina system in fighting games to prevent infinite combos ? No, bad idea, you don't have the right to move from fg norms !" "How do you dare developping games with combo breakers ?" "how do you dare to make a 2D fighting game without jumping ?" "How do you dare to think about solo contents, fgs are online !" "Why using advanced AI why most of confirmed players play online ?" etc. every idea that doesn't come from the big ones or that is commonplace in the genre is automatically "bad game design", "bad balance", etc. I love the genre, but clearly the fgc hate the sole idea that the genre could evolve or test new ideas. It ends up giving a bad picture of what fg are : games of the past.
4:08 The irony being tho, that MK1 has currently the best content drop model of the big fighters. It's drip feeding yeah but we at least know we're getting stuff.
Part of it is the casual matchmaking. Like going into Tekken 7, I like being decently even when it comes to who I'm playing. I'm no scrub, but I'm leagues below a pro, and I don't really care for ranked matchmaking. That being said, in a casual matchup, at least 70% of players I match up against are far above my skill level and I get smashed. Most people play to win, of course, but I play for a fun match. It's not fun having matches where my opponent is just running through me like a .50 cal through butter. Same way that it's not fun when I play someone who can't keep up with me and I run through them. It's devastating for morale because if you have a lot of other obligations and the one time you have some time to yourself, it's only to get ran through online, you're not gonna enjoy the game for long and it won't keep you coming back.
What a coincidence, just today i uninstalled Tekken 8 xD
same actually! i finished the free battlepass and im not going back 😂
What happened? XD
Comedy
@@pogitunawas just about to get the game, saw that the duplex edition doesn’t even unlock the pass for yall
Maybe if they had a platforming storymode it might make them more popular? Probably a bad idea, but just an idea
Modern fighters are getting over the hump of just...basic game functionality. SF6 is the best example, having inarguably the best online play of any fighting game ever.
Where fighting games fall apart is in their community-building, which I'm sure can sound weird for what are 1v1 games. I don't mean the FGC, I mean the in-game social features. What keeps people playing outside of self-improvement and the fun of the game? Plenty of people simply play games because their friends play it, or they make friends in the game that keep them playing. However as a lone person most fighting games are terrible at keeping you connected with other people.
I'm going to use Tekken 8 as an example because it really drops the ball on this front, and it's popular. They bothered with an in-game community system where you can add friends and such, but then it's so hidden and clunky to use it that to me it might as well not exist. What's on the main menu in Tekken 8? The latest DLC character, a bunch of ads for whatever's in the store. What's sorely missing? How about YOUR FRIENDS LIST, which is currently buried in the menus? Seeing who's online, what they're doing, and having quick access to inviting them into a session for matches, being able to send them a quick "what's up wanna play" and get a "sure give me a minute" or "nah I gtg" back, it just doesn't exist which then kind of makes adding friends pointless. T8 has crossplay, so you can't just say "well add them on PSN/XBL/Steam to talk." Instead all you can do is create a session, invite them to play, and then hope they saw it and will come while you wait.
Imagine this: you hop on Tekken, you immediately see on the main menu friends list widget that two of the people that you added are currently online, one's in practice, one's in ranked. You added them since they're around your skill level, and the fights were pretty even and they also play characters you want to be better against. With one button you open the list, and are able to send a message to all your friends "hey wanna play?" The friend that's in practice gets the message notification, which he can immediately open and reply to with select+whatever button. He says yes, and then instead of opening a session and inviting them, etc, you just select their name and there'll be an immediate option to start a session and invite them at the same time. The friend in ranked doesn't get it in the match, since that might be distracting, but as soon as the final KO happens he gets a notification and then your message is shown in a chat section on the win/lose screen. Ranked friend presses one button for a list of who to reply to (since multiple people might have messaged him), and then quickly scrolls down a list of canned replies going with "Give me a few minutes!" then hits rematch.
So great, instead of blindly sending out an invite to players who you have no idea if they even saw it, you're now playing with one and you'll set the lobby up so the other friend can join you whenever they're ready. Things can go deeper than that. How about when you see that your friend is in a match for their status, you have the immediate option to spectate their match regardless of the mode they're playing? You hop on and your friend is in ranked? Let's spectate. Oh they're fighting Yoshimitsu? You know that matchup really well, so then as you watch you send them tips which they can quickly see at the win/lose screen. Now you're not just one person hopping on Tekken anymore, fighting an endless series of faceless strangers. Now you're part of a group, and a group is much less likely to just stop playing entirely.
