How Players Express Themselves in Fighting Games

แชร์
ฝัง
  • เผยแพร่เมื่อ 15 ม.ค. 2025

ความคิดเห็น • 91

  • @shaolinotter
    @shaolinotter 2 ปีที่แล้ว +91

    you touched on it, but newer games making it illegal to disengage is a big factor. if putting your opponent in a blockstring is always a bad idea that feels stifling

  • @RocketSlug
    @RocketSlug 2 ปีที่แล้ว +38

    I think the big point of expressiveness is the amount of MEANINGFUL decisions a player has to make throughout a match, because a lot of those decisions can be moot if during any of those decision points the risk/reward is heavily favored to one "optimal" choice.
    Your point on meter usage is a good example. I personally like to use combo choice myself. Going for a highly damaging, but inconsistent and execution-taxing combo versus a suboptimal but safe one is a meaningful choice. Or maybe sacrificing damage in your combo for a hard knockdown to set up oki, or maybe giving that up for more corner carry. Or even gambling on a reset instead of cashing out with meter. All these are interesting choices imo that are a universal form of player expression that I feel like don't get talked about as much

    • @yoannsoh4009
      @yoannsoh4009 ปีที่แล้ว

      Facts! That's why that expression should be controlled. People usually target their own feelings on what they WERE able to do or saw in EVO highlights, whereas 99 % of the time people use fewer moves and express themselves by decision making

  • @saulsawilowsky1195
    @saulsawilowsky1195 2 ปีที่แล้ว +55

    Looking forward to you talking about situations where you can't convert off of all your pokes for the millionth time (unironically, it's very interesting lol)

    • @Yoshi15550
      @Yoshi15550 2 ปีที่แล้ว +7

      As a KOF XV player, this is very relatable. Krohnen 2C or 6A into absolutely nothing is just another day at work.

    • @shaolinotter
      @shaolinotter 2 ปีที่แล้ว +13

      different levels of reward is really fun imo. the POSSIBILITY to convert can always be there but if every hit is an automatic kill that gets pretty boring

    • @urmum9898
      @urmum9898 2 ปีที่แล้ว +7

      It's a good discussion. Less reward off of long pokes, such as no knockdown, is an important aspect when considering their strength. They may have strong neutral but get barely any reward off of their broken neutral tools, therefore lessening the blow of playing against them.

    • @NeoBoneGirl
      @NeoBoneGirl 2 ปีที่แล้ว +3

      I think it's interesting mainly because most games don't even have this concept anymore lol. GGXX and Xrd have tons of this, but most Strive characters have some way to get a meterless KD off of their main pokes, even if it sucks ass

    • @ytcmbt2505
      @ytcmbt2505 2 ปีที่แล้ว +3

      Thats when expression is visible the most.

  • @hcaelBBleach
    @hcaelBBleach 2 ปีที่แล้ว +27

    I remember watching you fight Yume years ago. I saw the struggle + crowds reaction everytime you lost. I was just learning the terms of fg at the time and just assumed it was against Mitsuru's favor/bad mu opposed to player skill bc i saw you play consistently well in other matches. Had no idea tht Aegis was OD or how crazy of a player Yume really was until you talked abt it recently.

  • @NaoyaYami
    @NaoyaYami 2 ปีที่แล้ว +5

    3:45 This confirms for me that LK's preferred character archetype is onee-san type (Mitsuru, Yuzuriha, Katalina, Robin).

  • @NeoBoneGirl
    @NeoBoneGirl 2 ปีที่แล้ว +17

    I think something important about not getting combos off of all your hits in a game like Xrd or XX is that, even if you play a character like Johnny, Sin, Elphelt etc who DO convert off most their hits, you still get the chance to interact when you fight a character that doesn't. BOTH players get to show what they're focusing on and what they're aiming for in those situations where Sol lands a meterless fS 5H

    • @Sorioku
      @Sorioku 2 ปีที่แล้ว +1

      For real.

  • @TheDracopire
    @TheDracopire 2 ปีที่แล้ว +9

    Thank you for the new video Mr. Rizzknight.

