Fighting games have gotten more accessible in the past five years: Mechanics are simpler, inputs are less complicated, and rosters have shrunk so there are fewer matchups to learn. It has never been a better time to hop into a fighting game, and the genre has arguably not been this open to a casual audience since 2008's Street Fighter 4.
Many modern fighting games are more accessible due to focusing on “fair” or balancedgameplay. Hit and hurt boxes are finely tuned, animations are tweaked to a specific number of frames per second, and attacks are selected to fit a character’s play style. Gameplay is tightened to practically being sealed shut, which has the potential side effect of decreasing variety and not allowing any random or unfair outcomes to permeate the game.
King of Fighters 15 Could Have Shattered Expectations With More Unique Characters
When describing many fighting games today, «tight” gameplay can be best understood as an extension of responsive controls with little-to-no lag between the button press or release and an on-screen response. In other words, mechanics work as intended when the player intend them to nearly 100 percent of the time. It seems like tight gameplay would be desired for any fighting game, and that’s usually true. No one wants a whole game where mechanics have only a chance of working as intended. Such an occurrence would result in the player feeling a lack of control, missing the point of a genre built around learning and growth.
However, for fighting games there are a lot of variables that need to be taken into consideration when designing attacks and movement. Each needs to have a certain outcome, sometimes regardless of the surrounding circumstances. If a player jumps, that action should
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