In my opinion the 2 main reasons are
1: fighting games rely 100% on your own skill and knowledge, there aren't any teamates to carry your ass the entire match, and if you loose you can't blame anyone but yourself and we all know how fragile people's ego is nowadays
2 : you need to actually learn how to play and get used to inputs and commands that you definetly won't use in any other genre, wanna do a DP but you can't do the motion ? Too bad, get used to have people jump on you constantly
Basically this, most people lack the patience to learn and adapt and also can't deal with the loses and the constant ego checks
We could say the same thing for chess but look at how it is doing.
@@oluwasegunsouza1287 actually not really, Chess is a mental game that doesn't require any kinetical skills. While FGs demand you to have a decent eye to hand coordination, muscle memory and beeing able to quickly react to situations. Im not sayng chess doesn't require skill, its just that it has less barriers of entry for newcomers
@@hipegamer I would agree but what I was getting at is you still do the same thing in chess(maybe not the reaction time depending on if there is a low time limit or not) and there are constant ego checks from you losing to a low/high rated player. The reason why chess is succeeding compared to fighting games is because one content, and there many ways for you to learn in Chess from the puzzles to the AI coach to the many videos integrated into the app, Chess is more accessible due to it being on our phones and the skill based match making that is wide enough for us to have fun in, and there is also the controls or mechanics of the game being the same were ever you playaking it easier for people to play anywhere unlike fighting games.
@@oluwasegunsouza1287But the thing with Chess is... there is just Chess and ONLY Chess. Like, there is nothing similar to that.
With Fighting Games, there are just so many to choose from, and that's why they aren't all in one place. It's kinda like card games. You know the core of card games, but still need to learn stuff if you play a different card game.
The funny thing is this falls apart when you actually get a hang of the character you main only to get smoked by a sweat that knows stuff you dont even know nor were taught
It sucks that they spoil every character and most of moves in fighting games. There’s no sense of discovery. So we buy MK1 and expect to see stuff that we were advertised but soon realised that there’s very little unspoiled stuff so it becomes boring.
I don't think these battlepass games that keep people playing are a plus for the players or games, it's only a plus for the people making money on battlepasses. Games shouldn't keep players coming back with lots of low quality updates and digital vanity items. It's awful for the industry. The focus should be on fun quality games. It's not.
Honestly Fighting Games are getting harder and harder as the Fighters now require way more mechanical skill more than ever while the developers try to make it easier its a double edged sword as the better players now also have an easier time and more tools to use also players today also have fragile egos as in fighting games you only have yourself to blame
Tekken 8 would like to talk to you 😂
@@bignoob2726 I play tekken 8 as my main fighter bro and im telling ya its easier to pick up for a newbie yes but dear lord once u get to the higher ranks holy shit is this game hard as fuck as the good players just have way more offensive tools to use and pressure ur ass to death
I love fighting games but somtimes things cant be ignored like i really want to learn and play skullgirls for example but the new woke game devs censored the game so i had no choice but to delete it.
That might be silly, but I think players need to have specifically easier matches once in a while.
I'd appreciate if there were special (adjustable) bots that just pop up in ranked and say: "Hey, let's recap what you learned"
I might be in a minority, but I log in, play ranked for half an hour or two hours, and quit the game. And it gets tiring without any breaks in between. (without going to the training, my mistake probably). And yeah, would forcefully break Lose streaks.
That, and force show players what they could do better.
Cash Grabs. Honestly, we shouldn't be paying for characters that have been in the franchise for a long-time. There's no reason we should we paying for Akuma and Bison absolutely none. Ed was in SF5 why is he not available in SF6 without paying? Guest characters I get like Terry and Mai. Most people are tired of being nickeled and dimed in games and unless the community stands up and let's their voices be heard it won't stop. I miss the days of actually earning characters or etc in games.
Accountability. People don't like losing and when you do you have to own up to your loss. You can't place the blame on a team member and most of the time give up and don't want to improve their skill when they get tested. SF6 introduced Modern controls i believe for the casual players and even still you hit a skill gap and the cycle repeats.
I won't lie the mental stack in heavy in SF6 but the more you play the better get a grip on it but it's still there. You have drive rush, ex moves, drive impact all in one gauge that's a lot to keep track of especially if the match is intense.