  • @deadfr0g
    @deadfr0g 2 ปีที่แล้ว +8

    My favourite way that players express themselves is live-tweeting their salt from the loser’s bracket.

  • @Yxazel
    @Yxazel 2 ปีที่แล้ว +8

    There one reason that makes me drop Melty Blood Type Lumina is not really the fact that you can make combos from every normal, but rather the fact that its allways posible to go for the optimal and 99% of the time, theres no reason not to go for it.
    That with the fact that some characters feel very similar to each other makes me go to Current Code in a heart beat

    • @T2Designgaming
      @T2Designgaming ปีที่แล้ว

      yes, this was my issue with that game as well

    • @box...
      @box... ปีที่แล้ว

      having 500+ hours in the game, there's tons of player expression excluding combos. other than that, how do characters all play the same?
      ill admit the routes are pretty linear, but considering how much movement options you have, (plus character specific ones, like ushi or aoko) how rebeats and general pressure works, and moon drive, i don't see how characters feel "very similar"

    • @Yxazel
      @Yxazel ปีที่แล้ว

      @@box... Movement option is a melty thing, not just a type lumina factor, in Current code you felt the diference beatwin moving with different characters, some had a slow airdash that goed far, other had startup in their dash or a step dash, arcueid had a side switch, etc. Also, a lot of characters either a way to control space or something that made them move, but rarely bot, some had a ton of specials specific uses or that helped you open up your opponent or a few pick with multiple purposes, and that with the general mechanics being super robust made CC just feel distinct beatwin characters in pressure, since some required specific tech to beat consistently or a general use of mechanics and the like; FVsion literally just goes and does special into special and cancels that into divekick that are plus and if you don't use shield or Ex Guard, you are stuck.
      Type lumina gives all characters: a reversal (including moon skills), a move to close the gap, a combo finisher that leaves them in their best oki and a special preasure tool. All presure can be summed up to press X amount of buttons and then reverse beat or do a special to go plus and you only way to get them out 80% of the time is just to risk dying, use shield and start the rps or use moondrive, becuse almost all characters have that one super that leaves them plus. They feel like i could just grab anyone and do decently since save for a few cases, this people all have the same general feeling and even getting in depth you don't feel like you are discovering something new about the character, more like you just are being told what this move does and that you have to use it always in this situation.

  • @deckbuildercassen
    @deckbuildercassen 2 ปีที่แล้ว +4

    As always, thank you for this blessing, my Lord.

  • @2centstudios
    @2centstudios 2 ปีที่แล้ว +4

    I don't actually use the term player expression, but if I did, I'd probably use it in reference to being able to/doing the things I want to do or that I think are cool--particularly when there are other options you can do. The easiest example of this would just be combos in general since there is usually a combo that does the most damage, a combo that is less like drop/less execution heavy, and a combo that leads to the best situation after it finishes. One of the things I do in every fighting game is I like setting up high risk/high reward anti-mash situations where I sit so close to an opponent that blocking would get me hit but standing at neutral puts me juuuuuuuuuust outside of their range.
    Also been waiting on this video. Thought you'd go a little harder tbh lol.

  • @Freshman_FGC
    @Freshman_FGC 2 ปีที่แล้ว +2

    Good to see Athletic Greens! I was literally gonna buy this for my family and myself a few weeks ago

  • @joebrown6778
    @joebrown6778 2 ปีที่แล้ว +3

    LK and I actually had a very educational back and forth in his comments awhile back about this topic. I just gotta feel like I'm expressing myself man. I play Lei in Tekken, I played Reptile in MKX for his disappearing shenanigans. If the game feels too restrictive to me, if I'm doing the same things over and over like everyone else (SF5, season 3) then I'm out.

  • @rfs8194
    @rfs8194 2 ปีที่แล้ว +3

    Method 3 is the big one! When you're makins split-second decisions, you can't avoid expressing yourself, no matter what you try.

    • @jonc8561
      @jonc8561 2 ปีที่แล้ว

      I dunno, a confirm is a confirm.

