Fighting Games have always illustrated the purest aspects of game design, whether balance, asymmetry , risk/ reward decisions or depth, but they are also notoriously hard to learn. Unlike most genres, fighting games don't tutorialize the game well within its own systems, and hence it expects players to rely on themselves or the community to learn. Because of this, although fighting games have extreme depth and a practically infinite possibility space, they are very inaccessible. This video explores the history and design of fighting games, the concepts in game design they illustrate , and the pain and joy of learning them through the eyes of yours truly.
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Sources
Playing to Win , David Sirlin
https://sirlin.squarespace.com/ptw
Game Design Theory , Keith Burgun
A decade of approachability to fighting games, GDC talk
• 09 to '19: A Decade of Approachabilit...
Depth in Strategic Games
http://julian.togelius.com/Lantz2017D...
How to play Virtua Fighter
• How to play Virtua Fighter 5 Ultimate...
Designing Games , Tynan Sylvester
The Ethics of Computer Games, Miguel Sicart
The Morals of Chess
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Additional thanks to new patrons not included at the end
Jaron Saturnino, Dmajan Jovanovic , Charles Voita , Lou Hidjy
Watch video The Pure Game Design of Fighting Games online without registration, duration hours minute second in high quality. This video was added by user The Game Overanalyser 05 March 2021, don't forget to share it with your friends and acquaintances, it has been viewed on our site 11,78 once and liked it 62 people.