Message from @ay caramba
Discord ID: 483683834253148160
ok how do you enjoy tobacco then?
*me? I vape bro*
wow
unique
wish i could be like you
Cspans been known to like the Pineapple Express
The hootie Mack
keep it up
see what happens
:((
*In fighting games, there are two worlds of play.*
There's the world where both players know and can perform all the techniques available to their character as well as what techniques are at their opponent's disposal. That's the "real" game. That's playing as intended and it's a fascinating and enriching competitive activity. Then there's Scrubland, where either or both players don't know all of that information and so their decisions rely to at least some degree on guessing. The more guessing one side uses, the more random and uninteresting responding to those guess decisions is. This is the land casual players live in, and 95% of professional game journalists.
So, if your goal is to play the "real" game, you have to absorb all that relevant data. The quantity of that data is a barrier before you play the real game of decision making between you and your opponent.
Now if you take a classic game like Super Turbo, there is a relatively small homework load. There's a manageable number of characters that themselves have only a small number of unique moves a piece. You can get a good grasp on the roster and how to defend against each character in a day. That doesn't make you good at the real game mind you, it just means you can be playing the real game very quickly after starting.
Then we have Tekken. King alone has more unique moves on his list than the entire Super Turbo roster combined. There's more than twice as many characters as Super Turbo, they all have a MUCH larger movelist, and perhaps most importantly, the blocking system is different in such a way that you need to be familiar with the specific attack animations of each opponent. In Super Turbo, the act of blocking is pretty universal no matter who you're facing. With a small number of instant overheads as exceptions, crouch blocking handles everything except jump ins and throws (with throws being more powerful than in tekken to adjust to the power of blocking). In Tekken, the mere act of basic defense must be adjusted for each matchup, as each character can have unique high/mid/low strings.
All together, the sheer quantity of necessary information required builds a HUGE barrier before you're actually playing the real game of decision making. This is where I think your comparison is wrong Aris. This barrier before you're doing the actual activity you want to be doing, the decision making game, is absolutely not universal amongst activities. You can learn to play a song on a guitar MUCH faster than you really know what you're doing in a Tekken match against a random opponent. You can absorb the totality of relevant information in most fighting games significantly faster. All of this is of course exacerbated by Tekken's misleading move lists and lack of frame data. So if any of this is what he was talking about, I think he makes a seriously great point and if possible design should do what they can to lower this barrier to entry. With a wall THIS BIG in front of playing, Tekken can never hit the mainstream success other series' get. Most players will give up LONG before they reach even a basic mid tier competency level.
ligma
One day I shall master tekken
this was in response to a well-known grandmaster saying tekken 7 is too hard
What do you mean grandmaster?
in tekken players are considered grandmasters for the same reasons they would in chess
consider that tekken has been out since 1994 so there are people that have been playing tekken for over 20 years potentially
What powerful fingers they must have :))
I wanted to keep it a secret
But I'm actually the best tekken player in the world
well ok
Prove it Paul
Put your money where mouth is
ok check this out
Fight cspan
You lose, you get pit
that's me
That's how you know I'm the best
>blocks your argument
Man look at you pd
Big man on campus
Alright alright :))
>2018