  • @shiftedclock
    @shiftedclock 2 ปีที่แล้ว +7

    It's interesting that Strive's more constrained gatlings made it easier for the designers to enforce the "light hits lead to low damage, big hits lead to big damage or advantageous situations" rule, compared to Xrd.
    But it's at the cost of decreased diversity of combo routes. It makes the game easier to design, but it also makes the long tail of new and novel situations much shorter.
    Normally this would reduce a game's lifespan among the general audience, but in an era when new updates can come out every 3-6 months to shake up the game and create novelty for players, it's actually a great design.
    Good video by the way, but it would benefit from a clear framing of the main points at the beginning.

  • @gekisage7448
    @gekisage7448 2 ปีที่แล้ว +4

    Guilty Gear Accent Core and Rev2 have multiple tools and ways to use those tools that dictate different playstyles based on what you decided to actually use and the way you wanted to. In other words I think that does lead to player expression in a very subtle way, Tekken also does that and I believe it's an 4th factor

  • @Scholarstorm
    @Scholarstorm 2 ปีที่แล้ว +6

    I used to hate fighting games because of a lack of expression but now I kinda see it.

  • @PinkLemonInc
    @PinkLemonInc 2 ปีที่แล้ว +2

    The long awaited "expression" video. Can't believe it's finally here

  • @giantdinoboy8264
    @giantdinoboy8264 ปีที่แล้ว

    I think that player expression is less so about the number of tools but the number of ways you can use a tool. A great example is Anji's butterfly. In Strive Anji's butterfly is almost exclusively used on knock-down which, granted, is its most import feature but in AC+R it can of course be used in may differ ways. In AC+R you can use it I neutral to cover the ground space fairly safely when compared to Strive, you can use it as a combo tech punisher, you can spend some meter to make it faster which allows for oki after further away knock-downs but it can also be used to setup hard-to- blockables since it hits overhead.
    With Strive I am only able to express myself in 3 ways when I have the opponent knocked down, butterfly, meaty, or block. In AC+R I have a plethora of options because the tools in that game can be applied in many ways.
    Ultimately, I feel like Strive and a lot of other modern fighting games have made tools very linear instead of having moves feel like a radar chart of strengths and weaknesses (Ex. Ac+R Butterfly Great:Oki, Good: Neutral and tech trap, Bad: melee(still do sometimes, very funny way to start offense))

  • @TechN4ra
    @TechN4ra ปีที่แล้ว

    I think especially for 1v1 fighting games, that point regarding having more tools and larger movelists really makes people feel as if the game has more room for expression.
    It always feels good to work moves that people dont use as much into your setups or gameplan, and it make players feel like their Sol is different from other Sols for example.

  • @ytcmbt2505
    @ytcmbt2505 2 ปีที่แล้ว +2

    For me expression is when something happened, and theres no optimal followup decision to it, and the game lets you choose from many
    And ofc character/team building, like dbfz with assists and 3 chars and sfv with different vskills and triggers to choose from

  • @keonakel9678
    @keonakel9678 2 ปีที่แล้ว

    15:55 banger alert👀

  • @calmguru1274
    @calmguru1274 2 ปีที่แล้ว

    Huh cool videos recently man

  • @breaka666
    @breaka666 2 ปีที่แล้ว +1

    LK with the Big Boy Sponsor, good job bro

  • @free_playstation_2
    @free_playstation_2 2 ปีที่แล้ว +1

    my brain immediately went to bombos
    sidewinders galore

  • @renann3
    @renann3 2 ปีที่แล้ว +3

    So do we get soulless robo LK instead of robo Ky in strive?

  • @Nyagro
    @Nyagro 2 ปีที่แล้ว +3

    Neat video and some great points brought up Here just my two cents though:
    - ) "Player expression" coming from the character select screen (aka multiple characters + assist to choose from, grooves, moons etc.) are a special kind of expression in that once you specialize or even just start the round, these options don't matter anymore since you are locked in your specific choice and are forced "to play that way"
    - ) Your method 3 "selection" is valid imo and the reason it doesn't get talked about is due to it being very dependant on the knowledge someone has about the game already.
    Someone new to fighting games won't necessarily be able to tell different playstyles apart. I think this was easier in older GGs because the toolsets were simply bigger and the usage of certain moves could vary greatly between players. Whereas now, everything is build with mostly one specific purpose in mind. The moves on characters are too intentionally designed. The boundaries are often so strict that you rarely get the opportunity to think outside the box and find different applications.
    If we take your definition of "selection" a bit further it also implies that nearly every game has "player expression". Even games like CS, since no two people play like carbon copies of each other. Some might be more aggressive than others, some more reserved, some decide to hold on to resources and others like to dunk them immediately to get an early edge and snowball from there.
    While I think "selection" like you described is worth talking about, it's missing the distinctive line between "expressing yourself" and simply different player behaviour.

