ctmatthews

Indie game developer

a trans woman in the UK making 2D action games about ducks:

Ducky's Delivery Service (Steam/itch/Switch)

Chessplosion (Steam/itch)


i mostly post on my Blog / Newsletter / Patreon


i play fighting games! i won Evo in 2021.


pfp/header by NomnomNami


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pattheflip
@pattheflip

This essay was funded by my generous Patreon supporters. If you liked this and want to see more, please consider joining the crew!

“New fighting games are bad, actually” is one of the neverending topics of common fighting game conversation, and it has endured since the beginning of the genre itself. Legends say that as soon as the first Street Fighter II cabinet materialized into the world, a guy materialized next to it to helpfully inform people that SF2 was for casuals because special move inputs in SF1 took real skill.

The thesis of these conversations usually boils down to “Old games did [XYZ thing that the player likes], and new games don’t do [thing], and that sucks because I like [thing].” The old-game player is frustrated because the games that they want to play either aren’t actually reasonably available to play (no rollback netcode, no ports to modern consoles, no community or event support), or because they want to remain active in the current competitive generation of fighting games, with recent releases that are blessed with majors and streamers and prize pools, and don’t see a game that they enjoy playing as much as the old ones.

A picture of an SF1 arcade cabinet with two pressure-sensitive buttons.
Six buttons was created for casuals, actually

Most of the time these conversations don’t really yield a lot of valuable insight by volume — old game defenders often end up dismissing new games as scrubby and low-skill, new game defenders accuse the old game defenders of sour grapes because they can’t hack it competitively any more, and so on. However, despite that, there is a seed of conversation worth following here: Even though fighting games as a genre are at a high point in terms of the number of high-quality recent releases, the range of game design patterns that yield opportunities for players to express skill in newer games is narrower. It’s not something that’s easy to notice for players who grew up in the newer fighting games, but if you’ve lived through a couple decades of the genre, it’s pretty easy to see; every game and every character feels like they’re rewarded for a far narrower set of actions and decisions than in older games. The games themselves have been simplified, mostly because fighting game developers have a better idea of what they’re doing, and a lot of the stuff that yielded complexity for the high-end player of older games has been pared down to make the game easier to understand and get into at the lower level.

Early fighting game history was characterized by the SF2-era boom, where fighting games were being churned out at a pace that is probably unbelievable to anyone who wasn’t there to see it; you can just check the timeline over at The Fighters Generation to get an idea of the sheer volume of releases in any given year in the ’90s compared to the ones today, and this list doesn’t even include a lot of notable B and C-tier fighting games that would inevitably become staples of mystery game tournaments decades later. Fighting games were relatively straightforward to make at the time, and allowed developers to build off a success with subsequent iterative releases to add characters, animations, and system refinements over time. No one was making fighting games intended to endure tens of thousands of hours of player competition because no one was good enough at making fighting games or playing fighting games to really know what that would require.

When you’re designing games that heavily stress a player’s real-time physical and mental capabilities, you’re effectively building a sport, and the limitations of the game are largely the limitations of human potential. When you don’t know enough about the game you’re making, or the people who are playing them, to design intelligently to those limitations, you end up making some stuff that lets people do crazy things, and you probably won’t know exactly how crazy it gets until years after the game is out. This is particularly true for games where the input reader is strict, since developing the physical skill required to master some of those crazy things might take far longer than the game itself took to make.

Of course, the fighting game boom was followed by a fighting game bust; the conventional wisdom says that basically the people who kept on playing fighting games during the boom wanted more complexity to master because that complexity is their content. So games became more and more complicated in order to keep their players’ interest, but that made the games harder to get into, which shrank the playerbase, which meant that the existing players’ needs became further separated from the things needed to bring new players in. Fighting games became a genre with a significant barrier to entry in order to have a good time, and so developers either got better at building other things to help new players have a good time (like single-player modes for home console ports) or left the genre to make other games.

A screenshot of SF Alpha 3 World Tour menus.
SFA3 World Tour helped me get into fighting games. It’s so good.

