Hate losing? Everybody does. But maybe it's deeper. Here's why winning is so important and how it can inform the way we design games in the future. What do you think, does winning matter? Tell me in the comments!
We as humans will always have that instinct, we all have that desire to win. It just takes a lot to bring out that competitive side of you. Yeah, we all get fed up of losing, as humans, it's natural.
but some people can focus on winning the next one rather than wasting time being upset about the last one, and that's where the most useful genes ended up. Sure, look back at your mistakes, but only so you can know what you can do better next time. In the wild, humans wouldn't have survived if they acted as some people do now to a loss.
5 years on these videos are the reason I got into fighting games and now they’re one of my favorite genres. Thanks for the videos and glad to see you’re still making them.
thats why competitive ratings exist they pit you against people of your own skill you can feel like a winner and a loser and when you win you get that gratification t hat you arent wasting your time and are put against stronger opponents but eventually youll become better and move on to the next rank its a cycle of winning and losing that keeps pushing the player and keeps him motivated really nice vid btw
I used to play Gundam Battle Assault 2 on the PS1 and played a little Tekken on the PSP. My first fighting game since then is DBFZ (I started last week) and I’ve been able to have that sensation of making progress in two ways: 1) being able to cleanly perform a feature of the game 50 times in a row without fail in practice mode and 2) being able to perform said feature in a real match. Your yo-yo analogy is apt. I’m learning the mechanics of the game without winning most matches, yet every day my grasp on what the game IS improves and my ability to perform in the game improves. There are people out there that have yo-yo’d all day every day for years and years; it wouldn’t make sense to compare my casual progress to their focused and enduring dedication to yo-yo-ing. I’d also like to say that your ability to make gaming noble is admirable. You instantiate value. Not many people can do that. Thank you for your content!
Hey. I have been lurking your Twitch. 1. You need to stick to one game to master it. 2. Only use training to learn the moves because online has lag. 3. Stick to opponents from local area to minimise said lag. Your channel has great content and you seem to be a genuine nice bloke, cheers! 👍
Why is watching these just so interesting and mesmerizing to watch. Between the different musical styles the way how you put a gentle piano melody in the background while you focus on the coffee and listening to how you speak and your ideas. I don't know i have ADD and this is one of the few things that are calm and keeps my attention. I don't know if you have ADD as well or something, but for some reason if you don't I just find this very relatable and relaxing with the different tones in the video of calmness and then the sudden music change and your talking becomes a little more rapid adds a little intensity going tomorrow calm to a little more intense so smoothly like that so nonchalantly without anyone noticing is something I find very interesting and a good tactic to create good content. You my friend need more subscribers.
Using a scale can definitely help producing an exact amount of coffee, especially if you want to experiment and improve your coffee results by changing the ratio of water to beans (weighting the beans, then pouring water in the dripper while the carafe-dripper setup is on the scale to measure water levels). I'd recommend using a Hario scale if possible. Otherwise, using a marker to line-up your water levels is fine too, albeit a bit difficult, lol. Anyways, great video I definitely agree on the usage of statistics to measure improvements, but I also endorse intrinsic learning (actively noticing what you're doing and what the opponent is doing to counter it) as a solution rather than over-relying on statistics, because it can quickly become "I must do X amount of tech" in a match, rather than actually thinking how to adapt and win.
Hey, it's 2020, and what you said here, is really painful for me to hear. Because this is the truth. I hate losing as well, because of what you said, I feel like wasting time practicing combos and all that.
I love these thought pieces on FG's, it had a lot moments that that resonated with me. I've been playing FG's since 2011 with SSFIV which means the game had been out for over a year already and SFIV was pretty intensive on its links and i lost a ton in the process. It's only after finally becoming good enough at the game i could see what should have been the right approach for me when learning. When i learn a new game i do exactly what you mention which is dumbing down the satisfaction i get in playing a game, instead of winning i go for small achievements, only they arent shown on screen. Because im more experienced in 2D fighters i can rather quickly pinpoint what are the important parts i should focus on. I would set a few simple goals for myself and a few extra ones during the match itself if certain scenarios come up. They are simple thing like successfully anti airing, punishing a specific move, properly hitconfirming certain attacks to more "difficult" things such as analyzing what the opponent likes to do in neutral(what will they do when i walk forward, which buttons do they press) or during their defense( do they press buttons, try to tech throws, walk back etc) and adjust my neutral or offense based on that. My point with this was that because im being so occupied by constantly trying to analyze i completely change my mindset of one being focused on winning to trying to learn. Playing to win, especially at lower level play can make you try more desperate tactics, and if they start working then one will assume it's the correct way to play but instead you are cultivating a playstyle which is based on risk taking . Anyway when im being very analytical during a match im too occupied to even get frustrated or angry. Even when i lose if i completed a few of my goals i atleast feel some accomplishment and satisfaction. Overall i definitely agree developers should do MUCH more to showcase if players are progressing, no matter how small, they can even steer players to what they should focus. Shooters are doing these type of things for a while already and it's fun to see the stats. Developers also should do more regarding guides or tutorials, actually teaching players core concepts of FG's rather than giving a quick overvieuw of its mechanics. The devs can add them as minigames which also expands the SP content. Good video, keep it up!.
This was a really interesting reflection. I havent thought about how much statistics could help me feel good. I really loved fighting games as a teen, but i stoped playing them. Now i came back to them, after about 12 years, and i really suck, haha, im losing A LOT, but still feels like practicing and improving. I have the patience, for now, but this statistics could even help me impprove more. Any way, great video :)
That part you said about being able to know that you've improved is actually why I was saying that one time we were talking about it that I tend to enjoy online fighting games especially even arena shooters like overwatch, less than challenging single player games. Because if I beat a boss in Dark Souls that was killing me consistently up till then, I really feel like I improved and overcome a challenge, whereas if I win a match in Overwatch, well, maybe I improved, or maybe I just got matched with some less skilled players, OR maybe I got matched with a better team this time, OR maybe someone on the other team had a bad internet connection or the were arguing with their mom about why they play games so much. There's just too many variables to really know how much of it is actually you as a skilled player.
The only dood I can literally watch make coffee, while having a casual conversation as if im there lol. Also, hope your safe man, your hearing typhoons and that earthquake situation is somethin fierce
I think this is a very interesting topic as a whole. When streaming I would see tons and tons of people get upset over the game maybe even drop it for a bit, and this even extends outside of fighting games, or even gaming in general, I do think that figuring out such a complex issue of making it less insufferable to lose is something thats kinda beyond me imo. My suggestion to maybe alleviate the issue is to encourage timed play and breaks from the game when played in a online or solo setting. Maybe have more messages popup to calm the player down after repeated loses, tell them maybe to take a break, or to utilize a system to track players most commonly used inputs and tell them the cons and break them out of habitual repetitiveness or tell them how they could counter some of their opponents repeated moves or unsafe actions. I get that may not work for everyone but I feel it'd be a positive thing to start seeing in these games. Me personally I don't really ever get upset that often or want to drop a game in over an L, and I've taken quite a few bad ones in BBTAG thats for sure. That could be because I just don't care or try to make fun of the situation. I don't particularly think of myself as a good player despite the ridiculous amount of hours I have in the game. The only real fighting game I could say I ever put down was actually SFV, and thats because of how horrendous the PC port is. To talk about simplified inputs, I think they can work if the developer can also maintain a hook on the hardcore crowd and not sacrifice the fun of learning hard and more complex inputs/combos. It shouldn't come at the extensive cost of individuality and free flow combo structure. Sorry for the long comment I just think this is a very interesting topic, awesome videos as always dude. -Russell
I used to play League of Legends a lot and for some reason i change to Brawlhalla ( Well i don't know about you but for me, it is a fighting game even though it looks different ) and when losing in Brawlhalla i feel really bad and stupid. But when i lose in league i can just said " NAH MY TEAMMATE ARE TRASH" or "NAAH, IT IS 1V9 ANYWAY". Performance statistic, that is one thing i am so agree with. League of Legends has it and when i lose and look at the statistic and grades, if i did good the game will reward me with good grades for performance and i can blame my teammates for doing bad. Then i move on and keep going. I don't know much about fighting games but i never see fighting games with your performance statistic. That is why games like League of Legends gain so much more attention then fighting games in general. The 1 v 1 nature in fighting games is one of the reason why losing is so much more frustrating. When you lose against people in fighting games, you can't blame it to others, it is just you suck and he is better than you. There is no performance statistic when you lose in fighting games and it only says that you lose. That's it. We play PvP games to win right?. So, yes. I think there has to be some performance statistic to make the players who lose feels like they are doing something , improving at something. I don't know how but i hope fighting games developer take these into their consideration. I know sometime this " performance statistic " thing is not always shows how good you played because sometimes in certain matchup this character A are in disadvantage against character B. But i do think it is a good idea. Sorry for my bad english :(...
