Unpopular Opinions about Video Games

I’ve never played a fighting game that inspired me to care enough to sit down and actually try to get good at it. I think, if there was one thing that nuked my desire to play them, it was someone telling me long ago that playing against the computer could make me develop bad habits early on when playing against other people. And then I look at the retard corral that makes up the fighting game community, and then I look at these games I’m not really enjoying anyway, and I wonder why I’m thinking about this at all.

People like you are why the fighting game genre is dead on its feet and why, despite a core of diehard fans, even modern fighting game projects from large publishers frequently are alloted so little funding and developer talent they can't manage to implement anything beyond perfunctory arcade/versus/training modes and rudimentary '90s-caliber online functionality which will only going to turn off MORE potential players.

Catering to le epic h4rdc0r3 is all well and good until you realize there aren't enough of those people to sustain continued investment into the genre.
Rhythm games got the same way. A lot of people who are really, really into them get blinded to the concept that Joe Average, who loves Guitar Hero, may not find this kind of shit palatable:

Most rhythm games kind of suck, but their hardcore players definitely have an undyingly retarded attitude about only playing human sequencer-tier charts and hitting everything perfectly, and anyone who doesn't aspire to do just that is a faggot retard idiot who should kill themselves.

Worked pretty well for about 30 something years until fighting games started catering to retards who would never have stuck with it anyway.
Yeah, the absolute and total failure of the Super Smash Bros. series sure showed developers that there's no money in making fighting games more accessible.
 
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I’ve never played a fighting game that inspired me to care enough to sit down and actually try to get good at it. I think, if there was one thing that nuked my desire to play them, it was someone telling me long ago that playing against the computer could make me develop bad habits early on when playing against other people. And then I look at the retard corral that makes up the fighting game community, and then I look at these games I’m not really enjoying anyway, and I wonder why I’m thinking about this at all.
Fighting games are just the worst. I've heard people compare it to learning a musical instrument, but as a multi-instrumentalist I can tell you it's actually much worse.

Playing an instrument gives you obvious audible feedback whether you're doing it right or not - when you suspect you may have fucked up in a fighting game, you have to consult an Excel spreadsheet of frame data compiled by a crack team of trannies. And many fighting games (Street Fighter 4 is a high-profile example) are highly reliant on literal single-frame windows for executing combos. No music anywhere is make-or-break based on hitting a note in a 16.6 millisecond window, no sooner and no later - hell, even a lot of turbo-autist speedrunners don't bother with tricks that require frame-perfect timing because they can't do it consistently enough.

Speaking of speedrunners, there's no genre of game where plenty of basic, expected commands feel so much like trying to exploit an esoteric bug. I've never heard anyone say "I'd like to play COD, but I just can't get my gun to shoot reliably". I've never heard anyone say "Mario 3 looks fun, but I just can't pull off P-meter flying". Fighting games are full of commands that make veterans of other genres say "how the fuck am I supposed to do that consistently?"

The tutorials in almost all fighting games are half-assed when they even exist and do nothing to explain the incredibly complex, information-dense systems at play that all interact with each other. In matches, there's very little audiovisual feedback that tells the player when they've done something right or wrong - you're just expected to know, expected to have memorized all the theoretical knowledge before you ever start a match. Fighting games make even the most obtuse strategy games look user-friendly and approachable by comparison.

And if you somehow manage to persevere through all of that, your big reward is a terribly implemented matchmaking system leading to terribly implemented netcode matches so some Korean or Brazilian sperglord can chat "GG EZ" when they win or disconnect in the middle of a match when they start losing.

The idea of fighting games seems really cool, but the reality is complete shit. Nintendo is right to discourage competitive Smash because the most fun anyone ever has playing a fighting game is a bunch of ten year olds who have no idea what they're doing mashing their controllers.
 
I’ve never played a fighting game that inspired me to care enough to sit down and actually try to get good at it
the genre probably just isn't for you because that's one of the biggest appeals for people who are into them. i don't know why the concept of dumbing down stuff to appeal to a wider audience is bad in every other context yet when genres like fighting games advocate against it suddenly they're a bunch of out of touch elitists who should get with the times.

i guess that's my unpopular opinion, i don't care what the "average joe" thinks of games i like and i'd rather have a very small niche community than one that sacrifices what makes it great to appeal to people who don't care about it anyway
 
i don't know why the concept of dumbing down stuff to appeal to a wider audience is bad
It's bad when your "niche community" because so niche that it's no longer financially viable to make games for them and you kill the very genre you're trying to preserve.

What was the last point-and-click adventure game bankrolled by a big publisher? If that's the way you want fighting games to go, well, good luck.
 
It's bad when your "niche community" because so niche that it's no longer financially viable to make games for them and you kill the very genre you're trying to preserve.

What was the last point-and-click adventure game bankrolled by a big publisher? If that's the way you want fighting games to go, well, good luck.
that would be an improvement over modern fighting games. i don't think your (and a few other posters) opinions on this genre are so much "unpopular" as they are uninformed. i wouldn't even care to reply usually but there's something about fighting games in particular that makes people spout out the worst takes without knowing the first thing about them
 
i wouldn't even care to reply usually but there's something about fighting games in particular that makes people spout out the worst takes without knowing the first thing about them
"I'm making an exception to my usual policy of not saying anything to tell you that you're ignorant of what I know, but I'm not going to tell you what that is."

I take it all back, guys. The fighting game community definitely isn't full of insufferable autists at all.
 