When fighting games saw the SF4-era resurgence, the developers came back to the genre understanding that they needed to design the games in a way that more reliably led to average video game player to more consistently positive in-game outcomes. New players often had problems getting zoned out indefinitely by fireballs, so game developers made fireballs less effective and built more tools for fireball-specific counterplay. New players would get frustrated if they couldn’t execute special moves, so game developers made input reader shortcuts to make special move execution easier. New players struggled with combos, so developers implemented input buffers to help with stringing inputs together across narrow timing windows. New players got bodied by better players, so developers designed comeback mechanics to prevent a stronger player from snowballing early in a round. Each subsequent fighting game release identified areas where new players would struggle, and developers responded with all kinds of combat design standards to remove option selects, decrease execution requirements, and generally narrow the flow of the game into a series of non-stop high-commitment choices where you’re either Very Right or Very Wrong with less room for nuance.

We’ve been through a couple generations of this by now, and the impact of this work to the genre has been tremendous. On one hand, we have a lot of new players who are getting into fighting games. On the other hand, the kinds of fighting games we’re getting are, generally speaking, often far less interesting to the players who liked the things that the older games do. Video game development is often framed as a narrative of ‘progress’ due to its explicitly technological nature; newer games are just “better” than older ones. Creative work, however, typically resists such narrow framing, especially as it collides with capital. Capital tends to prefer art that appeals to a mass market, artists tend to prefer art that expands on or diverges from what came before, and the two are often but not always in exclusion of each other. In this case, the modernization of the fighting game genre has left a lot of incredibly valuable creative potential — potential that was realized by earlier fighting game developers who often didn’t fully know what they were doing, or, in the case of Melee and Guilty Gear XX, regretted it afterwards — on the table in the pursuit of sales.

It should not be a surprise to anyone familiar with my work that I count myself among the players who are dissatisfied with modern fighting games. To me, the value of fighting games is in going through the process of learning to do things you could not do before. I think that fighting games contribute more to the world when they have lots of hard stuff for a player to do; as a developer of fighting games, I want to give the world more hard things to do, and as a teacher, I want to help people learn to do them. Making fighting games easier is like making an Everest 2 that’s like half as tall and telling people to go climb that one instead. As such, I usually buy all the new fighting games, play them for anywhere from ten to one hundred hours, and then get bored and go back to playing the games I like, since I still have a lot of stuff I want to learn how to do in those games.

A screenshot of a tweet thread by the author promising to make a game full of obscure knowledge checks.
I promise to make a fighting game that hates you. You’ll probably love it. (Thread here.)

This is, of course, a personal value judgment; most people who spend sixty bucks on a fighting game aren’t looking for a lifelong obsession, and most developers just want to make a cool game that sells enough to make another one. Video games are expensive to make, and that capitalist exchange is fundamentally at the center of our activity. But if you stick around the genre long enough, the showiness of the cash prizes and the excitement of big tournaments fades to background noise, and you have to ask yourself what it is that keeps you spending thousands of hours and dollars on playing the games.

The problem is capitalism.
Thanks, Ama.

I often use music as a metaphor when describing various aspects of fighting games because I think it conveys the right amount of subjectivity; anyone can like any music for any reason, and people who argue about musical taste are usually self-conscious enough to understand that arguing about taste is pointless for anyone other than nerds who use those conversations as a way to bond with each other.

Modern fighting games have largely undergone a multi-generational process of transformation into pop music. Fighting game developers are “better” at their jobs than ever before, but the improvements are largely confined to making fighting games a more consumable product. Pop producers will sample liberally across genre, but the fundamental logic of pop music is easy to consume. Perhaps it is necessary work in order to continue the genre’s existence, but if you grew up alongside fighting games, it’s like growing up with Biggie and Tupac and then seeing a future that is only Drake, or being raised on rock and roll and then seeing only Imagine Dragons or Nickelback. At least with music, it’s not hard to dig deeper in those genres to find less-produced work; with fighting games, us pop-averse players don’t really get many new games for us at all.