It doesn't matter if it is a theoretical bad matchup for your character. I'd argue that the majority of players don't understand why your character should beat X. Some MU it is obvious, but far from all.
third strike had a grade system but nobody cared about it. whats the point anyway? you lost and statistics can't tell you the true reason. just watch your replay and look for what you did wrong. tbh statistics even matter less in teambased games. people focus too much on things like k/d instead of teanplay.
@@djsauceguy9302 played brawlhalla for a while and I actually feel that game is closer to a beat 'em up with vs mode than something close to a fighting game. And lose to "spam" is not a valid thing since it's your fault to not adapt on the match. If you are seeing the guy doing the same thing over and over, you should avoid it or bait it to punish.
SFV specifically is poorly designed in that it MAKES people feel bad for losing. You have a long “you lose” screen that rubs it in and then you have to watch as your points are deducted and everything. It’s the “loss aversion” principle at its finest. Old SF games in 1v1 didn’t say “you lose”, it said “Player ~ wins” and then a quick animation played.
@@pipyakas There's a difference, though: in MK, there's the general rush to win the match so you can get off a fatality. That's what made people play the series in the first place. If you lost, you tried again and simply had fun playing. The older we get, the less tolerant we become to losing.
In all honesty SFV was meant a a starting point for new players that's it. In the long run it won't develop your skills that far because it's more limited.
What makes me mad is not losing but screwing up my combos or getting screwed over by the lag. Sometimes spammers. What makes me more motivated is learning and understanding the game more. Basically if I am understanding and executing more combos then I get more invested.
non-greasy hair!! Poggers!! great video, really helps me considering Tekken is hard as af. edit: the fog becomes more clear not clearer lol good stuff Nihongo
I think the problem with fighting games today were how they fail to prepare you for PvP offline. Long story short, the average player can get through the hardest modes offline without learning any of the systems. It instills a false sense of security that gets demolished once they get wrecked online, and that scares away new players. Which is sad. Fighting games need some new blood.
that is why I play only single player story based games. I will always win. but I still put some effort in order to finish the game. so I feel satisfied that I finished a game.
Its a weird feeling when you feel angry when your lossing. When you start playing fighting games it feels good but if you play to long it starts to kick in and really just need to take a break for abit and think what happened to loss, sleeping helps and coffee time😄. and when you come back normaly your better at the game. Its like anything in life takes time to get better at anything make it a way of life if you enjoy it take your time.
Lml losing sucks cuz it sucks. Everyone wants learn and grow and be better at games but to do that, you need to learn. And nobody likes losing. You put up with it because you need to lose to learn but after a while it will get to you and if arent committed enough you will rage and quit.
@@Gagarinaut I agree that it can be used as a learning experience as i stated in my previous comment. But not everyone has the dedication to say a loss is a loss and move on. Especially casual players. Yeah you can take the loss and move on but nobody is gonna be happy that tgey lost. You might feel more experienced or even learned something new about the game. But you arent gonna be like "yay i lost. Im so happy ive had the experience of losing again." When the loss was unfair, thats when i get upset or angry. But nobody is generally not at least a little annoyed by a loss
Sure there's disappointment in fair competition that is lost, but it serves a purpose. As a drive to get better, or as a means to study your opponent. In unfair circumstances though nothing can be gained from it. It is wholly frustrating, and nothing else. Only casuals who want the win handed to them get frustrated in situations they could learn from.
To me winning doesn't mean anything if I am not enjoying the game. Winning doesn't always mean you are getting better. It can mean you won by lag, won by luck, spammed, won with no combos(which isn't really progress if you were practicing combos) or won because your opponent is much worse then you. It's how you play that shows how you are getting better and part of that helps players understand the game and do more with it instead of being stuck doing the same thing. I enjoy fighters more when I can do more and then win with it. I won matches that didn't feel satisfying because I didn't get the combos I wanted.
Great video. It certainly would make the loss more acceptable if you saw statistics as "you parried successfully 2 more attacks per round than usual" or "your neutral jump attacks increased by x percent" etc. You would have something more to analyse than just a simplistic "you win/you lose" screen. Obviously we all know that you could gather those infos by analysing the replays yourself but that does not offer the same kind of "reward" on our mind.
Completely related to the discussion topic: a scale might be helpful for measuring how much water you put in. Or just do the marker method that you mentioned :D
Actually I have a couple friends which are high level and pro tournament players. They're pretty surprise I can hang with them though I'm not that good in fighting games anymore. Takes practice to win, I think if you keep losing and losing and without learning anything to win back again is the problem here, like Ryu said in SFII as a motivation, it's not the winning or losing it's what I learned from the fight. Eventually you'll get better if you dedicate like Ryu does to his craft.
Your last point was brilliant. I feel in Tekken the idea of statistics could be so easy to implement. There could be stats on successful punishes, max combo damage, successful sidestep, throw breaks, ect. This could actually make a big difference. However, with Tekken it may be easier to measure improvement without winning despite being arguably the hardest fighting game. I say that because there is so much knowledge to accumulate that successful applications of that knowledge are victories within itself. For instance, against Mishimas in Tekken one should utilize sidestep left to avoid there key moves, when one actually does that successfully for the first time it is a clear sign of improvement regardless of the outcome (post-game stats could of course show that). I think of it like playing chess against the computer where after each move an A.I. notifies you if you blundered, did a mediocre move, or did one of the best moves possible. The more one does do "best move possible" and the less blunders one makes, they know they are improving despite maybe still losing the match.
I dont play fighting games online but in an arcade. I guess our Arcade culture for fighting game is peculiar. You can tell how bad you are if your opponent is almost obligated to give you a pity round or would apologize to you if they messed up and 3 - 0 you without giving you a chance to practice execution and defense. Two rounds are usually given to newcomers.
You can know you are improving if you look at situations where you got a hit or made a wrong move, but now you dont. Maybe you are still making bad decisions elsewhere but you are at least not getting hit by stuff you were in the past. I agree that most people don't see this as "improving" because they are not seeing the big "YOU WIN" shoutout on the screen. So they get demotivated. But if you stick long enough and learn how to deal with enough situations, you will eventually made the all the correct moves to win a match.
What's ironic is that the reason behind difficult inputs for Street Fighter is the devs thinking that "oh wow, if Ken does a shoryu, an ostensibly difficult attack, then the player should also have to do something difficult as well". And now we've regressed from that. Sad.
It depends on your opponents. As the fight goes on, you get an idea how good your opponent is. Therefore, I don't feel like winning is necessarily a way to measure improvement, but rather internally you can feel if you're getting better.
there many ways to know we improving without win. 1. when we learn to anti air and make the other player scared to jump. it mean we improve. 2.when you watch daigo and other pro players and you start to have idea or theory why they choose to do the moves they do. 3. when you realize in the middle of fight that you do unsafe stuff due to anger and stop doing it and just relax it mean we improving. 4. when you let yourself to doing anything to win.. copy tech from other players.. ask for advice .. see what other people doing with your character. anything to win. that when you improving
I know this comment might just be ignored, but I wanted to make a quick point. Capcom has actually done a remarkable job over the years in managing raising the level of the player to an incredible level. From MegaMan, to Monster Hunter, to SF etc. each game boasts insane difficulty, that is casually presented to you. When you see the finish line, you appreciate it. This is why I always say that single player is very key in gaming. The first opponent in life has to be yourself. For instance, when you talk about feelings of accomplishment, that was a big thing when completing Survival on Hard in SFV. That mode made you pull your hair out and rage, but as you worked towards clearing it, you saw yourself become a solid and powerful player, and it reflected in online play. Monster Hunter also pushes you to insane levels, yet when you finally do what seems impossible, you realize how much better you have gotten. I complained about Survival mode and it's cheapness in SFV for a long time, and now that they've changed it and made it easier, I miss the old mode. As much as it may aggravate you, deep down every player wants to knows that a checkpoint they reached couldn't have just been done casually by anyone, but took work and dedication. The issues you mention are exasperated when a game lacks Single Player hurdles to climb. If all you can use to measure yourself and improve is playing other random people, it can be a bit tricky. When you have a structured ladder to work on solo that culminates in an extremely difficult task, it forces you to get better. Just think of it like this- You've all played KOF99-00, Capcom Vs Snk, Tekken and many other fighting games of old, with legendary last bosses like Geese Howard that you spent entire evenings struggling to beat. Back then, you weren't even thinking of measuring yourself against other human players as "getting good." Conquering the boss was an achievement, and wins versus human players came automatically. It's not about lack of multiplayer versus. It's the fact that when you weren't distracted by watching your human opponents progress, you naturally became better, and won without even thinking about it when the time came, because you were focused on yourself.
