Single-player content in fighting games is sorely lacking nowadays; modes like Konquest from Mortal Kombatare practically non-existent. With developers increasingly concerned about continuing engagement in fighting games and attracting new player bases, it's curious that single-player content is the continued afterthought in the fighting genre. However, developers may need to look beyond the competitive scene and consider a depth of content and interactivity beyond the network-focused experience to draw a more extensive player base.
Konquest mode was an experience like none other. The mode evolved from the original Mortal Kombat: Deadly Alliance,where it started as a tutorial mode but was refined two titles later, in Mortal Kombat: Deception. Konquest was a Mortal Kombat RPG; in this mode, players would assume the role of a newly created character named Shujinko, traveling through the six realms established in Mortal Kombat lore. Experiencing life from a young to wisened old warrior, players would go through the story meeting various characters in the Mortal Kombat universe. During the player’s life, they would unlock things like characters, arenas, and moves for Shujinko, building him into a more potent fighter for more modes. Konquest mode had several goals in mind, from educating players on how to play the game to giving incentives to play the game for those who may not feel confident facing other players or those who enjoy single-player content.
Related: How Mortal Kombat 12 Can Avoid MK 11's Biggest Storytelling Mistake
Through the eyes of Mortal Kombat's Shujinko, the single-player experience is where the Konquest mode excels. The mode serves as an engaging and educational tool for shepherding players into the 1v1
Read more on screenrant.com