So while the discourse around “old game good, new game bad” very rarely yields any productive outcomes, I find it symptomatic of a very real issue. In the same way that the first boom of fighting games led to a spiral of increasing complexity that made it hard to grow, this current boom of fighting games is spiraling into pop accessibility in a way that I think will make it hard to stay. I got stuck on this genre in the early ’00s, where we got Street Fighter III: Third Strike, Marvel vs. Capcom 2, Capcom vs. SNK 2, Super Smash Brothers Melee, and countless other genre all-timers that are still being actively played today because they’re just that deep. 20+ years on, I’ve learned that we didn’t know how good we had it back then, and that a game that good only comes along about once every ten years or so.

I truly am happy for new fighting game players; everyone should be blessed to find a fighting game that clicks with them, and while I will forever sing the praises of the games that I specifically love, I think that everyone should find games to devote themselves towards. I don’t think many of the pop games out will far outlive their marketing sell-by dates, which kinda sucks — the Backstreet Boys can still fill an arena, even if everyone there has to be in bed by 9PM. I do believe that people should play games they can see themselves playing forever, but when you’re new to the game, you don’t really have the perspective to see that yourself. (After all, the game that got me deep into the genre was the original Capcom vs. SNK.)

But the phenomenon of fighting games is not limited to the capitalist cycle of large-scale game development. The community you find and build with others, the feeling of growth you cultivate, and the sense of purpose you may find in your fighting game practice are not confined to pop. We are lucky to have the grassroots holding it down in small pockets here and there; old men faithfully running CvS2 monthlies in game centers that still smell like cigarettes years after the ban, queer zoomers in Discords raised on Melty Blood Actress Again Current Code and Guilty Gear XX Accent Core +R. And new fighting game players eventually become old fighting game players who crave more than just another strike-throw rehash.

Pop may bring the people in, but eventually people who want to stick around will want something that hits a little deeper, and I think these “old game good” conversations are ultimately a reminder that our genre has a richness and depth that is fundamentally anti-commercial, and an audience for games that embrace this instead of run from it is actually growing over time as the pop devs continue to bring new players in. To me, a healthy multigenerational fighting game community looks a lot less like Evo and a lot more like Combo Breaker, and I think that the true potential of fighting games as a genre cannot be fully realized without building up the space for games that are just made for a couple sickos instead of an audience of millions.

-patrick miller


ctmatthews
@ctmatthews

this is a great post! i went from winning evo to not really playing or watching or talking about fighting games at all in less than a year, after dropping my main game. i'm sure i'll eventually get into another older fighting game at some point but none of the new ones do anything for me, and this post does a great job of articulating why it's not for the "old thing good, new thing bad" reasons that people tend to assume.

and yes, a healthy fighting game community should look a lot less like evo and a lot more like combo breaker or frosty faustings etc. i really miss attending those events!


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in reply to @pattheflip's post:

On one hand i'm sympathetic- its ultimately better that there's more different types of new fighting games(including executionally intensive ones, or ones with things like fucked up runaway), and I dont like how certain mechanics like wild rush, granblue 66l, etc push towards "narrow the flow of the game into a series of non-stop high-commitment choices".

Careful thought should be given towards what sorts of tastes are more catered to and less catered to in modern fgs. What patterns there are/arent in catering to desires regarding zoning, runaway, different approaches for execution, patterns of offense, "how many steps of neutral until youre in The Mix on average", risk/reward, defensive mechanic design, etc.

On the other hand, this post ends up honestly just feels like generic "old fighting game good, new fighting game bad" stuff repackaged, and it feels like the real thrust of this is not really about a general comparison of new fighting games to old ones.

First, regarding "and generally narrow the flow of the game into a series of non-stop high-commitment choices where you’re either Very Right or Very Wrong with less room for nuance": Its difficult to think of this as something about new fighting games. FGs that dont feel like this have always been the minority since 2000.

Games that come to mind since 2000 that dont feel like this(besides super overlooked indies):

Blazblue CSE/CF(i temporarily left during bbcp so i cant say about those versions)

GBVS Vanilla (tbh gbvsr maay still count, little hard to be objective about this one since gbvsr is bittersweet for me)

SF4, most versions (idk about sf5 but have heard complaints about it being samey flows)

KOF15(idk about 14)

kof2002

Under Night 2 and at least some previous versions

Probably a fair number of 3d games, i dont have much knowledge of them. Same for MK. Same for smash.