dont know if you know this but smash 4 matches give you a lot of info after a match: damage dealt, damage received, KO's , SD's, peak damage, ground time, air time, how fast you launched your opponent, how fast you got launched, percentage of attacks that hit opponent, grabs , throws, projectiles, list goes on. but i only ever look at damage given, damage taken
Honestly this is the exact reason why im not a huge fan of fighting games especially being a newish player in FighterZ and very new to traditional 2d fighters
You need to make smaller goals for yourself. Winning is NOT your next goal to strife for. When you play next time, try to set a smaller goal. Land that huge combo you have been practising or block that mix up that has given you trouble. In tag fighters, you can even set a goal of taking out one or 2 of your opponents characters. Small goals will pile up over time.
So this may sound somewhat unrelated, but while winning is important, remember that there _will_ be a point where winning too much can also feel like you aren't making progress at all. You either get fed up by winning, or simply using a single win-all strategy and refuses/becoming unable to adapt because hey, I always win when I do this. Of course, this is mainly talking about local and CPU play than online and/or specifically picking weaker opponents to fight against, but the latter's the person in question's fault. So yeah, showing fight statistics post-match is a good way to see how well a player approaches the match, especially when it shows the ones from their previous fight, either against the character the opponent is using or just in general.
I agree. For me it's like.. if I win does it mean that I got better OR was that person just not that good? If I lost then obviously that person outsmarted/outplayed me.
Winning feels great, but I feel more progress in landing a move that I haven't been able to pull off consistently. Games with a Z motion move gave me so much trouble for the hardest time. Honestly, that felt worse than losing to me for some reason. I have recently jumped back into fighting games and I'm here to stay, and I started up SFV again and after a bit of messing around I was pulling off Juri's tensenrin or Ryu's dragon punch semi consistently, even in online matches.
I am a smash bros player and if I lose against the same person online or at locals I pay more attention to how many stocks I took off the other player and what percentage they were at. I remember my first local my goal was to not get three stock I surprisingly met this goal and by the end of the night, I was taking 2 stocks away from players and the in the next weeks was winning and getting more stocks away from players that had defeated me prior and eventually I was winning and getting top 10. I haven't won these locals but I feel like I can.
I consider myself pretty well above average. Played Tekken, Mortal Kombat and Smash Bros since I was 5. I however NEVER play online matches. Even with my 1,000+ matches played in Tekken Tag 2, I will not touch the online mode. Just ruins it completely for me. MKX, I played 3 online matches and reminded myself why I don't do it, I can win 100 in a row but that 1 loss just kills me.
Will there be a difference between Street Fighter 30th Anniversary Japanese Version releasing end of October 2018 vs the one that is currently available now (US version)? Wondering before making the purchase. 🤔
The Japanese Edition uses the same roms for online play as the original version, but for offline play it has western AND Japanese versions for every game in the collection
Thks for the quick helpful insights! Read everywhere that the online gameplay can be laggy as a popular feedback so wondered if it would be solved with the Japan Edition or already has with the current. Looking for the Switch console.
if someone for example at gold rank league no matter how many he/she loses no way she/he loses until down to low silver league because their skill level already at higher skills point than silver league player, at some point he/she will win again and again against low silver rank so they go up again to gold rank. He/she can only lose to higher league rank until he/she grow their skill level and can easily beat or at least more likely to win than to lose to the higher rank so on and so forth. so don't feel bad if you lose it just part of learning/training fighting games.
WINNING =/= improvement Does a godlike player improve beating a mid-level player? No; it’s the opposite. Losing gives you a match to review your actions so you can understandably see where you go wrong and use your brain to find the custom solutions necessary to keep you from getting hit. Where can you understand that without being put in that scenario before? If you don’t get hit, you don’t learn.
I sucks at fighting game , i practice but i lacks the patient to master it :( But population of fighting games on PC are low , don't know which game should i invest right now
The worst arcade stick that I had was the Hori V3 for my PS3. It was a really crappy arcade stick, the lever and buttons wouldn't respond on my fighting games and I ended up smashing the sucker to timbuktu out of anger and I threw that bastard in the trash and never thought of it again.
In general sense, winning is profitable. In games its a prove of mastery only and only if you purposefully planned and designed the achievement. You cant be masterful without learning and making mistakes is gonna be commonplace until you correct them. Most ppl want to play, win and done. Some prefer to solve, experiment a game than win or lose. Nothing wrong with either. Diff person diff motivation. There will be a point when winning is no longer fun especially when you are beating newbies and you dont gain anything. Its a false sense of glory. You win but not satisfied.
Ultimate vs capcom 3 has a system like what your explaining, after ranked battle it shows stats. And win loss ratio. I understand what you mean though man. But Gordou in crosstag is op in my experience lol
I feel the lowered execution barrier would drive off people trying to learn the game that are new to the series, instead of actually learning the game you can rely on cheesey tactics and for people trying to learn it turns into a "why bother" situation, if you can win by just mashing why not keep doing it? Why i had to drop crosstag and go back to sf5 and tekken because i felt like theres no point in getting better if people are just mashing autocombos or just spamming cheesey tactics
Granted itll be different at higher levels but it kills the motivation to get to that point. Why would i try to get better when you can get to plat by just spamming B-autocombos into super
hope you're safe nihongogamer! friends are in the middle of the typhoon too! let me know if you wanna hit me up for some fighting games! i'll be in japan at the end of year and would love to meet you! xD (staying near tokyo station)
I actually wanna say u can feel the feeling off improvement even if u lose without statistic imo. Like by either executing a combo u have practiced or being able to recognise what ur opp0onent did against you to beat u and just that u had the though about it could feel like an improvement to me atleast. Then u might go into practice mode etc and practice against it until u learn to deal with it and so on and eventually u might grow good enough to win but that isnt necesarrily important its more important to me that i figure out how to deal wit hthe situation in the first place in my opinion though
Winning it's important when you can't appreciate the game itself and your only purpose is to play the game for winning. How you can appreciate a win without losing? You need to detect the things to be corrected and work in them, and then you'll have a mesure and a feel of progress despite the fact of winning or losing. Blaming the game for not being educated in the art of losing and learning, it's not the fault of the game, it's the fault of the game culture and education themself. Each game/activity that requieres you to progress alone has the same problem. So you have to manage the situation and have some milestones in order to feel the progress, and winning it's not one of them. Of course winning it's a reward and helps alot, but it should never be a mesure of progress.
