I really like seeing longposts on random hobbies on Cohost, so I'm throwing in one of my big specialties!
I've made fighting game guides for years (though mainly for Smash), watched guides for longer, and played fighting games for even longer than that. Tekken, Smash Bros, Street Fighter, a bit of TFH, KoF, etc. It's one of my biggest passions, so it's important to me that I get as many people into fighting games as possible... but everyone's scared of them!! They say that fighting games are really complicated and confusing and difficult.
...and they're right! But they don't have to be.
The repeating pattern I found in fighting game guides is that on paper, 90% of the concepts are extremely simple. Like, way too simple. Spacing is just "move your character so you're in a good position." Poking is just "use quick attacks to pressure the opponent safely." Conditioning is "do this one thing, but when they don't expect it, do this other thing."
These are the actual important things you're supposed to learn, but most people never even get to the good part because fighting games make everything complicated upfront! Spacing is hard not because the concept is hard, but because in modern fighting games you have to space using dashes and airdashes and korean backdashes or else everyone will run circles around you.
Fighting games have this weird thing that I haven't seen in any other genre where the games STARTED complicated and CONTINUE to keep getting more complicated. 1 Usually a genre will start with a really simple first game, and then people will build on the mechanics or make spin-offs. It's like if instead of Super Mario Bros. kicking off the platformer genre, it was the original Mega Man, and every platformer afterwards just gave him increasingly complicated and more difficult movesets, and nobody ever made a platformer that was "just run and jump." 2
Recently, fighting games have made efforts to simplify things for newcomers, but in my opinion, they're still too difficult for beginners. Them's Fightin' Herds is an AMAZING fighting game with a great tutorial and great mechanics, which are relatively simplified, but to a fighting game outsider it'd still be very intimidating. All characters require motion/charge inputs, combos are very input-heavy, and there's many systems that have to be figured out before you'll be even remotely competent. Many other fighting games have included some options like special move shortcuts, but they mostly feel like band-aid solutions.
Fighting games are cool when you have to make quick, difficult decisions. Fighting games are cool when you get into the opponent's head and read them like a book. Fighting games are cool when you land the Falcon Punch when you DEFINITELY shouldn't have. But a lot of fighting games nowadays feel like they want to put all their eggs into the Combo basket, which IMO is not what defines fighting games.
Which to be clear, I LOVE a lot of modern fighting games, and I love doing big combos and pulling off complicated inputs, and this isn't meant to be me bashing on them. I just want more people to realize that fighting games are MORE than just combos and pressing lots of buttons, because fighting games can exist without those, and if developers realized that too, then maybe we'd have more people playing fighting games.
...OK, I've gotten this far without doing a self plug, I'm obliged to mention DracoFighter now.
DracoFighter was a big experiment, because I wanted to PROVE that everything I just said was true. The game had simplified movesets, simplified inputs, clear decision-making, shorter combos.... all I had to do was pass it onto beginners to see if it'd work. And it did!
I've given the game to people afraid of the genre, I've given it to literal children, and they GET the game in a very short amount of time. Concepts like spacing, timing mixups, weighing risk/reward -- it comes naturally to people when they're not forced to watch a combo cutscene 2 seconds into their first match.
And that's because fighting games are simple! Really! There are very few other PvP genres that get as simple as "beat up the other guy, but don't let them beat you up." I just wish more developers would realize that. I consider DracoFighter to be far from the perfect solution, but I'll keep working until we get something close.
reading back I'm not 100% sure what a good takeaway from this ramble is but i hope it resonates with someone lol, these are big thoughts i've had about the genre for a while and it might be an unpopular opinion, but it's something i've wanted to put into longform for a while now regardless
1 Street Fighter II is what I would consider the "Mario" of fighting games because, while technically not the first fighting game, it's what most modern fighting games are based on. Whether it's Complicated is a bit debatable, but considering nobody wants to play it with me, I think it's pretty beginner unfriendly. Six attack buttons, multiple motion inputs for every character, special cancelling combos, punishing disadvantage states, etc. mostly became the NORM for future games rather than something to be left behind as "outdated arcade design."
I find that pretty uncommon, but there might be some contenders for genres that had something similar. Metroidvanias are the only ones that comes to mind, because by its nature it kind of has to be complicated, but there's definitely been simple metroidvanias + afaik the genre hasn't gotten markedly more complicated.
2 There are a good number of contenders for this! Divekick and Footsies are the main ones that come to mind, but I personally consider the first to be a spin-off and the second to not be comparable to a full fighting game. Fantasy Strike is the closest thing to what I was looking for, but, uh, apparently it's a controversial game now?
As a side note, spin-offs of fighting games are the best things to happen to the genre IMO. It's a relatively stagnant genre, but games like Smash, Lethal League, and Yomi Hustle really stretch it to its limits and are VERY worth trying even for non-FG peeps.