I also feel like both Melty Bloods fit this(not older versions of mbaa though iirc, its been a while) but I'm not confident

Samurai Shodown 2019 and previous major entries

CVS2

The spread of years on that are pretty wide, and its not like theres a bunch of 2000-2011 mid-or-higher power level games that feel like that. Complaints about the endemicness of characters who could compress neutral into a small number of neutral options into samey offense loops is something I heard a lot in 2011/2012, and looking backwards in time from there its not like theres a wealth of games with a higher power level than an average SF-like that avoid that. Its just never been the case.

Certainly, matchups in certain other games can feel like this they're not "a series of non-stop high-commitment relatively flat choices"- but in GGACR for example, how many motherfuckers very often just hit you once then put you in fucked up offense, often from round start? Most matchups arent like dealing with Bridget runaway.

I feel like a lot of this is not about "and generally narrow the flow of the game into a series of non-stop high-commitment choices where you’re either Very Right or Very Wrong with less room for nuance." but instead is about how across the last 4-5 years:

1)There seem to be fewer airdashers than there were in like 2010-2018, and the recent arcsys flagship is lower power level

2)SF6

3)There have never been many tag games, but on top of that fact the recent one(DBFZ) had specific things that turned people off

So I feel like this is ultimately more about Strive/SF6/DBFZ than about patterns of old games vs new games.

Regarding a couple other things...

-"Making fighting games easier is like making an Everest 2 that’s like half as tall and telling people to go climb that one instead. "

This just really depends on what you value in "tallness to climb". Some people dont value combos and strict timing windows(ie frcs, strict inputs, whatever). Like yes, I am fully aware of things like "yes, some people adapt their GGAC combos on the fly based on height, for some people combo specificness etc is very engaging and doable " (https://cohost.org/Kayin/post/2590480-inconsistency-is-bea), there is still a difference in combo depth vs other forms of depth.

I'm not going to sit here and act like, among games with similar power levels, neutral/matchup/pressure complexity is vastly higher in older games.

What do you value the most in learning in fgs? Some people dont value the depth of learning combos and very specific physical techniques very much, inverse of you. Some people dont care how varied and interesting pressure is in games. Some people dont care about the depth of learning matchups, its not a motivator for them. Etc, etc. I really think youre just confusing your own preferences for what types of depth you like to engage in.

-Compressing a huge variety of games into "pop" games is really obnoxious. Like Strive, Granblue, Uni 2, Samsho 2019, SC6, MK11 aren't separate music genres? Come on.

-"My fg will last, yours wont" in this case is just the same recycled thing that everyone said about BB and Xrd etc, and now those are OG somehow. Let's be real, yes, there are still people who still play CVS2, but theres not really evidence of it outlasting supposedly less deep "pop games". In 20 years its not going to dwarf newer "pop" games like Strive- it already doesnt dwarf "pop" games that already fell off the mainstream! I mean freaking P4AU had more entries at 2023 EVO side tourneys than CVS2 and MVC2.

I'm not hating on those games- even though those two are not my taste, I love watching stuff like MVC2 sentinel mirrors. But a lot of the things youre saying about "pop games", everest, longevity, etc dont stand up to scrutiny. I do think theres absolutely games that just dont have longevity and do genuinely lack depth/variety, but not to a scale in the insanely broad sweep of competitive FGs like youre portraying.

And let's face it, theres a lot more hardcore players than there are players who cant feel happy with new fighters and thus convert to even "older pop games", which is another reason I think you're talking just more about your taste than about things like depth in general. Which is a fine desire- there should be more games like those, variety is good.

That said, I think more steps/initiative should be taken to keep older game scenes going, help them have places regularly, etc- but in a lot of ways I think the culture has gotten a lot healthier about this compared to ~2012, so the direction is already good. Like you said, I vastly prefer events where I see a boatload of different games in the same room(and im glad portland tourneys feel more like this in general).

You wrote a lot of stuff here and after reading it multiple times I'm not sure if there's a specific point you're trying to engage with me on, or if you're just responding line by line to things you don't agree with.

Suffice it to say that the space created by the game's challenges to the players is its depth, more challenges creates more depth and gives more room for different shaped players, and modern pop games trend towards far fewer tests, and a narrower range of tests, and thus feel far less deep for mastery potential compared to older games. There is less shit to do and less shit to learn and it's all easier.