hey nihongogamer i would really appreciate it if you would do a video of your thoughts on the fighting game blade strangers for nintendo switch and compare it to blazblue cross tag battle because just like blazblue it has simple imputs but unlike blazblue cross tag battle i fell it gets the simple imput thing right, unlike blazblue cross tag battle where it can feel unfulfilling because the imputs are to simple blade strangers for switch simple imputs always feel fulfilling because the way blade strangers simple imputs are done are similar to super smash bros. where even though the imputs are simple nothing feels lacking to me however compared to blazblue cross tag battle you can tell blazblue cross tag battle is missing some key elements for it's imputs which make it fell not fulfilling enough which is because the smart combos blazblue cross tag battle uses are actually even shorter strings of combos atomically chaining from one combo into another than the regular blazblue games do when set to stylish mode in other blazblue games when you would start a stylish combo a.k.a. auto combo after you would land the last hit of the stylish combo you would usually automaticly do a distortion attack at the end of most combos this would happen when stylish mode was on also stylish mode on all blazblue games except cross tag battle would still allow you to do light, medium, heavy and drive attacks however blazblue cross tag battle does not have light attacks nor dose it have drive attacks it dosen't even auto combo from landing an attack on an opponent into distortion skills. i mention these things because ever since blazblue continueum shift and every blazblue after that i have had stylish mode on and have always felt like the imputs were very fulfilling untill cross tag battle came out where now whenever i get ready to do certain imputs the moves don't happen because either the move had light attacks and was removed or because they were replaced with moves for the assist to do. you see the moves i would try to do worked in every blazblue with stylish mode turned on but not on cross tag battle seeing as their is no stylish mode on cross tag battle even though their are smart combos that function similar to stylish combos however they are not exactly one to one the same and because of that the imputs for cross tag battle feel like a strange combination of regular blazblue combos, stylish combos and assist combos which dosn't feel natural or intuitive because of this cross tag battle ends up feeling to complicated for the casual players or new people playing a fighting game for the first time ever and to easy for the experienced and veteran players to continue to enjoy for long periods of time the real problem is it is trying to be to many different fighting games at once. it is trying be a skilled fighter for people experienced at fighting games, a smart combo fighter for new fighting game players and and assist fighting game as well and because of trying to be so many different things a lot of cross tags audience is leaving it and going back to street fighter and other blazblue games, cross tag is trying to be so many different things at once that it is felling at all of them so please give blade strangers for switch a try, it only trys to be a simple imput fighter and nothing more and because of it i feel very much that it succeeds at making what you do feel fulfilling. please do a video comparing blade strangers to blazblue cross tag battle.
As an Avid fan of both the main BB series and BBTAG games, having well over 2000 matches in BBTAG I can say that the this game was simplified because of the cross tag system. I feel it's very rewarding for new players since the damage, while not optimal, for most smart combos are fairly high, it allows for newer players to focus on fundamentals of a fighting game, rather than worry about the execution. These fundamentals, like defence, and neutral are essential and can be applied to every other game in the genre, and I feel it is a strong point for the game. FGC vets also have the cross combo system to explore and play with since it opens up the core mechanic of the game, since it's a tag fighter and the endless number of team and strategies you can employ is what makes the game enjoyable.
In SFV sucks to lose because earn a gigant lose screen, you receive less exp, and the most important you don't receive FM!!! CAPCOM, stop putting lootboxes and if you wanna get people to play your game reward them when they play it, not only when they win!!!
Yeah. Lol I quit SFV like 3 years ago because of the business practices with wanting to sell costumes and colors over a good game. But when you lose in SFV, you have this long ass “You Lose” screen where your opponent does backflips and poses and it takes forever to get out of them menu. Older games say “Player 1 or 2 Wins”, and then they do a quick (note: quick) animation and then you can start again. It’s handled really poorly in SFV even compared to other modern fighters.
@TheVitaGamer I don't care about the "you lose" screen was more like an example or bonus, I care about the FM and the Capcom's awful business practices, if you play other competitive game like overwatch, Cod, or I don't know another fighting game like DBFZ they gave you rewards for win, lose, or even connect to the game (like the new quake), SFV needs to keep people playing the game, i don't care about EVO and they don't need to care either, the competitive scene of SFV is OK, they need to bring the casuals players, look at the Steam reviews they are awful, I give them a positive review because I really like the game, but I understand the people who buy the game and feels frustrated about it and don't wanna to touch it again, they have good reasons, sorry my English again.
+TheVitaGamer Now here I do a proper answer to your post, I do not say that give the same amount FM to the loser that the one who wins but something you have to give, if not casual people will not be motivated to continue playing, and when you realize that skin that you want to buy is practically impossible to buy you quit the game.
To a degree winning is helpful to feel good that you are able to progress in the game, but also those statistics and achievements help. But about achievements, there are bad examples of achievements such as do X action 500 times and do Y action 1000 times where each X or Y action is more time consuming than it is difficult are a problem, developers please make sure achievements don't require grinding the game to get them. For the street fighter kinds of titles, those are fast paced games compared to the turn based games such as pokemon. I like the pokemon games and their turn based battle system that we are so used to at this point. But the competitive scene hacks and cheats a lot, I would like to beat them with pokemon I catch in game.
I breed my competitive pokémon and many more people do, too. BUT, even if some people use a tool to generate their competitive pokémon, that is not cheating in itself. They don’t give them superior stats to the maximum a pokémon would have, and they don’t have anything you can’t obtain in the game.
I've seen the video you're referencing and I both agree and disagree with the idea of games not being fun if you lose. if you cant enjoy a game while losing you probably arent in the right mindset to just play and have fun. the feeling of winning after a long losing streak is what keeps difficult games alive. dark souls would be no fun if it were impossible but you see the small incremental progress you make with each life until you get past that part you were stick at
Yeah it was pretty crazy, but Kasai took the brunt of the damage so NihongoGamer and us in Tokyo were fine. Also you might hear about the Hokkaido earthquake as well, which was quite large, but again far from Tokyo so we're ok
Been playing a lot of Dissidia NT and generally do fairly well but recently just started playing with a friend who doesnt play competitive type games at all and damn the losing streak set in lol tbf its not his fault in that hes trying to learn but most of the people playing now have been playing a while so he just gets overwhelmed (def a trial by fire) and it turns into a 1 or 2 vs 3 game only the one or two players are also trying to protect the other 1 or 2 who cant look after themselves which inevitably means 95% of the time you get owned lol. You do still gain character and player levels even if you lose just not rank (and mines slipping cos of it) so you do get rewarded but damn although I am having fun because im playing with a friend and I often do the best on our team those constant loses do start to tilt ya although I think its more than usual because I feel its mostly out of my hands I just cant constantly fight off 2 players who are on the same level as me skill wise let alone better. With traditional fighters I tend to dislike losing when I dislike the character they are using then again I hate playing characters I dislike even if I am good against them. On the flip side I dont think I have ever gotten mad from losing to a character I like I suppose I just like seeing all the amazing stuff they can do in the right hands and it gives me something to aspire to and ofc once I have a sufficient grasp of the character tech to steal :). When I was a child I used to put so much emphasis on winning and id be a right baby if I lost but nowadays I play to win if thats the aim of the game as it usually is but more importantly I play to have fun and I do that by setting other goals a bit like you mentioned i.e if I know I cant win I will see if I can last longer, can I get this combo down, can I take a round or in some cases can I hit this fool lol.
STAND USER: NIHONGO GAMER
STAND NAME: COFFEE GRINDER
BEHOLD MY STANDODAHHH
COFFEE GRINDAAAAAAAA
Gurain-da-da-da-da-da-da-da-da
I never thought I'd find a jojo comment in these type of videos
We as humans will always have that instinct, we all have that desire to win. It just takes a lot to bring out that competitive side of you. Yeah, we all get fed up of losing, as humans, it's natural.
but some people can focus on winning the next one rather than wasting time being upset about the last one, and that's where the most useful genes ended up. Sure, look back at your mistakes, but only so you can know what you can do better next time. In the wild, humans wouldn't have survived if they acted as some people do now to a loss.
5 years on these videos are the reason I got into fighting games and now they’re one of my favorite genres. Thanks for the videos and glad to see you’re still making them.
thats why competitive ratings exist they pit you against people of your own skill you can feel like a winner and a loser and when you win you get that gratification t hat you arent wasting your time and are put against stronger opponents but eventually youll become better and move on to the next rank its a cycle of winning and losing that keeps pushing the player and keeps him motivated really nice vid btw
I used to play Gundam Battle Assault 2 on the PS1 and played a little Tekken on the PSP. My first fighting game since then is DBFZ (I started last week) and I’ve been able to have that sensation of making progress in two ways: 1) being able to cleanly perform a feature of the game 50 times in a row without fail in practice mode and 2) being able to perform said feature in a real match.
Your yo-yo analogy is apt. I’m learning the mechanics of the game without winning most matches, yet every day my grasp on what the game IS improves and my ability to perform in the game improves. There are people out there that have yo-yo’d all day every day for years and years; it wouldn’t make sense to compare my casual progress to their focused and enduring dedication to yo-yo-ing.
I’d also like to say that your ability to make gaming noble is admirable. You instantiate value. Not many people can do that. Thank you for your content!