  • @nikeallstar6577
    @nikeallstar6577 2 ปีที่แล้ว

    This could easily be a 2 hour video to explain ! Great job on this

  • @catnekokot
    @catnekokot 2 ปีที่แล้ว +2

    If only every game had explanations like these instead of default "press right to go right" or "press two attack buttons to FD" - ok great, what should I do with that? "crickets"

  • @swaggyp316
    @swaggyp316 2 ปีที่แล้ว

    Bro you’re in Wolfe Glicks video about the Pokémon gym

  • @PipeRetrogamer
    @PipeRetrogamer ปีที่แล้ว

    I've been playing a lot of Fatal Fury, and I can hardly imagine a game that allows more player expression than Real Bout Fatal Fury 2. It's astounding. +R levels of expression. Awesome game.

  • @ukyorulz
    @ukyorulz 2 ปีที่แล้ว +4

    Over the years, I have come to interpret "player expression" as "a situation that happens when a character or team has such overpowered options at their disposal that players have the option of selecting sub-optimal options knowing that the overpowered ones will make up the gap". i.e. "Watch me express myself with my Morrigan/Doom/Ghost Rider team!"

    • @jonc8561
      @jonc8561 2 ปีที่แล้ว

      Nope

  • @fluffdafire157
    @fluffdafire157 ปีที่แล้ว

    I haven't been in the fighting game community to long I'm not sure explicitly what all this means but I've always felt there was a lot of individualism in at least the ones I've been playing granted I only play with friends mostly

  • @thisisMYname223
    @thisisMYname223 2 ปีที่แล้ว +2

    method 3 needs to exist to have a game at all. method 1 & 2 are meaningless without tangible divergence. the thing people lk included seem to forget is its not the number of tools you have that matters its how flexible they are and weather or not you are allowed to use them to achieve different results. the absolute easiest example of Player expression in fighting games imo is when youre allowed to move before round start. in those situations theres rarely an actual 100% correct optimal answer to "what should i do now" you are quite literally ONLY expressing you're own intent but then theres games that dont do that and youre forced to face round start as presented. neither is inherently more engaging but the former is inherently more expressive.

  • @ChibiRuah
    @ChibiRuah 2 ปีที่แล้ว

    I feel player expression seems to me to just as for a more hard to find an optimal strategy in a game. Players don’t like hearing “just do this combo” or “just play this way”. If the game is easy, it’s a lot easier to see where things go wrong and player gravitate to a more common player style as it wins (even if they find it less fun).
    I feel part of the feeling of modern games being less expressive is we are fast at optimizing parts of the game faster and resources are more common.
    It’s kind of like how people felt they could be more creative with mtg deck and express themselves and now with the internet and deck guides, more spiky players will net deck and try to find very small optimizations.

  • @fridayafternoons1
    @fridayafternoons1 ปีที่แล้ว

    athletic greens in a fgc vid? when we getting the LK lifting streams now?

  • @o.o.4238
    @o.o.4238 2 ปีที่แล้ว +3

    I always thought you that you believed player expression was a myth lol
    My bad for giving you so little credit LK.

  • @HELLRAISER02
    @HELLRAISER02 2 ปีที่แล้ว

    I personally express myself by throwing the hell outta people, shmoving, and/or bullying people for mashing :)

  • @davidburke4101
    @davidburke4101 2 ปีที่แล้ว

    Yo I don't know if this happened on stream/twitter or not (cuz I don't watch any streams, and fuck twitter) but is there gonna be any reply to the diss track that jiyuna dropped on TH-cam a couple days ago?

