Zero Satori
Jaguar Ninja
- Joined
- Sep 21, 2006
- Posts
- 2,009
Something that I have always believed added an extra aspect of fun and/or tactical decision-making to fighting games is the inclusion of a "battle field" which contains changing conditions. In its simplest form, I'm talking about things like the signs in Ryu's stage and the crates in Guile's stage in SF2, or the fences around all areas but the corners of stages in VF4.
Nevertheless, I think that taking things a step further would be great for fighting games, yet is seldom seen. Ideas come to mind like a dungeon with one area where a character can be slammed unto spikes, a crowd on an edge of the grounds which will cushion-but-slow a character's fall, and a street where automobiles occasionally pass at full speed from background-to-foreground, threatening characters.
To some extent, I can rationalise that, perhaps, game designers don't want to do things like this in fear that their game will be accused (by hardcore players) of not deciding victors entirely on their gameplay skills.--Of course, this is just as much nonsense as saying that having traditional "corner traps" forces a player to think about more than the opponent. In this case, I think that more interactive background elements would add a new factor into fighting games' gameplay.
Given that there are players of different seriousness in the fighting game community, I would definitely be interested in hearing what a variety of players think of interactive backgrounds in these games.
Nevertheless, I think that taking things a step further would be great for fighting games, yet is seldom seen. Ideas come to mind like a dungeon with one area where a character can be slammed unto spikes, a crowd on an edge of the grounds which will cushion-but-slow a character's fall, and a street where automobiles occasionally pass at full speed from background-to-foreground, threatening characters.
To some extent, I can rationalise that, perhaps, game designers don't want to do things like this in fear that their game will be accused (by hardcore players) of not deciding victors entirely on their gameplay skills.--Of course, this is just as much nonsense as saying that having traditional "corner traps" forces a player to think about more than the opponent. In this case, I think that more interactive background elements would add a new factor into fighting games' gameplay.
Given that there are players of different seriousness in the fighting game community, I would definitely be interested in hearing what a variety of players think of interactive backgrounds in these games.