Hey. I have been lurking your Twitch. 1. You need to stick to one game to master it. 2. Only use training to learn the moves because online has lag. 3. Stick to opponents from local area to minimise said lag. Your channel has great content and you seem to be a genuine nice bloke, cheers! 👍
I love the While Making Coffee videos! So comfy. Keep em coming!
Why is watching these just so interesting and mesmerizing to watch. Between the different musical styles the way how you put a gentle piano melody in the background while you focus on the coffee and listening to how you speak and your ideas. I don't know i have ADD and this is one of the few things that are calm and keeps my attention. I don't know if you have ADD as well or something, but for some reason if you don't I just find this very relatable and relaxing with the different tones in the video of calmness and then the sudden music change and your talking becomes a little more rapid adds a little intensity going tomorrow calm to a little more intense so smoothly like that so nonchalantly without anyone noticing is something I find very interesting and a good tactic to create good content. You my friend need more subscribers.
Your appreciation for Miku Hatsune amuses me, Nihongo.
Using a scale can definitely help producing an exact amount of coffee, especially if you want to experiment and improve your coffee results by changing the ratio of water to beans (weighting the beans, then pouring water in the dripper while the carafe-dripper setup is on the scale to measure water levels). I'd recommend using a Hario scale if possible. Otherwise, using a marker to line-up your water levels is fine too, albeit a bit difficult, lol. Anyways, great video I definitely agree on the usage of statistics to measure improvements, but I also endorse intrinsic learning (actively noticing what you're doing and what the opponent is doing to counter it) as a solution rather than over-relying on statistics, because it can quickly become "I must do X amount of tech" in a match, rather than actually thinking how to adapt and win.
Hey, it's 2020, and what you said here, is really painful for me to hear. Because this is the truth. I hate losing as well, because of what you said, I feel like wasting time practicing combos and all that.
I love these thought pieces on FG's, it had a lot moments that that resonated with me. I've been playing FG's since 2011 with SSFIV which means the game had been out for over a year already and SFIV was pretty intensive on its links and i lost a ton in the process. It's only after finally becoming good enough at the game i could see what should have been the right approach for me when learning.
When i learn a new game i do exactly what you mention which is dumbing down the satisfaction i get in playing a game, instead of winning i go for small achievements, only they arent shown on screen.
Because im more experienced in 2D fighters i can rather quickly pinpoint what are the important parts i should focus on. I would set a few simple goals for myself and a few extra ones during the match itself if certain scenarios come up. They are simple thing like successfully anti airing, punishing a specific move, properly hitconfirming certain attacks to more "difficult" things such as analyzing what the opponent likes to do in neutral(what will they do when i walk forward, which buttons do they press) or during their defense( do they press buttons, try to tech throws, walk back etc) and adjust my neutral or offense based on that.
My point with this was that because im being so occupied by constantly trying to analyze i completely change my mindset of one being focused on winning to trying to learn. Playing to win, especially at lower level play can make you try more desperate tactics, and if they start working then one will assume it's the correct way to play but instead you are cultivating a playstyle which is based on risk taking . Anyway when im being very analytical during a match im too occupied to even get frustrated or angry. Even when i lose if i completed a few of my goals i atleast feel some accomplishment and satisfaction.
Overall i definitely agree developers should do MUCH more to showcase if players are progressing, no matter how small, they can even steer players to what they should focus. Shooters are doing these type of things for a while already and it's fun to see the stats. Developers also should do more regarding guides or tutorials, actually teaching players core concepts of FG's rather than giving a quick overvieuw of its mechanics. The devs can add them as minigames which also expands the SP content.
Good video, keep it up!.
This was a really interesting reflection. I havent thought about how much statistics could help me feel good. I really loved fighting games as a teen, but i stoped playing them. Now i came back to them, after about 12 years, and i really suck, haha, im losing A LOT, but still feels like practicing and improving. I have the patience, for now, but this statistics could even help me impprove more.
Any way, great video :)
That part you said about being able to know that you've improved is actually why I was saying that one time we were talking about it that I tend to enjoy online fighting games especially even arena shooters like overwatch, less than challenging single player games. Because if I beat a boss in Dark Souls that was killing me consistently up till then, I really feel like I improved and overcome a challenge, whereas if I win a match in Overwatch, well, maybe I improved, or maybe I just got matched with some less skilled players, OR maybe I got matched with a better team this time, OR maybe someone on the other team had a bad internet connection or the were arguing with their mom about why they play games so much. There's just too many variables to really know how much of it is actually you as a skilled player.
I don't have any experience in team based online games but I'd love to try it sometime! Would like to compare the experience to FGs like you say
The only dood I can literally watch make coffee, while having a casual conversation as if im there lol.
Also, hope your safe man, your hearing typhoons and that earthquake situation is somethin fierce
I think this is a very interesting topic as a whole. When streaming I would see tons and tons of people get upset over the game maybe even drop it for a bit, and this even extends outside of fighting games, or even gaming in general, I do think that figuring out such a complex issue of making it less insufferable to lose is something thats kinda beyond me imo. My suggestion to maybe alleviate the issue is to encourage timed play and breaks from the game when played in a online or solo setting. Maybe have more messages popup to calm the player down after repeated loses, tell them maybe to take a break, or to utilize a system to track players most commonly used inputs and tell them the cons and break them out of habitual repetitiveness or tell them how they could counter some of their opponents repeated moves or unsafe actions. I get that may not work for everyone but I feel it'd be a positive thing to start seeing in these games.
Me personally I don't really ever get upset that often or want to drop a game in over an L, and I've taken quite a few bad ones in BBTAG thats for sure. That could be because I just don't care or try to make fun of the situation. I don't particularly think of myself as a good player despite the ridiculous amount of hours I have in the game. The only real fighting game I could say I ever put down was actually SFV, and thats because of how horrendous the PC port is.
To talk about simplified inputs, I think they can work if the developer can also maintain a hook on the hardcore crowd and not sacrifice the fun of learning hard and more complex inputs/combos. It shouldn't come at the extensive cost of individuality and free flow combo structure.
Sorry for the long comment I just think this is a very interesting topic, awesome videos as always dude. -Russell
I used to play League of Legends a lot and for some reason i change to Brawlhalla ( Well i don't know about you but for me, it is a fighting game even though it looks different ) and when losing in Brawlhalla i feel really bad and stupid. But when i lose in league i can just said " NAH MY TEAMMATE ARE TRASH" or "NAAH, IT IS 1V9 ANYWAY".
Performance statistic, that is one thing i am so agree with. League of Legends has it and when i lose and look at the statistic and grades, if i did good the game will reward me with good grades for performance and i can blame my teammates for doing bad. Then i move on and keep going. I don't know much about fighting games but i never see fighting games with your performance statistic. That is why games like League of Legends gain so much more attention then fighting games in general.
The 1 v 1 nature in fighting games is one of the reason why losing is so much more frustrating. When you lose against people in fighting games, you can't blame it to others, it is just you suck and he is better than you. There is no performance statistic when you lose in fighting games and it only says that you lose. That's it. We play PvP games to win right?.
So, yes. I think there has to be some performance statistic to make the players who lose feels like they are doing something , improving at something. I don't know how but i hope fighting games developer take these into their consideration. I know sometime this " performance statistic " thing is not always shows how good you played because sometimes in certain matchup this character A are in disadvantage against character B. But i do think it is a good idea.
Sorry for my bad english :(...
It doesn't matter if it is a theoretical bad matchup for your character. I'd argue that the majority of players don't understand why your character should beat X. Some MU it is obvious, but far from all.
I m a high plat in brawlhalla and losing just sucks especially to sig spammers
third strike had a grade system but nobody cared about it. whats the point anyway? you lost and statistics can't tell you the true reason. just watch your replay and look for what you did wrong. tbh statistics even matter less in teambased games. people focus too much on things like k/d instead of teanplay.
Abc Def is there any performance statistic in third strike?
@@djsauceguy9302 played brawlhalla for a while and I actually feel that game is closer to a beat 'em up with vs mode than something close to a fighting game. And lose to "spam" is not a valid thing since it's your fault to not adapt on the match. If you are seeing the guy doing the same thing over and over, you should avoid it or bait it to punish.
