I'm so monumentally confused by people's idea of what a fighting game is and what the games really require.
I said this in another thread, but, does a casual player really want to know how to perform specific moves and supers? No, not really. I'm talking mad casual. Does the person that wants to get into fighting games and doesn't know anything about places like SRK, TZ, 8WR, etc. want to learn shit? Yeah, and they'll go to gamefaqs, GB, or their friends and guess where they will point them? To those FG sites. Anyone with a brain who is already familiar with any 2D fighting game will know what to look for in the commands (QC, DP, HC, command normals, 270-360's, etc). People that don't do that are either A) lazy or B) are such a minority (the gamer without internet playing SG doesn't exist, obv) that it doesn't matter what they say.
People don't want to think, and the backlash to something as acutely useful as a movelist in a competitive fighting game is astonishing. Hell, the most casual of my friends understand what I mean when say QCF(x2)+PPP or "DP!". Fuck man, we're at a technological point where the lack of knowledge can be overcome with a little research, and a little less whining. Nobody cries about move lists in arcades, even at a casual level.
Complaining about single player stuff is, honestly, something a fighting game developer should worry about the least. Hell, I know the Project Soul guys are pretty good at the story bits, but their team is (more than likely) gigantic in comparison to Reverge. I'm not trying to be a pretentious ass, but when the developer lead is a competitive player talking about the "tournament worthiness" of his game you have to be prepared for what they're trying to make. There was never any doubt that this game is meant for high level play, and they never said anything otherwise. I personally don't understand why someone would play SF or MvC for the storyline when games with great stories exist for the purpose of telling those stories, but it is what it is.
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