Fighting Game Community (FGC) General - The history of FGC drama, general FGC shenanigans, and directory to more eccentric individuals and subcultures within the community


Remember how these dorks bitched and moaned because their "community" doesn't grow?

Well, after the launch of the MvC collection speds like Justin Wong have been hoarding the leaderboards and bodying every person playing the game online. Not surprising, people are refunding the game on Steam and flat out stopped playing on consoles.

These retards don't learn, do they?
Anyone with two brain cells to rub together knew this is exactly what was going to happen. These same fuckers do the exact same thing on FightCade CONSTANTLY (AFAIK Justin Wong and a couple other tourney-known players frequent a few specific rooms from time to time but Justin specifically uploads FC videos on his channel still).
 
MK1 just generally doesn't look very good. I don't think it's even some ESG thing I think the game's just hit the graphical uncanny valley and paired it with animations that are so snappy that they don't have any real impact or stylization. Not quite as silly looking as Injustice 2 Darkseid, but some get pretty close.
It has been mentioned to you by another poster but I believe it's a mix of ESG shit and this. It's a blend of issues. You can see the ESG in the writing too spliced with MCU fuckery.
SNK has the best dei take of them all.
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It's interesting how people bitch and moan about "muh representation" when SNK is over here with aesthetically pleasing dark-skinned women that don't look like ass.

It's almost as if good character design goes beyond skin color and "muh representation".
Tbh the NRS guys should split from WB and create a new franchise. I love MK, but at this point it and god knows how many reboots it feels like the Brand is its own biggest enemy.
If I had the power, I'd 100% wrestle MK from the goblin fingers of WB, reboot it fully so nothing in the prev

The biggest problem with NRS rebooting their franchise twice is that they have basically written themselves into a corner because they didn't reboot fully. MK9 is still tied to Armageddon. MK11 establishes timeline shenanigans. MK1 (another reboot and yet not really) is all about multiverses. It's a mess.

No, we need to start over from scratch.

And for the hell of it, I'd bring back Killer Instinct too. It got nothing to do with WB but I'd really just like to have a new Killer Instinct.

E: I concur with Guility Gear. The gender bender drama and the pozzing and the fuckery have turned me off to everything about it. Even listening to Strive's music. Bridget's song "The Town in Me" is fucking weird now that he's a troon.
 
Anyone with two brain cells to rub together knew this is exactly what was going to happen. These same fuckers do the exact same thing on FightCade CONSTANTLY (AFAIK Justin Wong and a couple other tourney-known players frequent a few specific rooms from time to time but Justin specifically uploads FC videos on his channel still).
Why do retards keep on making those shitty ass soy faces in their thumbnails?
 

Remember how these dorks bitched and moaned because their "community" doesn't grow?

Well, after the launch of the MvC collection speds like Justin Wong have been hoarding the leaderboards and bodying every person playing the game online. Not surprising, people are refunding the game on Steam and flat out stopped playing on consoles.

These retards don't learn, do they?
FGC: why do fighting games cater to CASUALS?!
Also FGC: completely obliterates anybody in contact to them for the lulz
 
Also FGC: completely obliterates anybody in contact to them for the lulz
^This right here is one of the biggest issues IMO that the FGC has (aside from trannies and all that shit)

None of the top/good players stay in their own lane. They act like predators that prey on the weak just to get a ego boost or to prove some asinine point. Like O.K., great, you can decimate the opponent to where they never pressed a button once. And? What did that prove? The other person is just going to think "fuck it, why even bother?" and not play the game anymore, at least online anyways. Was that your intended goal? Then congratulations, this is why the FGC can't build and improve upon itself. You'll be stuck facing the same high/tourney tier players for the rest of your life because you can't be fucked to leave the casuals alone and let them "git gud" on their own against evenly skilled players to where they could one day reach your level. It's like owning a vegetable garden... you don't pick the tomatoes when they are green, you wait until they are ripe and red.