SFV specifically is poorly designed in that it MAKES people feel bad for losing. You have a long “you lose” screen that rubs it in and then you have to watch as your points are deducted and everything. It’s the “loss aversion” principle at its finest. Old SF games in 1v1 didn’t say “you lose”, it said “Player ~ wins” and then a quick animation played.
artboy598 I never thought about that actually. That kind of explains why I tend to get a bit more salty playing V than any other SF game.
what about mortal kombat then? you get to see your character get destroyed on-screen after a loss as well
@@pipyakas There's a difference, though: in MK, there's the general rush to win the match so you can get off a fatality. That's what made people play the series in the first place. If you lost, you tried again and simply had fun playing. The older we get, the less tolerant we become to losing.
artboy598 LMAO you get salty because the game says "you lose" what the heck man
In all honesty SFV was meant a a starting point for new players that's it. In the long run it won't develop your skills that far because it's more limited.
What makes me mad is not losing but screwing up my combos or getting screwed over by the lag. Sometimes spammers. What makes me more motivated is learning and understanding the game more. Basically if I am understanding and executing more combos then I get more invested.
non-greasy hair!! Poggers!! great video, really helps me considering Tekken is hard as af.
edit: the fog becomes more clear not clearer lol good stuff Nihongo
I think the problem with fighting games today were how they fail to prepare you for PvP offline. Long story short, the average player can get through the hardest modes offline without learning any of the systems. It instills a false sense of security that gets demolished once they get wrecked online, and that scares away new players.
Which is sad. Fighting games need some new blood.
This is so true!
That idea about a stats screen is genius. You should tweet this at the devs!
IRL combat sports tend to have point systems, don't they?
Before you win you gotta stop being afraid to lose.
That's the reason why a lot of people refuse to let themselves get into competitive games.
I played devil may cry for that feeling. Those beginning bosses felt great beating
Yeah, nothing feels quite as good as finally beating that epic boss that had been owning you up till then
Yazuki Wolf yeaaaaaa. That feeling if getting agni and rudah swords *orgasm*
that is why I play only single player story based games. I will always win. but I still put some effort in order to finish the game. so I feel satisfied that I finished a game.
A nice trick to keep from getting pissed is to eat.
If you eat a good meal before you play, you will be much more calm instinctively
Its a weird feeling when you feel angry when your lossing. When you start playing fighting games it feels good but if you play to long it starts to kick in and really just need to take a break for abit and think what happened to loss, sleeping helps and coffee time😄. and when you come back normaly your better at the game.
Its like anything in life takes time to get better at anything make it a way of life if you enjoy it take your time.
Like any other game, winning in a fighting game gives you a sense of PROGRESSION.
Losing only sucks when it's unfair
Lml losing sucks cuz it sucks. Everyone wants learn and grow and be better at games but to do that, you need to learn. And nobody likes losing. You put up with it because you need to lose to learn but after a while it will get to you and if arent committed enough you will rage and quit.
Losing only sucks when it's unfair. By unfair i mean when there's cheating involved. Otherwise it can be used as a learning experience.
@@Gagarinaut I agree that it can be used as a learning experience as i stated in my previous comment. But not everyone has the dedication to say a loss is a loss and move on. Especially casual players. Yeah you can take the loss and move on but nobody is gonna be happy that tgey lost. You might feel more experienced or even learned something new about the game. But you arent gonna be like "yay i lost. Im so happy ive had the experience of losing again." When the loss was unfair, thats when i get upset or angry. But nobody is generally not at least a little annoyed by a loss
Sure there's disappointment in fair competition that is lost, but it serves a purpose. As a drive to get better, or as a means to study your opponent. In unfair circumstances though nothing can be gained from it. It is wholly frustrating, and nothing else. Only casuals who want the win handed to them get frustrated in situations they could learn from.
Losing really doesn't suck... It's just awesome winning
To me winning doesn't mean anything if I am not enjoying the game. Winning doesn't always mean you are getting better. It can mean you won by lag, won by luck, spammed, won with no combos(which isn't really progress if you were practicing combos) or won because your opponent is much worse then you. It's how you play that shows how you are getting better and part of that helps players understand the game and do more with it instead of being stuck doing the same thing. I enjoy fighters more when I can do more and then win with it.
I won matches that didn't feel satisfying because I didn't get the combos I wanted.
Great video. It certainly would make the loss more acceptable if you saw statistics as "you parried successfully 2 more attacks per round than usual" or "your neutral jump attacks increased by x percent" etc. You would have something more to analyse than just a simplistic "you win/you lose" screen. Obviously we all know that you could gather those infos by analysing the replays yourself but that does not offer the same kind of "reward" on our mind.
Completely related to the discussion topic: a scale might be helpful for measuring how much water you put in.
Or just do the marker method that you mentioned :D
Opting to Blend truffle oil into your next coffee was always a win
Actually I have a couple friends which are high level and pro tournament players. They're pretty surprise I can hang with them though I'm not that good in fighting games anymore. Takes practice to win, I think if you keep losing and losing and without learning anything to win back again is the problem here, like Ryu said in SFII as a motivation, it's not the winning or losing it's what I learned from the fight. Eventually you'll get better if you dedicate like Ryu does to his craft.
Gotta learn to lose to know how to win.
Your last point was brilliant. I feel in Tekken the idea of statistics could be so easy to implement. There could be stats on successful punishes, max combo damage, successful sidestep, throw breaks, ect. This could actually make a big difference. However, with Tekken it may be easier to measure improvement without winning despite being arguably the hardest fighting game. I say that because there is so much knowledge to accumulate that successful applications of that knowledge are victories within itself. For instance, against Mishimas in Tekken one should utilize sidestep left to avoid there key moves, when one actually does that successfully for the first time it is a clear sign of improvement regardless of the outcome (post-game stats could of course show that). I think of it like playing chess against the computer where after each move an A.I. notifies you if you blundered, did a mediocre move, or did one of the best moves possible. The more one does do "best move possible" and the less blunders one makes, they know they are improving despite maybe still losing the match.
+Igloos 3d fighters like Tekken have an easier learning curve then 2d fighters
I don't even drink coffee but Everytime I see you make it I want to make some too!
I dont play fighting games online but in an arcade. I guess our Arcade culture for fighting game is peculiar. You can tell how bad you are if your opponent is almost obligated to give you a pity round or would apologize to you if they messed up and 3 - 0 you without giving you a chance to practice execution and defense. Two rounds are usually given to newcomers.
You can know you are improving if you look at situations where you got a hit or made a wrong move, but now you dont. Maybe you are still making bad decisions elsewhere but you are at least not getting hit by stuff you were in the past. I agree that most people don't see this as "improving" because they are not seeing the big "YOU WIN" shoutout on the screen. So they get demotivated.
But if you stick long enough and learn how to deal with enough situations, you will eventually made the all the correct moves to win a match.
What's ironic is that the reason behind difficult inputs for Street Fighter is the devs thinking that "oh wow, if Ken does a shoryu, an ostensibly difficult attack, then the player should also have to do something difficult as well". And now we've regressed from that. Sad.
It depends on your opponents. As the fight goes on, you get an idea how good your opponent is. Therefore, I don't feel like winning is necessarily a way to measure improvement, but rather internally you can feel if you're getting better.
there many ways to know we improving without win.
1. when we learn to anti air and make the other player scared to jump. it mean we improve.
2.when you watch daigo and other pro players and you start to have idea or theory why they choose to do the moves they do.
3. when you realize in the middle of fight that you do unsafe stuff due to anger and stop doing it and just relax it mean we improving.
4. when you let yourself to doing anything to win.. copy tech from other players.. ask for advice .. see what other people doing with your character. anything to win. that when you improving
I know this comment might just be ignored, but I wanted to make a quick point. Capcom has actually done a remarkable job over the years in managing raising the level of the player to an incredible level. From MegaMan, to Monster Hunter, to SF etc. each game boasts insane difficulty, that is casually presented to you. When you see the finish line, you appreciate it. This is why I always say that single player is very key in gaming. The first opponent in life has to be yourself. For instance, when you talk about feelings of accomplishment, that was a big thing when completing Survival on Hard in SFV. That mode made you pull your hair out and rage, but as you worked towards clearing it, you saw yourself become a solid and powerful player, and it reflected in online play. Monster Hunter also pushes you to insane levels, yet when you finally do what seems impossible, you realize how much better you have gotten. I complained about Survival mode and it's cheapness in SFV for a long time, and now that they've changed it and made it easier, I miss the old mode. As much as it may aggravate you, deep down every player wants to knows that a checkpoint they reached couldn't have just been done casually by anyone, but took work and dedication.
