As we inch ever closer to a new generation of consoles,
games, and hardware, I’d reckon one of the big questions being asked by
developers is: “how do we make our games better?” This question becomes even
more important when applied to fighting game franchises considering the fact
that, compared to most other game genres, the fighting game formula is pretty
simplistic. So how do you improve on something that seemingly has no place left
to go?
Now, to be clear, I don’t equate “simplistic” with “boring.”
Some of my fondest gaming memories include time spent with games from the Tekken, Soul Caliber, and Dead Or Alive series amongst others. As
a die-hard martial arts fan, I’ve naturally gravitated towards the fighting
game genre ever since I was a kid and, as I’ve gotten older, it has been nice
to see some of my favorite fighting game series’ grow with me.
Like many other avid fighting game fans, I’ve picked out my
favorite characters, spent hours mastering complex combos and strategies,
toiled away as I worked towards defeating various bosses and in-game
challenges, and even gotten pretty absorbed into the lore and backstory that
enshrouds the characters and plot of each series. However I’ve come to notice a
few trends that seem to carry over from game to game and I can’t help but worry
that before long the fighting game genre will fall into a rut of monotony out
of which it will never be able to escape from.
If you take any given fighting game series and examine how
it changes from game to game you will no doubt see what I’m talking about. A
few new characters may get added, existing characters will have their movesets
tweaked a bit, the graphics will look a bit prettier, and of course there will
be a whole new story to explain why all these characters are beating the
bejezus out of each other. After that, it’s up to the developers to come up
with new hooks and incentives to lure fans back in and, up to this point, these
efforts have been pretty hit or miss.
Tekken 6 tried it
by adding an explorable sort of “adventure mode” that also tied directly into
the stories of newcomers Lars and Allessa. Soul
Caliber has tried implementing similar “adventure” modes as well as
including popular characters from other game series’ such as Assassin’s Creed and The Legend of Zelda. Dead Or Alive has opted to focus on
unlockable costumes that tend to prominently display a female
fighter’s…”generous assets.” Personally, while these modes and extras can be
fun in their own right, I feel that overall they detract from what makes a
fighting game a *fighting* game and that if developers want to make the genre
appealing to a new generation of gamers, they should focus more on improving
the core experience.
A good place to start would be making the game accessible to
players of all skill levels. As much as I enjoy the aesthetic concepts of
fighting series’ such as Street Fighter,
BlazBlue, and King Of Fighters, their
tendencies towards steep learning curves turned me off rather quickly. In order
to be successful, a fighting game has to find that sweet spot where it can be
accessible to both new and hardcore players. One good example is Marvel vs. Capcom 3 which offered both a
simple and normal control scheme, allowing new players to easily and quickly
get accustomed with a character’s movesets, as well as a wide range of difficulties.
Customization is another important element that I hope more
and more fighting game franchises embrace. It doesn’t even necessarily have to
mean allowing us to create our own fighters; simply allowing us to custom-tailor
aspects of the existing fighters is enough. Franchises such as Virtua Fighter, Tekken, and Soul Caliber already include such
features and have for some time. I wouldn’t mind seeing it carried over to
other popular franchises such as Dead or
Alive or Street Fighter either.
But what can players do once they’ve learned a character’s moves
and customized their appearance? Why, give us a bunch of in-game challenges and
unlockables of course! No need to shoehorn in some sort of adventure/RTS-style
game mode, just give gamers a bunch of cool challenges to work towards
completing with their favorite characters and, of course, give them some sweet
rewards to unlock for completing said challenges. Virtua Fighter 5’s Quest Mode had a cool little system in which a
prize such as new clothing options or in-game currency could be randomly
awarded for winning certain matches. I’d love to see that concept taken one
step further by allowing players to unlock entire outfits, new stages, heck,
even whole new characters by completing challenges in-game.
Lastly, there’s the tried and true fighting game staple of
online play. As popular as online modes are, there’s always room for
improvement. One way to do this would be offering some sort of cooperative
online options in addition to the standard competitive setup. How would co-op
work in a fighting game you ask? How about offering players a mode in which
they could form a tag-team and take on a series of progressively harder A.I.
characters? This mode could also tie in to some of the in-game challenges I
mentioned earlier, further increasing the incentive for players to take the
fight online.
These are just some of the ways in which the fighting game
genre can hopefully grow and expand along with all the new hardware that will
no doubt be showing up within the next few years. As games continue to evolve
in order to meet the heightened expectations of modern gamers, I feel that now
more than ever, it is important for fighting game developers to “up their game”
and deliver a truly revolutionary fighting game experience that deserves the
title of “next gen.”
Follow me on Twitter at @NateHohl and check out my other work at vgutopia.com and rantgaming.com
Follow me on Twitter at @NateHohl and check out my other work at vgutopia.com and rantgaming.com
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