I agree.It being easy to get into and accessible doesn't necessarily mean that at high levels the game is "easy". Example: SF4.
They can lower the entry level without limiting the high-end depth. As long as there's plenty of depth for hardcore tournament players to explore and perfect, the lower the entry level, the better.If it's too easy, wouldn't the hardcore players who seek challenges become bored?
MK9 was my first FG, and KOF XIII my second. Block button was much easier for me.snip.
I don't fully agree, but considering the purpose of this thread isn't to dispute whether back-to-block is easier or harder than a block button, I'll just say that there are plenty of arguments to justify either viewpoint.Block button isn't easier for new players because the block button is a visual "tell". Block button is a giveaway, which says to the opposing player "they're blocking, so do x.". If that opposing player is experienced then it will be brutal for the novice. With back to block, both players must think harder to decipher why they think their opponent Might block any given attack or why they might not block any particular attack.
Example, in SF4 a crouched player might be blocking or they might be buffering an attack. If you are the opposing player, you have only your experience and breakdown of the player's tendencies to decipher which is more likely. In addition to this, you have the safety of knowing that there are safe zones in which you can stand where you can mount a logical attack based on safe jumping and or throwing projectile or dashing. However, the other player also knows this (usually), and that's the challenge for both players: how do I defend and how do I attack--all while taking the least damage?
There aren't many positions in the game that pretty much spell out what decision you're supposed to make in order to win, which makes the game more fun. Example, in basketball how do you know which way to dribble on offense in order to get around a defender? You don't know, and sometimes you can't get around them. However, that doesn't mean that you cede possession (life) or position. It just means that you have to think smarter than your defender in order to make them change their strategy.
Finally someone with brain.As far as I can see, nothing he notes in the interview tells me that there are mechanics in place to facilitate a less-skilled player's victory. Simply mechanics to facilitate a new player understanding the game (they talk about picking moves from the command list to show on your screen, S.T.A.R. Labs intuitively teaching certain things via mission gimmicks, etc.).
Good one. This is how I know that someone's bad at fighting games. Even if a game is more accesible the more skilled player will always win. Explain how people mashing on buttons in persona made them good.That title makes me want to cancel my pre-order. If I wanted to play something where just anybody could pick the game up, mash on buttons, and be good I'd have kept playing persona arena.
Doesn't make them good, it just allows the possibility of a fluke win by being able to mash out more damage. At the very least, it makes the lower-skilled player feel better because he lost by a smaller margin.Good one. This is how I know that someone's bad at fighting games. Even if a game is more accesible the more skilled player will always win. Explain how people mashing on buttons in persona made them good.
"Mortal Kombat was designed from the ground up to be a tournament level game. This one, sort of has tournament potential, but the barrier to entry is much lower."As far as I can see, nothing he notes in the interview tells me that there are mechanics in place to facilitate a less-skilled player's victory.
Most of that describes UMVC3..."Mortal Kombat was designed from the ground up to be a tournament level game. This one, sort of has tournament potential, but the barrier to entry is much lower."
"Through mashing, you can actually do quite a few cool things."
"And then the trait button just does something awesome. It might switch stances or do a powerful attack (like with Catwoman) just does something cool."
"And super moves, those big over the top moves, are just the two triggers and then interacting with the environment, which is a big part of the game, is always just one button."
Also, the clash system.
Well, to him, switching stances and activating various buffs are awesome. Lol.How the game works sorta contradicts everything he is saying.
The power button doesn't really do anything awesome, except for Grundy, and Batman, everyone else it's just kinda buffs, or stance switching.
The games mechanics are too similar to MK for mashing to work, the combat engine is no where near fluid and natural enough for that to happen.