Brown skin (spanish or middle east) players are the worst though. They fucking love to play with their food and pretend they are shit at the game until you get confident enough to where you think you are good, and then the switch turns on to where either they will make you chase them around the entire stage or go full ham and rape you.
 
Brown skin (spanish or middle east) players are the worst though. They fucking love to play with their food and pretend they are shit at the game until you get confident enough to where you think you are good, and then the switch turns on to where either they will make you chase them around the entire stage or go full ham and rape you.

I didn't know this was a thing. If this was my experience with Brazilian etc players on online fighting games, this level of dishonesty/lack of honor would make me come out of it more racist than before.

kkkkkkkkkk
huehuehue
hhhhhhhhh
 
MVC2 was always a mediocre and ugly game carried by "hype" and memes. Sure its a ton of characters but the fgc would bend over backwards for anything capcom/marvel nostalgic like how its "so deep" when a majority of the roster barely functions well cause they've been tossed in a blender with too much going on.

Seeing wong and other fgc names get hyped up for an old glory game just to run over people is nasty work, but tbh the "community" deserves it. Americans love hyper aggressive "you don't get to play" games where you move around like an smash bros autist to run over someone by calling drones or whatever screen filling shit for the 50th time.

Wong knows his audience eats this up cause his audience aren't good players, but orbiters who'd rather watch someone be steamrolled on twitch so they can spam shit emotes and laugh at someone with 4 hours into the game.

Its just a poor teachers who can't even break down their own genre combined with the mentally of "you gon learn today" as the community continues to scratch their head wondering why nobody wants to learn these anymore
 
MVC2 was always a mediocre and ugly game carried by "hype" and memes. Sure its a ton of characters but the fgc would bend over backwards for anything capcom/marvel nostalgic like how its "so deep" when a majority of the roster barely functions well cause they've been tossed in a blender with too much going on.
MvC2 was absolutely the shit when it came out and is one of the better fighting games to ever exist.

But as a game it's 24 years old and it really highlights the weakness of Fighting Games - that they have a very explicit shelf life. The meta shifts around a few times as new discoveries and strategies are made - but after a few years the game gets effectively "solved". You can sneak in patches, tweaks, DLC characters but they have a finite life.

There's no point "getting into" MvC2 (or Third Strike, or T7, SC2, etc) because the "age of discovery" is over - it's just picking one of the best characters and doing the best combos. You will also never "learn" enough to catch up to people who have been playing it for life (aka Justin Wong). It happens really fast with newer games (felt like it was a month into MVC3) and it's a big reason that Fighting Games are getting eclipsed by other PVP games (Hero Shooters, MMO PVP, MOBAs, Tact Shooters, etc) - because there's such a huge learning curve before you can attempt to get to the "good stuff".
 
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There's no point "getting into" MvC2 (or Third Strike, or T7, SC2, etc) because the "age of discovery" is over - it's just picking one of the best characters and doing the best combos. You will also never "learn" enough to catch up to people who have been playing it for life (aka Justin Wong). It happens really fast with newer games (felt like it was a month into MVC3) and it's a big reason that Fighting Games are getting eclipsed by other PVP games (Hero Shooters, MMO PVP, MOBAs, Tact Shooters, etc) - because there's such a huge learning curve before you can attempt to get to the "good stuff".

So Balance Patches (assuming that your fighting game of choice gets them) don't change too much of the game? Some balance patches in other PVP games change so much, that it feels like you're playing a brand new game. Those larger patches are a double edge sword, since they also make you need to re-learn the game to get acclimated with all of those changes, with League of Legends being the worst offender, since the game gets balance patches every 2 weeks.
 
So Balance Patches (assuming that your fighting game of choice gets them) don't change too much of the game? Some balance patches in other PVP games change so much, that it feels like you're playing a brand new game. Those larger patches are a double edge sword, since they also make you need to re-learn the game to get acclimated with all of those changes, with League of Legends being the worst offender, since the game gets balance patches every 2 weeks.
It's primarily an issue of the scope of the game.