The issues you mention are exasperated when a game lacks Single Player hurdles to climb. If all you can use to measure yourself and improve is playing other random people, it can be a bit tricky. When you have a structured ladder to work on solo that culminates in an extremely difficult task, it forces you to get better. Just think of it like this- You've all played KOF99-00, Capcom Vs Snk, Tekken and many other fighting games of old, with legendary last bosses like Geese Howard that you spent entire evenings struggling to beat. Back then, you weren't even thinking of measuring yourself against other human players as "getting good." Conquering the boss was an achievement, and wins versus human players came automatically. It's not about lack of multiplayer versus. It's the fact that when you weren't distracted by watching your human opponents progress, you naturally became better, and won without even thinking about it when the time came, because you were focused on yourself.
dont know if you know this but smash 4 matches give you a lot of info after a match:
damage dealt, damage received, KO's , SD's, peak damage, ground time, air time, how fast you launched your opponent, how fast you got launched, percentage of attacks that hit opponent, grabs , throws, projectiles, list goes on.
but i only ever look at damage given, damage taken
came here after losing 3x in League and finally winning at the last game.
Honestly this is the exact reason why im not a huge fan of fighting games especially being a newish player in FighterZ and very new to traditional 2d fighters
You need to make smaller goals for yourself. Winning is NOT your next goal to strife for. When you play next time, try to set a smaller goal. Land that huge combo you have been practising or block that mix up that has given you trouble. In tag fighters, you can even set a goal of taking out one or 2 of your opponents characters. Small goals will pile up over time.
So this may sound somewhat unrelated, but while winning is important, remember that there _will_ be a point where winning too much can also feel like you aren't making progress at all. You either get fed up by winning, or simply using a single win-all strategy and refuses/becoming unable to adapt because hey, I always win when I do this.
Of course, this is mainly talking about local and CPU play than online and/or specifically picking weaker opponents to fight against, but the latter's the person in question's fault.
So yeah, showing fight statistics post-match is a good way to see how well a player approaches the match, especially when it shows the ones from their previous fight, either against the character the opponent is using or just in general.
I agree. For me it's like.. if I win does it mean that I got better OR was that person just not that good? If I lost then obviously that person outsmarted/outplayed me.
Do you have a podcast? I think your TH-cam episodes would work well as podcasts.
Motivation, even if you are improving, losing too much will kill your motivation, unless you're a masochist
Winning feels great, but I feel more progress in landing a move that I haven't been able to pull off consistently. Games with a Z motion move gave me so much trouble for the hardest time. Honestly, that felt worse than losing to me for some reason. I have recently jumped back into fighting games and I'm here to stay, and I started up SFV again and after a bit of messing around I was pulling off Juri's tensenrin or Ryu's dragon punch semi consistently, even in online matches.
Indeed! It’s winning against someone vs a huge win when you accomplish something u set out to do. Both valuable experiences
Losing is part of winning
Coffee let's goo
I am a smash bros player and if I lose against the same person online or at locals I pay more attention to how many stocks I took off the other player and what percentage they were at. I remember my first local my goal was to not get three stock I surprisingly met this goal and by the end of the night, I was taking 2 stocks away from players and the in the next weeks was winning and getting more stocks away from players that had defeated me prior and eventually I was winning and getting top 10. I haven't won these locals but I feel like I can.
Dude, I hear you!
I consider myself pretty well above average. Played Tekken, Mortal Kombat and Smash Bros since I was 5. I however NEVER play online matches. Even with my 1,000+ matches played in Tekken Tag 2, I will not touch the online mode. Just ruins it completely for me. MKX, I played 3 online matches and reminded myself why I don't do it, I can win 100 in a row but that 1 loss just kills me.
0:00 THE PHRASE ITS JUST A GAME IS SUCH A WEAK MINDSET IT MEANS YOU ARE OKAY WITH IMPERFECTION YOURE OKAY WITH LOSING
Will there be a difference between Street Fighter 30th Anniversary Japanese Version releasing end of October 2018 vs the one that is currently available now (US version)? Wondering before making the purchase. 🤔
Don't know bro.
The Japanese Edition uses the same roms for online play as the original version, but for offline play it has western AND Japanese versions for every game in the collection
Thks for the quick helpful insights! Read everywhere that the online gameplay can be laggy as a popular feedback so wondered if it would be solved with the Japan Edition or already has with the current. Looking for the Switch console.
if someone for example at gold rank league no matter how many he/she loses no way she/he loses until down to low silver league because their skill level already at higher skills point than silver league player, at some point he/she will win again and again against low silver rank so they go up again to gold rank.
He/she can only lose to higher league rank until he/she grow their skill level and can easily beat or at least more likely to win than to lose to the higher rank so on and so forth. so don't feel bad if you lose it just part of learning/training fighting games.
Counter hit, im pretty sure is the other way around of your explanation. Whiff punish or footsie is what your explanation leans towards :3
That's why I play single player games
The freaking thumbnail man hahahahahhahahaha
what camera do you use
WINNING =/= improvement
Does a godlike player improve beating a mid-level player? No; it’s the opposite. Losing gives you a match to review your actions so you can understandably see where you go wrong and use your brain to find the custom solutions necessary to keep you from getting hit. Where can you understand that without being put in that scenario before? If you don’t get hit, you don’t learn.
2:33 Oooh cheeky cut there ^_^
I sucks at fighting game , i practice but i lacks the patient to master it :( But population of fighting games on PC are low , don't know which game should i invest right now
Yea I hate losing too I just wish I just win most of my match
The worst arcade stick that I had was the Hori V3 for my PS3. It was a really crappy arcade stick, the lever and buttons wouldn't respond on my fighting games and I ended up smashing the sucker to timbuktu out of anger and I threw that bastard in the trash and never thought of it again.
In general sense, winning is profitable. In games its a prove of mastery only and only if you purposefully planned and designed the achievement. You cant be masterful without learning and making mistakes is gonna be commonplace until you correct them. Most ppl want to play, win and done. Some prefer to solve, experiment a game than win or lose. Nothing wrong with either. Diff person diff motivation. There will be a point when winning is no longer fun especially when you are beating newbies and you dont gain anything. Its a false sense of glory. You win but not satisfied.
Ultimate vs capcom 3 has a system like what your explaining, after ranked battle it shows stats. And win loss ratio. I understand what you mean though man.
But Gordou in crosstag is op in my experience lol
I feel the lowered execution barrier would drive off people trying to learn the game that are new to the series, instead of actually learning the game you can rely on cheesey tactics and for people trying to learn it turns into a "why bother" situation, if you can win by just mashing why not keep doing it? Why i had to drop crosstag and go back to sf5 and tekken because i felt like theres no point in getting better if people are just mashing autocombos or just spamming cheesey tactics
Granted itll be different at higher levels but it kills the motivation to get to that point. Why would i try to get better when you can get to plat by just spamming B-autocombos into super
hope you're safe nihongogamer! friends are in the middle of the typhoon too!
let me know if you wanna hit me up for some fighting games! i'll be in japan at the end of year and would love to meet you! xD (staying near tokyo station)
Hey man, why don't you make a second channel where you play fighting games and show how you progress on the competitive side, try the snk game the 7th
I actually wanna say u can feel the feeling off improvement even if u lose without statistic imo. Like by either executing a combo u have practiced or being able to recognise what ur opp0onent did against you to beat u and just that u had the though about it could feel like an improvement to me atleast. Then u might go into practice mode etc and practice against it until u learn to deal with it and so on and eventually u might grow good enough to win but that isnt necesarrily important its more important to me that i figure out how to deal wit hthe situation in the first place in my opinion though
I think that video you're talking about is from A-core gaming
Winning it's important when you can't appreciate the game itself and your only purpose is to play the game for winning. How you can appreciate a win without losing? You need to detect the things to be corrected and work in them, and then you'll have a mesure and a feel of progress despite the fact of winning or losing. Blaming the game for not being educated in the art of losing and learning, it's not the fault of the game, it's the fault of the game culture and education themself.
Each game/activity that requieres you to progress alone has the same problem. So you have to manage the situation and have some milestones in order to feel the progress, and winning it's not one of them. Of course winning it's a reward and helps alot, but it should never be a mesure of progress.
