What’s Deep as a Fighting Game?

I’ve seen you claim that fighting games are probably the pinnacle of depth. How much of that would you say is related to them being multiplayer–depth being squished out by players themselves? what about strategy games or good competitive shooters? Any SP game you consider to be as deep as them?

Dante from DMC4 is more deep than any individual fighting game character ever. Maybe not more deep than an entire fighting game, but more than any single character in one. The number of options and ways he can combine them are absolutely tremendous. DMC3 dante with the style swapper might be even more deep than that (considering he has more styles, more moves in individual styles and more weapons, he’s almost inarguably deeper), though, shit, something about the way he’s animated manages to make his style swap combos look less impressive. Maybe the lack of color flashes and hud notifications.

Some speedgames are ludicrously deep, like Mirror’s Edge, Half Life 1 and 2 (amazingly in completely different ways), Mario 64/sunshine, Dark Souls 1, ocarina of time (I say reluctantly), Ori and the Blind Forest, Ratchet and Clank, Super Monkey Ball, Metroid Prime, at least one castlevania game, at least one sonic game, F-Zero GX. Though I’d be hesitant to put them on the level of a fighting game.

RTS games absolutely go toe to toe with fighting games, they might be even more deep than fighting games, I don’t really want to make a call there.

Go is up there with fighting games, no doubt, probably chess too (though you could argue that the development of the meta has shifted the relevant field of depth into a smaller range).

Quake 3 and UT 2004 are close, but I think fall a bit below fighting games, less options, less complex neutral.

But I mean, there’s a reason I play fighting games, and it’s because they’re the best games around. They’re games that I can put more research into than any other and have more to verifiably show for it. They’re games that I can confidently say I don’t understand completely and have a lot left to learn, where Dark Souls is one I think I do understand completely.

And is being multiplayer part of why fighting games are so deep?

Being Multiplayer is a part of that, a lot more fine interactions are tested in a multiplayer environment that can’t be tested in a singleplayer environment. Player psychology is a very real thing that can be played with and experimented with to produce favorable results. In a singleplayer game I don’t have to consider my opponents adapting to me, I don’t have to consider common habits that some ice climbers players have and others don’t. I got 2nd place at a tournament last monday, facing an ice climbers player twice, probably the third best ICs in the state. The first time I beat him 3-2, the second time I beat him 3-0. I realized between those games that if I stayed on platforms, he’d eventually get the climbers out of sync, as his offense was too weak to overwhelm me and that was my chance to attack, separating them, and that he loved to shield to bait me into a shieldgrab, but I could run up to him and grab him, usually getting a free followup and there wasn’t a lot he could do to stop me, and he definitely couldn’t wobble me. So the game changed from me poking him a lot and getting wobbled, to preying on split up climbers and fthrow fsmashes. In a netplay match I lost in marth dittos the first round, then won the next two by counterpicking to snake, pure intuition that the player was unfamiliar with the character despite it being an amazing matchup for marth. In street fighter I recently realized that I need to just walk into their range and hit them with mediums sometimes, I need to start comboing into spiral arrow off my light jabs, because I usually get a few of those for free off my pressure setups, but the grab afterwards is less free, and they don’t do much damage by themselves. In multiplayer games, it’s a constant cycle of improvement and thinking about common player tendencies.

This is why icyclam’s claim that bots are better because they’re harder is such bullshit, because human tendencies create depth in the form of bringing game states into relevance that normally wouldn’t be, and computers simply cannot recreate that.

Local top PM players Kysce and Flipp went to Shots Fired 2 recently, teaming in doubles, and Flipp’s Snake plants C4 all the time, leading Kysce to say, “Got ’em!” whenever he does. However Kysce knows Snake well enough to know that sometimes he doesn’t have the stick, but it looks like he does, so he says “Got ’em!” even when the stick isn’t on them, and this occasionally confused the other guy, even enough to make them kill themselves or irrationally shield or airdodge when they weren’t really in danger, opening them up to attacks. I played a friend in third strike, and jumped when I hear him do the fireball motion. AI doesn’t have that sort of internal model of self or other, and Desk’s video on SFV survival shows it. Survival mode itself shows it.

Ratchet and Clank Review

What do you think of Rachet and Clank?

It’s alright, not great. 5/10.

The control style is really unique, not like the modern third person shooter we’ve come to know. I’m amazed they didn’t compromise on this even into the PS3 titles, or the modern remake of the first game.

I’d say a big issue with the enemies is that a TON of them walk straight at you and damage you when they get too close, and can’t reliably be pushed back. So you gotta shoot them before they get to you, unload a ton of ammo until they drop dead. Continue reading

Bayonetta is a Bitch (to learn)

Bayonetta doesn’t have a large move list, most of the weapons are pretty same-y. A bit of experimentation will let you figure out which combos are suitable for a given situation (e.g. do you want to launch the foe, do you want range, do you want something quick). And the moveset is pretty flexible so it’s more about understanding the fundamentals of movement and approaching various enemies than memorizing an entire list of combos. I mean, DMC has more moveset memorization than Bayo for sure. Also, none of PG’s other games have much memorization. MGR has a dial-a-combo moveset, but once you understand move properties, you’ll quickly realize which ones are worth using in a given situation. The rest are for showing off.

The trouble is that they’re rather samey despite having so many, and you get punished score-wise for repeating them. I’ve been meaning to give Bayonetta another shot since I beat it the first time.

MGR has more dial combos than I want to memorize, and I did memorize them at one point. It was disappointing because they were so samey (and also useless).

I think dial combos are alright in moderation, but more than 3 on a given weapon in a given stance is overkill. Nero hit the sweet spot there. He has a basic mash combo, then he has 2 special combos, one for AOE, one for damage. Both of those can be extended with good timing.

http://bayonetta.wikia.com/wiki/List_of_Combo_Attacks
Bayonetta has 19 ground combos and 6 air combos!

And you can only see the list of these during training mode, or by pausing during gameplay! (Unless there’s a menu option to enable the training dialogue during gameplay)

The only way to realistically learn all these combo chains is to sit in training mode and try each combo listed one by one until you memorize by rote. The game doesn’t feature a natural process for learning these combos. You aren’t introduced to them one by one and expected to become acclimated to them over a long period of time before more are introduced (the others don’t even have to be locked off, you could have all the moves from the beginning, but guided exercises using specific ones would have sufficed).

The level of complexity here is made very high, but the game does not gain a lot of depth from it, because combos need to repeat moves from intermediary combos, so the more useful moves are functionally chained to the moves that come earlier in the combo.

The average person sees this and probably doesn’t want to put up with memorizing so many sequences. I’ve learned skullgirls B&Bs that are less of a pain than this, because at least every single move in the combo is something I can perform by itself and I know has a functional purpose in the combo. In Bayonetta and games like it, these are completely arbitrary sequences that have no sort of aid or tutorial process for committing them to memory.

In fighting games, there are a bunch of different combos because there are a bunch of different openers and resources that can be spent, as well as different states of advantage the combo can end in. In Bayonetta, those same tradeoffs don’t exist, combos are expected to fulfill the role of functional moves, but because they need to go through all the lower moves to get to the last one that is functional, they end up being samey.