I believe if they added more rewards for effort for both online/offline if would challenge people more to get better and get it instead of buying your way out.
Include in-depth guides in-game to help ppl learn, or link resources in-game. Instead of putting players through an endless cycle of getting bent over by players who already know how to play as you endlessly search for learning materials. A lot of people don't even realise that there is material out there or where to find it and just give up.
Help players who want to learn, learn and more ppl will stay
it wouldn't loose players if they made it free2play and better rewards or a story mode
Free2play would just make cheating even worse.
It's really so simple. It's a 1 v 1 genre that's very difficult to get good...casuals hate losing....ESPECIALLY when they have no one to blame
Developers try so hard to appear to casuals by making the gameplay easier as possible but still lack the understanding that The Lack of Variety in Single player mode and never the though adding new things to do and unlock is why they never stick around that long. Developers are blinded to the fact that New Character is New Content which is completely false when you can't even do jack and shit else with that character except play online that 8/10 times that online Suck ass.
Also Battle Passes in a full price game is an awful idea.
nice u included the lazy peon good that you use people that i sub to and enjoy their content too thnks my guys u got a sub from me cause of that
Imo it’s they can’t b balanced enough and players abused the broken things of the game and that just make some ppl quit the games so players are responsible for it too and you like it or not casual players are what makes this companies money not the 1-3% pro players casuals play to
Have fun pro to win so you can’t really blame them for abusing broken techniques but now days more casuals also abusing those so I think a more balance game will do better down the road
mk1 did not receive critical praise? it sucks ass
It reviewed well and currently has a higher Steam rating than Tekken 8. Be serious for once.
its the worst mortal kombat to ever release literally every person on the planet agrees how do you feel being the only person on the planet with this terrible opinion
@j.d.7711 MK1 a cash grab? I can't really argue against or in defense of that...I can see both sides of the argument, really.
It being rushed though? Like in the general sense of the word? No, I don't think so. I mean NRS skipped an entire "game cycle" in their usual business model of, "One new game, alternating franchises, every two years" in order to work longer on JUST Mortal Kombat, ya know?
Do I think from the announcement of the game to launch time was a pretty short window? Yea, but it's not like they announced MK1 and only just started work on it right then, the game was already like 90% done, with full rosters and proposed future DLC schedule already set. Could NRS have waited 3 more months and ran a couple more online betas? Sure, but when MK1 reaches its final build and the majority of the player base is happy with it (as they generally are), I don't think anyone will still be looking back on MK1's launch and holding it against them.
This is just me, but I'd rather have the game OUT already, and with a few bugs that people can point out to be fixed, than not out yet AT ALL, and it dropping with probably the same bugs in it any damn way.
@@conkyjoe8932 oh so you wanna pay them 70 dollars for them to then fix the bugs over a 3 year long period that they should've not had there in the first place when you first bought the game if they took the time to finish the game and not rush it
@RealBigMitch Be realistic now, "bugs" aren't still going to be in ANY AAA-studio's game THREE years later. Not these days. So no, wasn't saying that.
You can't say it's a bad thing that for years after a game's release, the studio is still listening to feedback, and implementing balance changes, altering/improving certain aspects of the core system (by that I mean breakers, armored wake-ups) etc etc.
All I was saying was that NRS could've waited until NOW to drop MK1...and it likely would've still launched with issues. Most games do, especially these days when they're all under a societal microscope by thousands of gamers. I was simply saying I'd rather have had MK1 drop when it did, and have been allowed to actually still play it whilst those issues are worked on, than have waited...just for it to still "not be good enough" for overly-picky gamers.
I don't think Soul Caliber was a good choice. It wasn't a game that stuck. I didn't see it in any rotations as far as news or being talked about. consistently
Soul calibur 6 was pretty cool but netcode was the worst I've ever experienced
Mk1 ESG and (terrible) management on content.Tekken 8 Paper tiger mechanics,boot leg tacky fortnight outfits.Bootleg Fortnight battlepass.Over priced nickle and dime Apex predatory Microtransactions.Cheaters not being truly punished,no mods.Bare bone game modes.
fighting games require accountability that a lot of people run from so that’s why
Simply put losing sucks, people don't want to face the truth that they aren't good and it's their fault. They don't want to learn to change that.
MK11 is the best fighting game. Everyone should still be on it and it should still be the game NRS is supporting but COVID (and WB) ruined everything.