The future of fighting games

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Monday, May 21, 2012
EDITOR'S NOTEfrom Sam Barsanti

I love how stylish modern fighting games are, but it does seem like they're becoming increasingly impenetrable for your average dummy like me. As Tuan points out, the genre can’t sustain on catering only to the hardest of the hardcore for much longer, so what can it do to survive?

Street Fighter X Tekken

There has been a lot of discussion lately about making fighting games more accessible, and with good reason: The genre is in danger of becoming irrelevant to the mainstream market once again.

To examine this, I’ve come up with three possible paths that fighting games could go down. We'll start with the most grim, then the most logical, and finally, the most difficult.

Path 1: The fall of Capcom (and rise of other developers)

In my opinion, this path is the most likely outcome. In fact, it is pretty much already happening what with the dwindling sales of Capcom fighters and Namco Bandai's consistent sales for the Tekken series. Capcom relies on making sequels and new crossovers (in other words, pretty much anything that isn't an original IP) to satisfy their dedicated fans, but forces that same demographic to stagnate by trying to add a few gimmicky features to help even the playing field with casual players. 

Casuals are obviously the bigger group, so appealing to them means more money, which explains the perceived need for gimmicks. However, even these new features don't cut it for them, and in the end it's the competitive audience that gets more out of high-level play. So when you put competitive players and casuals in the same battlefield, who ends up winning? The answer is obvious, and it ends with casuals losing interest in the game. The hardcore fans will still flock to whatever the company makes, but if this continues, sales will keep dwindling.

 

Pretty soon, the company will no longer turn in profits and will stay away from fighting games before eventually coming back with Street Fighter V or whatever. Additionally, companies like Namco Bandai will continue to thrive by making good games, instead of just good fighting games.

Path 2: Becoming a niche genre

This would be a very smart path to take (as evidenced by recent games like Skullgirls). From the very beginning, Skullgirls targeted competitive players (particularly Marvel vs. Capcom 2 fans), which is obviously a very small demographic. While selling over 50,000 units in a little over a week is depressing for a full-on commercial game, it is tremendous good news for a smaller downloadable title like this. If Capcom were smart, they would follow suit by making smaller games and focus on pure fighting without pooling so many resources on cutting-edge 3D graphics and tacked-on casual features. This way, Capcom would still be able to turn in a profit despite targeting such a small audience.

Path 3: Evolution

The genre needs to evolve. This would entail more robust single-player modes to immerse new players into the fighting-game world while creatively "tricking" them into learning the basic mechanics. As a result, through simply playing the game, beginners would be able to jump into competitive play with some knowledge they could apply in a real online match. 

However, players should be able to have fun whether they go competitive or stay at a casual level, which is why games like Mortal Kombat and the Tekken series have thrived. Both feature competitive multiplayer as well as extra modes and challenges that are a nice change of pace for those who wish to take a break from online play (or completely avoid it).

It's very possible for Capcom (or any other company) to maintain the top-notch visuals and overall production values while still making a well-designed single-player campaign mode. Of course, they would need to create an all new IP so as to not produce any bad blood for established fans (people tend to be afraid of change). 

Although a Street Fighter action-adventure game might not be a bad idea....

 
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Comments (2)
Ironmaus
May 21, 2012

Also, as part of any potential evolution that appeals to broader audiences, developers could make fighting games that were less overtly racist, sexist, and over-the-top violent. Something without T. Hawk's Tomahawk Buster, Mai Shiranui's pendulous breasts, or Sub Zero's spine-ripping fatality might appeal to people outside the core audience.

May as well rethink the whole package instead of just the mechanics.

Bitmob_avatar
May 22, 2012

 

I think you have things somewhat mixed up. Path 1 has already been treaded before. As Katsuhiro Harada has many times said in various interviews... Tekken has always been solidly popular across times. To him fighting games never died because Namco's games, Tekken and Soulcalibur, have always sold well and will continue to do so. But if that's the case then how is it that people are again worried about fighting games' future? This concern is funny because fighting games don't need the mainstream to survive. They will never leave basic life support given by hardcore gamers. What fighting games need the mainstream for is to become bigger.

Accessibility with fighting games is entirely another issue. Sure extra game modes might bring in people from the mainstream market, but the actual problem has always been to keep those people playing. There's no way you can keep casual gamers playing unless they get into it hardcore. Developers haven't done much in in-game tutorials and telling beginners how to actually play the game. Instead we have them almost maintaining a kayfabe by not telling about competitive gaming concepts like spacing and frame data. Anyhow, improving accessibility has nothing to do with evolution of fighting games more like growth of the scene. Anyone looking to invest themselves into fighting games can do it right now. Problem is that they need to pry all the info by themselves and that one needs to be a competitive person in the first place.

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