@pepsiman: Man that patent stuff is fascinating, thanks Duder! I totally agree with @joshwent about it being staggering that that stuff is patentable in the first place, we really need a legal overhaul on the patent system when applied to video games...
@petiew: Yeah you're absolutely it was by no means a perfect test, more of a litmus than anything. I tried to do the fairest test I could, given that it was just me doing the testing, and at least I applied the same standard to all three games. I don't know what a perfect test for fighting game accessibility would even be, given that like you say it is somewhat inherent to the genre that you need to play the game repeatedly - maybe set a group of people a task of completing the tutorial and then playing through the game for a set number of hours over several weeks? Would we factor online multiplayer into that? Sorry, thinking aloud here!
@juzie: Exactly! It would have been unfair to apply the testing standards that I do to those games - do they even have tutorials? (Genuine question!) The three I picked are the kinds of games that new people are likely to want to pick up because they've heard so much about them, or that their fighting game-playing friends have recommended to them as a starting point.
@flstyle: I disagree, I'd say those games were front-runners in terms of general gamer awareness - sure they might not go down a storm at EVO, or be regularly played by fighting game aficionados.
@sooty: How are you defining relevance, though? Do you mean in the sense that they're still actively played by fans of the genre rather than newcomers, and still draw in the crowds at EVO? I'd argue that they are relevant in terms of they're the games that are still household names, and likely to be first ports of call for newcomers to the genre - as such, surely we should expect them to be setting the standard of accessibility? Out of interest, if you're applying that definition of relevance, what games would you put forward for applying the same analysis of accessibility to say the RTS or FPS genres? Actually, I can kind of answer my own question there because a lot of the household name games in those genres are the same games that are widely played at tournaments? Hm...
@bearshamanbro: You could well be right about video tutorials being the best way, but saying that I don't think we've had enough experimentation and investment in fighting game tutorials to find out what approaches will work best yet. I think Skullgirls might have made the best stab at it I've seen - I could be wrong but didn't that tutorial at least attempt to teach and explain fighting game strategy as well as base moves and such?
@scrawnto: Couldn't agree more - the thing that frustrates me most when I'm losing is when I'm getting pummeled and juggled to the point where I can't get a move in at all. Once they've gotten me in the air and I can't react it feels like I may as well just not be holding the controller, and if it keeps happening I'm never going to learn what mistake I'm making so I'll just give up on online multiplayer in fighting games.
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