Jynks
some heroes are born, some made, some wondrous
So it is hardly surprising that things like ESL are taking off... while face to face competition for major events will, (I hope) never die... I think that online is going to be the real future of the FGC... not just for practice, but actual more stuff like ESL.. fully funded competition style leagues. I'm not sure people can argue that this is not the future for fighting games.
This brings the question about high execution gamplay. We have veterans of the FGC / Designers making stuff like Rising Thunder that are trying to completely remove execution form the game (kind of) and completely move the focus of the game to a online presence.
I think that as the move to online becomes standard there needs to be some new ways of thinking about tier lists and possibly even basic game design (like how the Rising Thunder devs think).
In MKx...
1) What characters are the least effected by Lag?
2) Dose it matter? Do you just learn to pump out combos in the lag as part of how you learn the timing?
3) Should ease of playing in lag be considered when making tier lists
4) Is complex execution integral to what makes the games fun?
Now I know that some people on this site can not help themselves to just post all this bile in the thread about the MKx online experience because they are basically children, so what can you expect... but I am hoping to get a discussion about the future of fighting games here. Not another bitchy winger thread.
This brings the question about high execution gamplay. We have veterans of the FGC / Designers making stuff like Rising Thunder that are trying to completely remove execution form the game (kind of) and completely move the focus of the game to a online presence.
I think that as the move to online becomes standard there needs to be some new ways of thinking about tier lists and possibly even basic game design (like how the Rising Thunder devs think).
In MKx...
1) What characters are the least effected by Lag?
2) Dose it matter? Do you just learn to pump out combos in the lag as part of how you learn the timing?
3) Should ease of playing in lag be considered when making tier lists
4) Is complex execution integral to what makes the games fun?
Now I know that some people on this site can not help themselves to just post all this bile in the thread about the MKx online experience because they are basically children, so what can you expect... but I am hoping to get a discussion about the future of fighting games here. Not another bitchy winger thread.