Fighting games are locked into a very small area with a single objective that never changes and the only real difference between characters is in their specific tool kits in specific interactions (aka Anti Air vs Jump In, how good a character can zone, any "armor", any command throws, neutral range, meter building, etc) and this doesn't change all that much between generations of fighting games or even different fighting games entirely. Nearly every game is "Win Neutral -> Apply Pressure on Offence -> Do Combo/Spend Meter -> Repeat from Oki" for the attacker and "Take Damage -> Hope you guess correctly -> If you guess correct, see chart #1". Which isn't something you can really balance patch out - it's coded into the very soul of the game.

The other genres have a much more dynamic strategy - even something as simple as Counter Strike 6v6 - before the round even starts both teams need to consider "How many are going to A? How many to B? Where do we think the bomb is going?" and those decisions will have effects on that round.

A major thing that Fighting Games do not do is give any kind of advantage to the winner in subsequent rounds/matches and often times rewards the loser with bonus meter. There isn't room to even strategize on how to capitalize on a win in Fighting Games (vs other genres having various boons or bonuses from winning smaller skirmishes). You just rush to win your 2/3/4 rounds and then it's a full reset. It's just a very limited and stale format that never seems to get updated and people are constantly shocked that the games aren't more popular (such as winning EVO only being worth $10k and most smaller tourneys not even coming close to that).

I'm not sure how to fix it either - but moving away from "esports" design and back to "core" design (more/better defensive options, more dynamic strategies, less forced "comeback" mechanics, less adherence to poorly realized mechanics [like Kara throws, 1-frame links, etc] and some actual experimental game design) would go a very long way in trying to breathe life into what I consider to be a very dead genre.
 

Remember how these dorks bitched and moaned because their "community" doesn't grow?

Well, after the launch of the MvC collection speds like Justin Wong have been hoarding the leaderboards and bodying every person playing the game online. Not surprising, people are refunding the game on Steam and flat out stopped playing on consoles.

These retards don't learn, do they?
Been lurking this thread from the beginning and one of the post I think stands out was one that said something like "hey now that xrd has rollback please don't make vids bullying new players pls." While that can be brushed off as just the gg community suffering from it's troon problem, I find it odd that When someone like Justin makes a video like this, everyone claps their hands and bowing to him saying. "Haha! That's our JWong!" It comes off as him being an egomaniac about it and it's fuckin weird. I never hated him but it's clear he's trying to appeal to them.
 
There's no point "getting into" MvC2 (or Third Strike, or T7, SC2, etc) because the "age of discovery" is over - it's just picking one of the best characters and doing the best combos. You will also never "learn" enough to catch up to people who have been playing it for life (aka Justin Wong). It happens really fast with newer games (felt like it was a month into MVC3) and it's a big reason that Fighting Games are getting eclipsed by other PVP games (Hero Shooters, MMO PVP, MOBAs, Tact Shooters, etc) - because there's such a huge learning curve before you can attempt to get to the "good stuff".
Even if a game is solved that generally doesn't completely stop people who were already new and looking to take a look into older games now that we have better resources. Even then some just play up to their skill cap just so they can get by. These older games with newer audiences at this point are novelties rather than something to invest time into being great cause the competitive part of it is already set, though it does have cases of a random straggler jumping in cause they made the game more readily available.

Overall most would just settle for being good enough to be the best in their 50 mile radius or discord group.

The barrier is only as high as you make it and its not as punishing as the slow burn of being out farmed for 30 mins, though admit that its nowhere near as clear of what goes wrong in fgs than other genres.

Fighting games are locked into a very small area with a single objective that never changes and the only real difference between characters is in their specific tool kits in specific interactions (aka Anti Air vs Jump In, how good a character can zone, any "armor", any command throws, neutral range, meter building, etc) and this doesn't change all that much between generations of fighting games or even different fighting games entirely. Nearly every game is "Win Neutral -> Apply Pressure on Offence -> Do Combo/Spend Meter -> Repeat from Oki" for the attacker and "Take Damage -> Hope you guess correctly -> If you guess correct, see chart #1". Which isn't something you can really balance patch out - it's coded into the very soul of the game.

