Who cares lol
Games are about having fun, not market potential or whatever.
Who cares lol
Games are about having fun, not market potential or whatever.
As an outsider the reason i domt bother with these is you have to know every damn iframe and move flow timing perfectly to even know what the game is.
Theres one point in this article about a practice mode thats totally wrong. Aint no one ever gonna use that, especially a newbie. Then a later one saying single player should teach you this stuff. This is right.
Reimagining these games as a 2d souls like would be incredible, they do teach the mechanics across the game. But then, those games have loot and xp to soften the harsh reality of the skill ceiling. Would fighting games lovers accept that? I think no.
The problem with these games is ranked online multiplayer. Back in the arcade days no one knew the damn frame timings. People just played and had a good time with each other in person. Console ports brought that experience home so you could enjoy it with friends and family, without needing a roll of quarters. No one had any issues with anxiety over these games because you were just hanging out with friends playing a game together. Sometimes you won, sometimes you lost. If your brother’s Ryu was too good, you just challenged him to beat you with a different character.
Online ranked play takes all that away. It makes the competition serious even if you don’t want it to be. Now you’re always being matched up against an equally skilled opponent playing their best character. You never feel like you’re making progress because every match is tough as nails. For people who thrive on competition, that’s great. For everyone else it really sucks!
And that's fine, not every game has to be for everyone.
It can be a problem if the company is trying to bring in and maintain new users, which is kinda why the article was made. 2XKO laid off most of their team and scaled back development because it wasn't successful. It's also hurting indies like Rivals of Aether 2 which seems to be doing OK but not as good as the first game.
That's a problem with the industry and economics that don't allow for a variety of creative expression, not with the game genre.
Fighting games in 2026 are floundering, with everything not called Street Fighter 6 relegated to the trash bin of history.
You lost me on the first sentence. Are we pretending Guilty Gear didn't just go from being an extremely niche IP to a household name last generation? While there are issues worth talking about, fighting games have been steadily growing year-over-year with no sign of slowing down.
I honestly don't see how single player "content" could be of any help. Sure, situational training like Strive and a few other games have (UNI I think had it?) would be nice to have, but I think the main obstacle for a lot of players is the (gameplay) interaction with another real person. I can't say how other genres fix this (or if they even do), but my guess is that the mechanics themselves are less restrictive and a bit more forgiving.
Also, personally, I prefer buying characters for relatively cheap rather than having the usual f2p predatory crap. They should obviously be free for training tho.
The article acknowledges the fact that the most fondly remembered singleplayer modes are the ones with unique twists... then proceeds to write off everyone asking to see more of that.
Singleplayer can never be a substitute for a human opponent. CPUs are just never going to play the way humans do, and they're never going to adequately prepare you for them.
But that's precisely why people loved the modes that didn't try to take it seriously and instead offered something unusual and different. Lean into things singleplayer can do well, instead of trying to chase after things it can't.
After playing Arc Raiders, I kind of wonder if the newer generation of AI could put together a challenge that actually fits the holy grail of fighting Game singleplayer.
An AI could be given a special avatar that challenges a particular theme of the player’s development, being strong in some regards but not in others. Think one enemy that’s a crawling ninja with super fast movement, another who’s a crawling hulk with high-range attacks.
The AI could also be guided by metrics of how fast its opponents learn mechanics or how much they enjoy the match, rather than “how do I beat this player”. I’d feel safe thinking a predictable AI would not be judged well.
EDIT: I honestly do get the knee jerk downvotes regarding AI, given everything it means in recent years. But let’s not forget it also refers to computer opponents in video games (which admittedly may see advances due to current mostly-icky tech)

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