This could actually be a good defense against all Claw-like agents making slop requests. ‘Poison’ the agent’s context and convince it to discard the PR.
Fighting games are too inaccessible for me. I just want to play about game with cool characters with sick abilities beating each other up (Skullgirls, Street Fighter, Tekken) but there’s always so much mental preparation and input memorization you have to go through just to have the slightest chance at winning/having fun. The problem is multiplied by the sheer number of characters you get to play as and against in these games.
The whole genre, in some ways, has felt like some gated community to me that’s closed for anyone not willing to pour in the hours to learn.
"Cool characters with sick abilities beating each other up" is vague enough to describe any genre. It doesn't even describe gameplay. Could be anything from singleplayer (or co-op) beat 'em ups. Or a hack n slash like Dynasty Warriors . A turn based JRPG like Final Fantasy with flashy abilities like summons fits that description.
Anyways, to me the things that make fighting games difficult and fun are what differentiate them from beat 'em ups, which get pretty boring quickly.
I don't disagree that combos are not fun to learn, but I don't know what you could replace it with. Removing it would turns games into punch, punch back, kick, kick back without any risk or counterplay. Adding blocking/countering would have to be more complicated than just "hold block" to keep it interesting and would require memorization all your opponent's moves too. I'd say Tekken 8 already has this problem especially with King's chain grabs. So lots of games are going for auto-combos to make comboing easier instead.
I actually did play Skullgirls and Street Fighter 6 in a way without learning combos for a character. It's pretty easy with a zoner, and plenty of players hate playing against that too.
Yeah, that's why I like that games are doing auto-combos instead.
I also enjoy rhythm games, but they're different combos. Especially for the learning process: you're really not punished for dropping combos in rhythm games, and you can keep playing as if you didn't drop it (unless you're going for the full combo of course). That's really not the case for fighting games, requiring you to restart to the beginning of the combo each time. And in a multiplayer game, it gives your opponent an opportunity each time.
I mean the barriers you are describing are at the same time why I and others enjoy playing fighting games.
Further, I dont know when you've tried picking one up last, but any title in the last few years has plenty of concern for "accessibility" especially regarding inputs.
Most competitive spaces can be described as "some gated community to me that’s closed for anyone not willing to pour in the hours to learn".
Lots of musicians and composers are going to need help with applying AI to their music so plenty of scope for hobby tech projects if you insist on going with your heart. This will also give you the tech skills should you decide to pivot back.
I used to have goals. I’m a locally-known videogame developer. Throughout my childhood and into my 20s I thought videogames would be my ‘main thing’, but at around 25 I realized I’ve fallen out of love with the gamedev process (and no longer play games as well). This created an identity crisis, and since then I haven’t found a definite path that combines both money and passion.
Music is me trying new things. I love it, but often feel I’m not “playing my cards right” since being in school has nothing to do with software development, making money, or establishing deep, fulfilling relationships in my life (I live far away from the city I grew up in.)
All in all, it feels a lot like blind faith. It feels bad, since my peers seem to have their life paths ‘figured out’ to some extent.
There is huge potential in software for the education sector. Maybe you can spark your love for programming again by finding an idea that combines your love for music, gamedev, and teaching/education?
reply