Thats the niche of fgs. While its not much too different unless you stretch your definition of what a fg could be, it boils down to the standard pvp experience of applying pressure, its just not many ways you can do though this simplistic approach fits the 1v1 setting. Some games that are more "honorary" fgs like Lethal League Blaze or Windjammers which have their own cult following has alternative approaches to this concept, but its very limited ways to approach the objective of beating someone's ass when its no other things to control outside of positioning.

Thats one point where smash overtakes standard fgs cause its more emphasis on stage control both on offense and defense.

I'm not sure how to fix it either - but moving away from "esports" design and back to "core" design (more/better defensive options, more dynamic strategies, less forced "comeback" mechanics, less adherence to poorly realized mechanics [like Kara throws, 1-frame links, etc] and some actual experimental game design) would go a very long way in trying to breathe life into what I consider to be a very dead genre.

Only way to fix something like this is for the community as a whole to accept other styles of play and games being made to be less centered on the system mechanics than the characters themselves. The current design of fighting games are less for the players and more for the audience since they're much more explosive allowing the mentioned artificial comebacks. Defensive play always was the anti hype part of fgs like turtling with the life lead or being an oppressive zoner in general (Ex: JP in sf6 for a time) though right now the current landscape of fgs went too hard on the offense, but it was bound to happen since even 10 years back meter, combo extension, safe pressure, guard crushes and so on got more prominent.

Normally would say this is mostly an American thing since this region is more known for its bulldogging style of play and our choices of games being as aggressive as they are, but playing snk games for the last few years its in those too (2b > max mode cancel). Its just giving the people what they want across the board.

To end this rambling think the less is more approach does more for FGs than combos do. Recently played SC2 again after understanding fgs more and even as a game with a lot under the hood it feels good to play while not being overwhelming or having unnecessary mechanics. Just strong characters that hit hard and are distinctive.
 
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Even if a game is solved that generally doesn't completely stop people who were already new and looking to take a look into older games now that we have better resources. Even then some just play up to their skill cap just so they can get by. These older games with newer audiences at this point are novelties rather than something to invest time into being great cause the competitive part of it is already set, though it does have cases of a random straggler jumping in cause they made the game more readily available.
I meant simply in terms of dynamic matchups.

When a game first comes out - you'll have a ton of people playing a ton of different characters a ton of different ways because everyone is exploring what works and what doesn't. It's a time when a game's full roster is viable and good simply because we don't know any better and the meta constantly shifts. You might go to one tourney and Chun and Ken are popular, but another tourney might have Q and 12 players, and so on.

Once a game is solved you lose a lot of the roster and a lot of the experimentation. It becomes a different game, a narrower game, through this. It becomes much more rigid and predictable which I think is the issue.

Thats the niche of fgs. While its not much too different unless you stretch your definition of what a fg could be, it boils down to the standard pvp experience of applying pressure, its just not many ways you can do though this simplistic approach fits the 1v1 setting. Some games that are more "honorary" fgs like Lethal League Blaze or Windjammers which have their own cult following has alternative approaches to this concept, but its very limited ways to approach the objective of beating someone's ass when its no other things to control outside of positioning.
But even that can be evolved and just never is. There are lots of approaches that could be taken but aren't because "what if we just did rushdown" has been basically every fighting game in the last ~20 years.