My tastes index towards specific kinds of challenges just like anyone else, but the thing I'm dissatisfied with is both the types of challenge that modern games are focusing on and the breadth.

ACR is a great example of showing nuance between very right and very wrong because at first it feels like "just some fucked up offense from round start" but the deeper you dig into how that offense works the more room to differentiate your defense.

Have a nice day.

I was responding on multiple points. I thought I made this clear, maybe I couldve done better on that.

To make it clearer:

1)My first major point is "generally narrow the flow of the game into a series of non-stop high-commitment choices where you’re either Very Right or Very Wrong with less room for nuance" is something that is far from a simple "old vs new" thing, as the highly varying release dates of the games I pointed out indicates. Youre arguing theres more homogenization than there is- again, contrasting old and new games on that front doesnt establish much pattern.

2)That first point ties into my suspicion that your simplistic comparison of old* and new games is "ultimately more about Strive/SF6/DBFZ than about any relatively consistent patterns of old games vs new games."

*i'm not even fully sure how you draw the line on old vs new, tbh- its hard to find a line that fully makes sense. Sometimes you make it seem like the line is 2008, sometimes ~2015, sometimes 2020. Any way I attempt to interpret it, it makes your post seem infactual or goalpost moving or something.

3)You're focusing a lot on the vastly predominant area where depth was removed(execution) and acting like everyone values that equally. Sometimes people want some kinds of depth and dont care about other kinds. Yes, they have intersections, but that fact remains, and acting like this is a matter of "overall depth" and not a matter of "this specific thing i like focusing on" obscures the actual conversation. Its a matter of "some people dont give a shit about total depth being reduced if that is primarily executional depth and the remaining depth is still huge, and other people care very much." That is the actual situation. This is not about "man just go to everest rather than smaller everest". This isnt about Mountain Height vs Mountain Height, this is about different components and their relevance to different people, the analogy obscures that.

99%+ of competitive players dont even plumb that depth to its core, this isnt about total depth, its about depths different people care about.

4)A lot of your stuff like:
-stuff about everest
-"new fighting game players eventually craving more than another strike-throw rehash"
-"pop" games supposedly just not having the longevity of old school games that hardcore fans go to once they cant be sated anymore with "pop", ie "pop accessibility makes it hard to stay", etc

...is all heavily undermined by supposedly vastly deeper hardcore-appealing games being outdoned by even a lot of fizzled "pop" games like P4AU. You position this as a potential crisis and an undermining of a core appeal of the genre, but if that were the case, you would see a higher % of hardcore players playing supposedly "much deeper" old games. This means two things: 1)Total depth is not as relevant to longevity as other factors, only sufficient depth is needed 2) The depth difference is not as you've described.

5)Ill say it again: Compressing a huge variety of very recent games into a dismissive label of "pop" games is really obnoxious. Like Strive, Granblue, Uni 2, Samsho 2019, SC6, MK11 aren't separate music genres in this analogy? Come on.

It also really seems like youre heavily suggesting that the real thing that defines a pop game is a reduction of execution difficulty(thus enabling accessibility), which is ridiculous. Its like saying "Everything that doesnt have violins is pop." No dude, you just really like violins, and there should be more music with violins, but execution difficulty is not what stops different FGs from being one formulaic genre.

The alternative is that youre suggesting that those aforementioned games take even remotely similar approaches to "How good is zoning?" "Are there comeback mechanics?" and they just don't. Not even close. Like for comeback mechanics, this is not 2011 where things like ultras and x-factor are brand new and are a huge part of regular tournaments. As per 1) and the start of 5), it is extremely difficult to argue a strong level of homogenization in these games.

Again, a lot of your post makes sense. More variety in games, more games that buck recent trends, having a less capitalist-product-cycle oriented community, etc. But that doesnt mean the way your article describes "new" games in contrast to old games is coherent and factual. It's great if you want more games with executional depth. That doesnt mean everything else you feel about newer games is true.