This is how i felt with FPS games for awhile hahaha
u should have another channel for your drawing talent :)
Reason why LoL is frustrating, especially as ADC. (Cant hardcarry if you get flashed one shot upon)
Sorry if this is wrong but is that a new setup I see
hey nihongogamer i would really appreciate it if you would do a video of your thoughts on the fighting game blade strangers for nintendo switch and compare it to blazblue cross tag battle because just like blazblue it has simple imputs but unlike blazblue cross tag battle i fell it gets the simple imput thing right, unlike blazblue cross tag battle where it can feel unfulfilling because the imputs are to simple blade strangers for switch simple imputs always feel fulfilling because the way blade strangers simple imputs are done are similar to super smash bros. where even though the imputs are simple nothing feels lacking to me however compared to blazblue cross tag battle you can tell blazblue cross tag battle is missing some key elements for it's imputs which make it fell not fulfilling enough which is because the smart combos blazblue cross tag battle uses are actually even shorter strings of combos atomically chaining from one combo into another than the regular blazblue games do when set to stylish mode in other blazblue games when you would start a stylish combo a.k.a. auto combo after you would land the last hit of the stylish combo you would usually automaticly do a distortion attack at the end of most combos this would happen when stylish mode was on also stylish mode on all blazblue games except cross tag battle would still allow you to do light, medium, heavy and drive attacks however blazblue cross tag battle does not have light attacks nor dose it have drive attacks it dosen't even auto combo from landing an attack on an opponent into distortion skills. i mention these things because ever since blazblue continueum shift and every blazblue after that i have had stylish mode on and have always felt like the imputs were very fulfilling untill cross tag battle came out where now whenever i get ready to do certain imputs the moves don't happen because either the move had light attacks and was removed or because they were replaced with moves for the assist to do. you see the moves i would try to do worked in every blazblue with stylish mode turned on but not on cross tag battle seeing as their is no stylish mode on cross tag battle even though their are smart combos that function similar to stylish combos however they are not exactly one to one the same and because of that the imputs for cross tag battle feel like a strange combination of regular blazblue combos, stylish combos and assist combos which dosn't feel natural or intuitive because of this cross tag battle ends up feeling to complicated for the casual players or new people playing a fighting game for the first time ever and to easy for the experienced and veteran players to continue to enjoy for long periods of time the real problem is it is trying to be to many different fighting games at once. it is trying be a skilled fighter for people experienced at fighting games, a smart combo fighter for new fighting game players and and assist fighting game as well and because of trying to be so many different things a lot of cross tags audience is leaving it and going back to street fighter and other blazblue games, cross tag is trying to be so many different things at once that it is felling at all of them so please give blade strangers for switch a try, it only trys to be a simple imput fighter and nothing more and because of it i feel very much that it succeeds at making what you do feel fulfilling. please do a video comparing blade strangers to blazblue cross tag battle.
As an Avid fan of both the main BB series and BBTAG games, having well over 2000 matches in BBTAG I can say that the this game was simplified because of the cross tag system. I feel it's very rewarding for new players since the damage, while not optimal, for most smart combos are fairly high, it allows for newer players to focus on fundamentals of a fighting game, rather than worry about the execution. These fundamentals, like defence, and neutral are essential and can be applied to every other game in the genre, and I feel it is a strong point for the game.
FGC vets also have the cross combo system to explore and play with since it opens up the core mechanic of the game, since it's a tag fighter and the endless number of team and strategies you can employ is what makes the game enjoyable.
Yo I need all your Miku merch
Tastes very characterfull what is that 😂
Where is the coffee maker? Running beans through a paper towel filter isn’t healthy.
In SFV sucks to lose because earn a gigant lose screen, you receive less exp, and the most important you don't receive FM!!! CAPCOM, stop putting lootboxes and if you wanna get people to play your game reward them when they play it, not only when they win!!!
Yeah. Lol I quit SFV like 3 years ago because of the business practices with wanting to sell costumes and colors over a good game. But when you lose in SFV, you have this long ass “You Lose” screen where your opponent does backflips and poses and it takes forever to get out of them menu. Older games say “Player 1 or 2 Wins”, and then they do a quick (note: quick) animation and then you can start again. It’s handled really poorly in SFV even compared to other modern fighters.
@TheVitaGamer I don't care about the "you lose" screen was more like an example or bonus, I care about the FM and the Capcom's awful business practices, if you play other competitive game like overwatch, Cod, or I don't know another fighting game like DBFZ they gave you rewards for win, lose, or even connect to the game (like the new quake), SFV needs to keep people playing the game, i don't care about EVO and they don't need to care either, the competitive scene of SFV is OK, they need to bring the casuals players, look at the Steam reviews they are awful, I give them a positive review because I really like the game, but I understand the people who buy the game and feels frustrated about it and don't wanna to touch it again, they have good reasons, sorry my English again.
+TheVitaGamer Now here I do a proper answer to your post, I do not say that give the same amount FM to the loser that the one who wins but something you have to give, if not casual people will not be motivated to continue playing, and when you realize that skin that you want to buy is practically impossible to buy you quit the game.
in order to achieve
you have to lose something
BUTTON SMASHING!!!!!!
8:40
Okay but do we include Pluto?
Please do some more skateboarding videos.
I just want to win in the game of life.
Can you play Mozart lacrimosa , while your drizzle the terrified beans with hot liquid rain 🤣🧡 ....will you be playing the new tomb raider ?
The lags my guy when you about to kill or defeat them the lag just starts
I felt that in clash royal who did too?😂
To a degree winning is helpful to feel good that you are able to progress in the game, but also those statistics and achievements help.
But about achievements, there are bad examples of achievements such as do X action 500 times and do Y action 1000 times where each X or Y action is more time consuming than it is difficult are a problem, developers please make sure achievements don't require grinding the game to get them.
For the street fighter kinds of titles, those are fast paced games compared to the turn based games such as pokemon. I like the pokemon games and their turn based battle system that we are so used to at this point. But the competitive scene hacks and cheats a lot, I would like to beat them with pokemon I catch in game.
I breed my competitive pokémon and many more people do, too. BUT, even if some people use a tool to generate their competitive pokémon, that is not cheating in itself. They don’t give them superior stats to the maximum a pokémon would have, and they don’t have anything you can’t obtain in the game.
I've seen the video you're referencing and I both agree and disagree with the idea of games not being fun if you lose. if you cant enjoy a game while losing you probably arent in the right mindset to just play and have fun. the feeling of winning after a long losing streak is what keeps difficult games alive. dark souls would be no fun if it were impossible but you see the small incremental progress you make with each life until you get past that part you were stick at
It's grind time
I have the same coffee grinder
I hope everyone is safe from the typhoon
I saw posts on Twitter about it and get horrified
Yeah it was pretty crazy, but Kasai took the brunt of the damage so NihongoGamer and us in Tokyo were fine. Also you might hear about the Hokkaido earthquake as well, which was quite large, but again far from Tokyo so we're ok
When is the next twitch stream
Been playing a lot of Dissidia NT and generally do fairly well but recently just started playing with a friend who doesnt play competitive type games at all and damn the losing streak set in lol tbf its not his fault in that hes trying to learn but most of the people playing now have been playing a while so he just gets overwhelmed (def a trial by fire) and it turns into a 1 or 2 vs 3 game only the one or two players are also trying to protect the other 1 or 2 who cant look after themselves which inevitably means 95% of the time you get owned lol. You do still gain character and player levels even if you lose just not rank (and mines slipping cos of it) so you do get rewarded but damn although I am having fun because im playing with a friend and I often do the best on our team those constant loses do start to tilt ya although I think its more than usual because I feel its mostly out of my hands I just cant constantly fight off 2 players who are on the same level as me skill wise let alone better.
With traditional fighters I tend to dislike losing when I dislike the character they are using then again I hate playing characters I dislike even if I am good against them. On the flip side I dont think I have ever gotten mad from losing to a character I like I suppose I just like seeing all the amazing stuff they can do in the right hands and it gives me something to aspire to and ofc once I have a sufficient grasp of the character tech to steal :).
When I was a child I used to put so much emphasis on winning and id be a right baby if I lost but nowadays I play to win if thats the aim of the game as it usually is but more importantly I play to have fun and I do that by setting other goals a bit like you mentioned i.e if I know I cant win I will see if I can last longer, can I get this combo down, can I take a round or in some cases can I hit this fool lol.