Rhythm games got the same way.
So did Shmups. Though at least they never a casual version to compare it too.

i don't know why the concept of dumbing down stuff to appeal to a wider audience is bad in every other context
Except it's not. Unpopular opinion, but 80%-90% of "dumbing down" or "streamlining" is actually a good thing. Obtuse moon logic puzzles killed point and click adventure games, with the best in the genre being "dumb" games like Myst that don't even have a proper inventory. Games like Daggerfall and Morrowind that need a walkthrough to build a viable character are inferior to "dumbed down" games like Skyrim.

The simple fact is that complexity and obtuse nonsense does not equal depth.

i don't think your (and a few other posters) opinions on this genre are so much "unpopular" as they are uninformed.
Smash Brothers seems to disagree with you. One of the biggest competitive fighters around, and that's a game that has single button specials and a single attack button.

While I don't like Raycervick, his video on racing games is spot on.

TL:DW Racing game devs are so focused on "hardcore" features like adding hundreds of real world cars and ultra realistic tire physics, they miss basic stuff like functional AI and fun gameplay. While the hardcores love it, the racing genre is dying. There's no modern equivalent to Burnout or Most Wanted for normies that just want to drive cars fast.

You could swap racing games for fighting games and end up with basically the same video.
 
It's bad when your "niche community" because so niche that it's no longer financially viable to make games for them and you kill the very genre you're trying to preserve.

What was the last point-and-click adventure game bankrolled by a big publisher? If that's the way you want fighting games to go, well, good luck.
I am going to second this, but from a different angle:

Being for a niche can also be bad creatively as well. When something has mass appeal, people who make them will come from all walks of life and have different attitudes. This is one reason gaming was more creative in the 1990s: There were no consensuses and people tried different approaches. You can even see it in the classic Street Fighter II vs Mortal Kombat rivalry where the two games--outside of being the same genre--played NOTHING alike.

Nowadays everyone c090485483 ffjhghls whkjhk attitude zzzzzxxxxxxxxxx-1-1-....... ioeutetyiuituy 0000000000 err53 53 53 53nd its stultified the creative process.

I experience this the most whenever I'm new to a thing and I ask "why is this how it works? It feels like if it worked this other way, it would make more sense" but I always get pushback from people who have been part of "the scene" and just accept the way of doing things because its what they've always known. I feel like more places need to have outsiders giving input because outsiders can see things the insiders have developed blind spots to.
 
I am going to second this, but from a different angle:

Being for a niche can also be bad creatively as well. When something has mass appeal, people who make them will come from all walks of life and have different attitudes. This is one reason gaming was more creative in the 1990s: There were no consensuses and people tried different approaches. You can even see it in the classic Street Fighter II vs Mortal Kombat rivalry where the two games--outside of being the same genre--played NOTHING alike.

Nowadays everyone c090485483 ffjhghls whkjhk attitude zzzzzxxxxxxxxxx-1-1-....... ioeutetyiuituy 0000000000 err53 53 53 53nd its stultified the creative process.

I experience this the most whenever I'm new to a thing and I ask "why is this how it works? It feels like if it worked this other way, it would make more sense" but I always get pushback from people who have been part of "the scene" and just accept the way of doing things because its what they've always known. I feel like more places need to have outsiders giving input because outsiders can see things the insiders have developed blind spots to.
I agree, but you may want to consult a physician. I think you had a stroke in the middle of writing your post.
 
i don't know why the concept of dumbing down stuff to appeal to a wider audience is bad in every other context yet when genres like fighting games advocate against it suddenly they're a bunch of out of touch elitists who should get with the times.
I brought up rhythm games because that community had the same exact attitude when Guitar Hero got popular. Guitar Hero's certainly dumbed down a whole lot when you compare it to Guitar Freaks or Beatmania, but it's still a lot of fun. You just don't get the single-frame timing windows and retarded hard charts set to goofy music. The elitists who shit on Guitar Hero because REE NORMIES are the same kind who shit on Smash Bros., and for very similar reasons. Smash is a lot of fun, but Street Fighter is just frustrating. If someone told me they heard about Beatmania IIDX and genuinely tried to get into it, only to get their face fucking smashed because this is the kind of shit that passes for a "light" (easy) chart:

I would not blame them for sticking with Guitar Hero.

I got into rhythm games because I liked a lot of the weird music, and DDR's easy difficulties actually start out very easy. When I've tried to play fighting games, they generally have a flow of one easy match to start out, so you can get your bearings, and then the game just gradually starts clobbering you. And unlike rhythm games, where it's essentially PVE and then you compare scores, you can't really play with someone above your skill level and get anywhere, unless they're actively helping you train. Fighting games just don't have a good ingress for newcomers.

TL:DW Racing game devs are so focused on "hardcore" features like adding hundreds of real world cars and ultra realistic tire physics, they miss basic stuff like functional AI and fun gameplay. While the hardcores love it, the racing genre is dying. There's no modern equivalent to Burnout or Most Wanted for normies that just want to drive cars fast.

You could swap racing games for fighting games and end up with basically the same video.
Excellent comparison. I'm sure there's a community of racing game fanatics somewhere out there that seethes over the popularity of Mario Kart.

Nowadays everyone c090485483 ffjhghls whkjhk attitude zzzzzxxxxxxxxxx-1-1-....... ioeutetyiuituy 0000000000 err53 53 53 53nd its stultified the creative process.
Give your cat a pet for me
 
I agree, but you may want to consult a physician. I think you had a stroke in the middle of writing your post.
Funny as the memes were, I had to double-check my post.... I swear I did NOT type that.

My original middle paragraph was something about how nowadays creators are people who grew up in the scene and are just kinda used to this idea of thinking certain things have to be a certain way, and since they've never looked outside the scene, they don't know any better. I'd say more but I'm afraid of the post glitching again.
 
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