Again, totally agree on a lot of the things you want. More weird games. More willingness to diverge from any norms. More games that have older style execution requirements and stuff. I dont know how much more, but further away from 0. More community willingness to just love different games and not follow popularity. But the way you frame old and new games's differences and the impact of those differences isnt solid.

ok, this helps a lot!

as far as "old" goes, i think of the move towards simplification -- characterized by the reduction of overall skill tests, narrowing and homogenization of core gameplay systems and character designs, and reduction of execution tests in particular -- as a process that generally started in 2008 (i am not a fan of SF4 primarily for this reason).

it doesn't happen equally and uniformly, and it's not always destructive; Xrd slightly reduces the emphasis on timing executional checks, but replaces it with far deeper resource management than i've seen in ACR. UNI is a funny one because it essentially ignores a lot of the trend in favor of just making its own wild shit, and although it does end up streamlining over time, its gameplay ends up so far afield that while i don't like the game it ultimately refined into, i'm glad that it exists.

i do think that execution is an integral part of a fighting game, and removing execution is fundamentally eroding the physical aspect of the game, so feel free to just disagree with that and move on. to me it is the rough equivalent of how overwatch is an FPS that does a lot of things which detract from the fundamental joy of pointing and shooting, and so it's a hard FPS for to people to play if you actually like the pointing and shooting.

i don't quite understand the point you're trying to make about # of hardcore players playing corresponding to depth, but that's okay. i don't think hardcore players play things because they're deep, i think they stick around because they're deep, and i think that deeper fighting games show us more of humanity's awesomeness in unique ways. player count isn't really an indicator i think too much about and has too many other obfuscating factors -- P4A got a modern update with rollback, and CvS2 is forever locked away in old-platform-or-funky-emulator hell.

as far as 'pop' being dismissive, that's fine if you take it that way. i listen to a decent amount of pop music and i think it is cool that people can take a whole bunch of esoteric and eclectic sounds from all over music and blend them into easily consumable tracks that appeal to a wide variety of humanity. i don't like it when i see that a genre is only doing that, because it feels like we're failing to explore some of the cool depth we'd only get by willing to blow things out further than we currently do.

A few comments:

I'm not really a fan of the FPS analogy- aiming is a direct interaction with another player's movement and attempt to control vision and attention span. FG execution is generally not even close to as interactive with other players and thus not even close to as central- main exception being anticipatory DP motions in response to an anti air or something(thus airtight low checking etc). I have to play around a player's line of sight and facing in an FPS- I basically dont have to do anything like than in an FG, not to any comparable degree, its simply not as interactive and not as central. Mental stack situation in different contexts can have some impact on this but its still not even close.

Regarding "i don't quite understand the point you're trying to make about # of hardcore players playing corresponding to depth" my point is just that, again, you're framing "pop games lack of depth" as a threat to games longevity, but we dont see pre-accessibility-trends games demonstrating a noticable advantage in longevity. You're right about obfuscating factors, but there's still not any numerical evidence in your concerns about longevity, and we've had a long time to observe the results across a wide set of different old and new games.

Regarding dismissiveness: Its less about pop specifically and more about "this is all one genre, its homogenized"(and other dismissive statements) and acting like executional accessibility de-genres vastly different games. I mean thats also why i degree about the "homogenization of core gameplay and character designs" point, i feel that its dramatically exaggerrated.

Ultimately, If i'm playing the latest installments of 2d games in the last 8 years I can reasonably play Uni, GBVS, Strive, BB, SF6, KOF15, Samsho, MK. Compared to 2007, that's a hell of a lot more variety among solid games than what- CVS2, 3S, GGAC, MVC2, SS5/6, kof2002? That's also being overly generous given I'm not including tag fighters in the former unlike the latter(since I dont like tag fighters and the recent ones dont inspire particular confidence to me anyway) and the SS scene was practically nonexistant in the USA AFAIK. (Ignoring games that werent really on decent versions yet, like MBAC) The real character variety in BB alone blows everything that isnt MVC2/GGAC out of the fucking water in old games. The supposed gameplay variety of decent old games honestly relies a hell of a lot on MVC2. The supposed lack in variety now vs before is again, dramatically overstated.

Given the conversation so far, I feel like we're probably not going to get closer on main disagreement points like "degree of depth impact", "degree of longevity impact", and "degree of homogenization", I dont know if theres any way to bridge that.