SJHDoesGames

Try To Make Your Skill Ultimate!

Game designer, writer, casual artist, and Twitch streamer. Fighting games are fun but also kind of painful lol. Big fan of Kamen Rider, anime, and video games in general, but especially JRPGs and fighting games.

Other pages:
FF14 stuff (like questions of the day, asking about FF14 stuff, etc): @FromTheLadiesOfLight


these aren't things i'm like. angry about or anything, just things that inform the way i think about fighting games because of stuff i've heard people say today in various spaces.


  • there is never a point in a fighting game where you are "finally" playing the "real" game. if you're playing in arcade mode against the cpu, you're playing the real game. if you're playing matches with friends, you're playing the real game. if you're doing ranked, you're playing the real game. if you're doing story mode, you're playing the real game. i wrote a Medium article where I talk about this concept in a more roundabout way as part of one of the 4 things i wish someone had told me about fighting games, but it really rings true right now in the point i'm making. if you don't know a damn thing about how to read frame data but are still pressing buttons and doing your thing, you're playing the game. do not trick yourself into thinking anything more complicated than that, even if you're actively striving to like. get better at the game and want to learn the complicated stuff. incomplete knowledge or whatever, if you're out there playing the game you're playing the real game.
  • you are never going to have a better understanding of what kind of game the development team wants to make than the development team themselves does. you may disagree with their balancing decisions. you may find them annoying. but the dev team has their idea in mind and you do not have the ability to perfectly discern what that idea is the way that you may think you do. this means insisting that a character should get super-specific buffs has a high chance of backfiring on you, because there is always a chance that what you think a character needs is not the same as what the developers want for the game, and there is no point in resenting the devs for not reading your mind and giving you what you wanted. come with no expectations when it comes to balancing, even if you know that devs have been taking feedback.
  • (ok this one i am a little angry about, but it's because i keep hearing it from the same types of shitty people, and i'm tired of it) if a game in a franchise has made changes that you don't like, it has not suddenly stopped being a part of that franchise. you can not like that entry and play something else, and that's completely fine. that is normal. in fact, it is preferable that you do that and don't bother other people about it, because then you are having fun and the people who like the game you don't like are having fun. you will not find me strapping someone to a chair and telling them "strive or die" if they prefer older guilty gear games. but claiming that "new game in franchise" isn't really "game of franchise" has the same energy as me trying to say breath of the wild isn't a zelda game. it is a zelda game. just a zelda game in a style i don't like. a zelda game that was made for many other people but not me. and i can live with that.

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in reply to @SJHDoesGames's post:

Exactly. Like it's damn near inevitable that they will, and that's fine. The designers learn new things and have new thoughts between games. Some people have the entitled brat in their head that insists otherwise and they gotta get rid of that.

no, not particularly. these are all conversations that happened before that news dropped and quite frankly as far as GBVSR goes, i'm just going to test things for myself in the early access tonight.

my major thought on the subject is that while easier special inputs definitely change the calculus of how to use specials at all, it doesn't automatically destroy the tactics like detractors say it does. while i personally would've preferred that they kept some of the drawbacks to using simple input as applies to GBVS specifically (increased cooldown, etc., in the same way that DNFD's simple inputs for MP skills keep your MP from regenerating as immediately as doing technical inputs does), i don't think it's a bad thing that they decided to move to making simple inputs more equitable with command inputs either, and i don't think it's going to kill the game.

a lot of the discussions about this topic and how 1-button specials make things too easy usually fail to consider that it doesn't really matter that the DP can come out without any real effort on your part if you get psyched out by someone who knows that you can do that now.

part of me also sees it as leveling the field in the sense that modern inputs do for sf6, just without condensing character kits the way that modern controls do in sf6. it gives the impression (by my interpretation, anyway) that the GBVSR team doesn't want players who never choose to learn/cannot use technical inputs to feel like they "can't compete" with players who do or can use technical inputs.