  • @Nimrod336
    @Nimrod336 2 ปีที่แล้ว

    Lk, what's a fight stick that works on ps4 and ps5. I bought a ps5 but they have nothing officially saying *this* stick works with ps5

  • @Drawfill
    @Drawfill 2 ปีที่แล้ว

    Do you feel like player expression vanishes as the game ages? Like when I started strive there was a thousand ways I could RC to get a certain situation, but now people know all these tricks so all my tricks are basicaly worthless. (god i miss the days i could blue RC into a grab without getting teched)

    • @herbbirb3766
      @herbbirb3766 2 ปีที่แล้ว +4

      Someone above said it better but its really just about optimal strategies being limited, even if player expression might be varied, you'll never see it if overcentralised strategies/playstyles dominate pro and/or casual play
      plus it's not player expression thats vanishing in that situation but just players getting better and the community space demanding better strategies - you can still express yourself by doing neutral brc > throw but its an inherently lacking option and players won't hold it lol

  • @ZzigZaG00NIN
    @ZzigZaG00NIN 2 ปีที่แล้ว

    ooh Lk the robin main

  • @alexanderdenison2950
    @alexanderdenison2950 ปีที่แล้ว

    14:30 "look at the move list!" *chuckles in bloated 3D fighter*
    Edit: Gonna continue to shill for 3D games here for a second, in method 3 you talk about how conversion ability defines player expression and this is exactly why the RPS in 3D games is so much trickier than people realize. There are typically no chain cancels/special cancels so literally every single hit you earn is a different situation, with various braching RPS situations you need to be ready for. A lot of the times only large counterhits or slow launchers that require a precise whiff punish lead to real launches, so a lot of the time it's just like "okay I landed this poke and now I'm +4, now what?" And if it's a game with really tricky strong universal defensive options like soulcalibur for example, the situation immediately gets quite complex. I really wish SC6 got more love, that game is pretty awesome aside from the abysmal netcode.

  • @wakkaseta8351
    @wakkaseta8351 ปีที่แล้ว

    Who needs player expression when you can optimize and solve the game?

  • @Seijuro808
    @Seijuro808 2 ปีที่แล้ว +4

    Bonjour!-

  • @LiftedBlader
    @LiftedBlader 2 ปีที่แล้ว

    Why you gotta do the Spongebob Intro Pirate like that...

  • @Hanako44
    @Hanako44 2 ปีที่แล้ว +7

    It's too abstract of a concept to give it one definition. Depending on what games you play and what this sport means to you, your idea of what player expression is will differ from mine.
    If you ask me, maybe I am reading it too literally, but to me player expression is simply a synonym for identity. You don't play my character the same way I do, I prefer different combos and you prefer different approaches in neutral. We have our separate identities, and the game allows for us to both be successful despite playing the same character entirely differently.
    This is my problem with these recent triple A games, yeah? They are MUGENified beyond recognition, you can always do one optimal route off of any hit and being good means only knowing how to do these very specific combos off of every single confirm. You see a move and you immediately know what it is meant to be used for. If you try to use it in any other context, no, you are playing the character wrong, it won't work. You compare one [character] main to the other top level [character] main and it boils down to them having the exact same playstyle, but one of them has better reactions than the other. I miss when we could make profiles for players, such as "the legendary [name]'s [character]", "playing like [name]", "that's the [name] strategy", etc. Now it's "he's a good [character]", "my [character] is good", "I can play [character]".
    But I do not know much, that is all I know.

  • @myuutosan
    @myuutosan 2 ปีที่แล้ว +1

    RizzKnight

  • @eh4372
    @eh4372 2 ปีที่แล้ว +2

    Bonjour lord knight lol

  • @solodolo9450
    @solodolo9450 2 ปีที่แล้ว

    Rizz or no rizz?

  • @jonc8561
    @jonc8561 2 ปีที่แล้ว

    Methods 2 and 3 are not mutually exclusive

  • @the_abdiel_27
    @the_abdiel_27 2 ปีที่แล้ว +1

    Those people will also probably not play Tekken

  • @henrysymonds8996
    @henrysymonds8996 2 ปีที่แล้ว +4

    Good stuff LK. Getting down to the heart of the phrase that’s been plaguing the community for a while now. Maybe now the boomers will re-evaluate their stance on player expression.