Only way to fix something like this is for the community as a whole to accept other styles of play and games being made to be less centered on the system mechanics than the characters themselves. The current design of fighting games are less for the players and more for the audience since they're much more explosive allowing the mentioned artificial comebacks. Defensive play always was the anti hype part of fgs like turtling with the life lead or being an oppressive zoner in general (Ex: JP in sf6 for a time) though right now the current landscape of fgs went too hard on the offense, but it was bound to happen since even 10 years back meter, combo extension, safe pressure, guard crushes and so on got more prominent.
The audience which doesn't really exist - the FGC draw is really really poor compared to most other games because none of the matches or tournaments are very dynamic. To an uninitiated audience member - every T8 match looks like "someone lands a hit, then an uppercut, then juggles for 1/3 to 1/2 a life bar, then tries it again" for ~250 matches in a row until someone wins a tournament.

The main issue is that the current crop of FGs are trying to "force" good matches to happen by tampering with mechanics, which makes every match boring and trying to force complexity through system mechanics - which is just an added layer that isn't really needed.

To end this rambling think the less is more approach does more for FGs than combos do. Recently played SC2 again after understanding fgs more and even as a game with a lot under the hood it feels good to play while not being overwhelming or having unnecessary mechanics. Just strong characters that hit hard and are distinctive.
SC2 is a prefect encapsulation of a "really good" fighting game. None of the complexity is buried under convoluted mechanics, the characters are all incredibly readable (aka their reach is the approximate length of their weapons), the defensive mechanic is simple to execute and understand, and there are no comeback/pity mechanics. It's a real shame it never stayed that way.
 
The thing about "solved" games, is that's still really an idea focused around the top 1% or 2% of players. I would say only the top 5% of the overall playerbase is really even reaching close to that point, the next 10% of the playbase is playing a rigid and often flawed variation of the top players playstyle, and the remaining 85% of the playerbase is kind of just doing shit.

I think preventing the game from being "solved" does nothing to benefit the vast majority of players who don't have a single piece of their whole gameplan optimized. These are the casual players who just jump on for a bit after work and don't have time to lab out shit.

I feel like characters just need more variety, which developers are scared to do because variety = more variance = harder to balance to appease the e-sporters. The older I grow the less I give a shit about competitive players, just let the game be a little wild without crossing over into kusoge and let the competitors deal with the aftermath. Let there be 7-3 match-ups again, let people suffer willingly.
 
The thing about "solved" games, is that's still really an idea focused around the top 1% or 2% of players. I would say only the top 5% of the overall playerbase is really even reaching close to that point, the next 10% of the playbase is playing a rigid and often flawed variation of the top players playstyle, and the remaining 85% of the playerbase is kind of just doing shit.

Sounds like the "solved" dating market: 1% to 20% of men (depending on who you ask) fucking 80% of the women. The remaining 80% of the men? Kind of just doing shit.
 
Sounds like the "solved" dating market: 1% to 20% of men (depending on who you ask) fucking 80% of the women. The remaining 80% of the men? Kind of just doing shit.
It's more comparable to online dating.

Online Dating:
  • Person A - "Hey, this system you have in place now is not working. It's completely unbalanced where women get more special treatment than the men do, relies on microtransaction bullshit to sucker people into spending MORE money after the membership costs, and the majority of profiles are fake/bots. Let's fix this by making the system more fair and removing the things that don't work"
  • Person B - "lol you just suck, maybe do better!"
Fighting Games (and the FGC) :
  • Person A - "Hey, this system is kind of buggy and unbalanced, so much so that the top players are using the bugs and glitches to their advantage and claiming them to be 'legit' play styles. A good chunk of the characters are tossed aside for the same handful. The people that populate the online rooms are people that have been playing it for years and will just wreck any new person that comes in. Let's fix this by making the game(s) less buggy and group players in their correct skill levels so they aren't being constantly steamrolled."
  • Person B - "lol you just suck, maybe do better!"
Case in point, SSF2 The New Legacy, which completely removes the broken shit, gives lesser used character new/better tools, and tones down the more oppressive characters. Barely anyone touches it on FightCade, in fact it's lucky if it gets even double digits in the room because apparently people need their claw dive loops, and honda orichi store bugs and chunli neckbreaker loops in order to win... which really says more about the player's """skills""" than anything else.
 
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