    • @joebrown6778
      @joebrown6778 2 ปีที่แล้ว

      I refuse.

    • @rachetmarvel931
      @rachetmarvel931 2 ปีที่แล้ว +1

      Why are you Strive shills so opposed to having characters that aren't watered down, gatling combo,and more cool system mechanics to play with?

  • @itsCrust
    @itsCrust 2 ปีที่แล้ว

    algo
    love the vids

  • @Sergio-wc1wn
    @Sergio-wc1wn 2 ปีที่แล้ว +8

    I hate how people use player expression. People use it like game I like has player expression and game I don’t like doesn’t have player expression.
    Every fighting game has player expression because player expression is just your choices in game

    • @bigredradish
      @bigredradish 2 ปีที่แล้ว +5

      I feel like in a lot of cases it boils down to people pretending neutral or oki doesn't exist and go "oh everybody uses the same bnb optimal combo why don't they do something cool and flashy". it's people who live in training mode who want more funny combos to post honestly

  • @powertrip8676
    @powertrip8676 2 ปีที่แล้ว +9

    player expression is a meme

    • @banalsandwitch4002
      @banalsandwitch4002 2 ปีที่แล้ว +3

      Someone gets it

    • @RoyArkon
      @RoyArkon ปีที่แล้ว

      Yes, the term "expression" is only there just to give more weight to people's complaints about certain games, and even they know it, but not gonna admit it.

  • @hakumenx1
    @hakumenx1 2 ปีที่แล้ว

    Player expression is about as much of a muddied definition as "options"

  • @FlyXcur
    @FlyXcur 2 ปีที่แล้ว

    Yo LK introduce me to your barber

  • @RoyArkon
    @RoyArkon ปีที่แล้ว

    The problem with the term "expression" is that ultimately, all people want when they complain about "lack of expression" are technical stuff like tools and options, and the term "expression" gives it an artistic connotation to it that doesn't belong it. Because while making video games is an art form, playing video games isn't, even when you play them on a more serious, strategic and competitive level rather than just in a casual, go-and-have-fun manner. Like you said, people just need to to say they want more tools, rather than saying that "there is no expression in that game", because that point they trying to use unrelated terms just to give their argument more weight so they can get what they want, and that's not how it should be done.

  • @ChurroTheViscous
    @ChurroTheViscous ปีที่แล้ว

    Ex-cetera

  • @jimbaj5814
    @jimbaj5814 2 ปีที่แล้ว +3

    I haven’t watched it yet but every third word out of your mouth better be loose

    • @NeoBoneGirl
      @NeoBoneGirl 2 ปีที่แล้ว +5

      That Max video ruined the credibility of basically all people talking about player expression and emergent gameplay because his example was fucking DNF Duel, a game more stiff and limited than Granblue

  • @Caelifera_Falco
    @Caelifera_Falco 2 ปีที่แล้ว

    yo

  • @duel2803
    @duel2803 ปีที่แล้ว

    man really does hate dbfz😭

  • @salvatration3704
    @salvatration3704 2 ปีที่แล้ว

    Frieza still sucks really hard.

  • @nkirmath8621
    @nkirmath8621 2 ปีที่แล้ว +4

    This is a scalding take, but I believe Smash Ultimate has the most player expression of any fighting game.

    • @saltyluigi4011
      @saltyluigi4011 2 ปีที่แล้ว

      hold up, let him cook

    • @box...
      @box... ปีที่แล้ว

      @@saltyluigi4011 bro burned the food

  • @jscriber100
    @jscriber100 2 ปีที่แล้ว

    Haven't watched yet, but effort plays a big role. People are extremely lazy. They hit Angel rank, switch over to SF for the first time, do 15 mins of training mode before getting whopped in Ranked. Then blame SF because "Karin can't express herself cause she ain't dlc."

    • @GetterRay
      @GetterRay 2 ปีที่แล้ว +2

      So lazy he didn't even watch the video before commenting.