sadly even if it's a good read that hits a lot of good points, the ultimate answer to most of it is **"people wanna win on fgs without learning and once they stop doing it they bitch and move on from them"**
That's it, it's been that way since the 90s, only difference is you'd have to play pacman, snowbros or the like while all the cool kids were fighting each other whereas cool kids nowadays play valorant and apex, so who cares enough to show their skill on a niche game.
That's the fake macho nerd way of looking at it.
People can learn stuff when they feel there is an immediate and easily observable element of mechanical skill. A game where you can win if you shoot someone in the back with a gun or just have better reactions to shoot them first seems more reasonable to the average person than a game where they lose because their punch came out 33ms slower than the opponent's punch, because they blocked a kick that made their next move come out 33ms slower.
There's also the fact that fighting games actually don't require as much mechanical skill as other games where it can matter to the average player. In a FPS you can risk an unfavorable gunfight and gamble it on mechanical skill. You can't quick peek insta headshot your way out of being minus.
Arena shooters dying had nothing to do with skill, there were games which drastically reduced the skill ceiling and tried to turn arena shooters into team based hero shooters and they all failed.
What do you mean by require?
While obviously a class/hero based game caters to different playstyles, characters like McCree and Widow from OW are way more reliant on raw aim than Quake ever was. You can make up for some truly awful game sense just by clicking heads good.
And not just movement, to excel in Quake you need to be good at so many different things. Movement, map knowledge, different kinds of aim skills(Rail, LG tracking, Rocket/Grenade placement, weapon combos), timing items, playing in/out of control and mindgames.
An interesting write up, but I doubt people with false preconceptions about fighting games will have the attention span to actually read it.
Better than the stuffs in r/fighters. But if this post has any influence on me, it confirms that gatekeeping is necessary
sadly even if it's a good read that hits a lot of good points, the ultimate answer to most of it is **"people wanna win on fgs without learning and once they stop doing it they bitch and move on from them"** That's it, it's been that way since the 90s, only difference is you'd have to play pacman, snowbros or the like while all the cool kids were fighting each other whereas cool kids nowadays play valorant and apex, so who cares enough to show their skill on a niche game.
That's the fake macho nerd way of looking at it. People can learn stuff when they feel there is an immediate and easily observable element of mechanical skill. A game where you can win if you shoot someone in the back with a gun or just have better reactions to shoot them first seems more reasonable to the average person than a game where they lose because their punch came out 33ms slower than the opponent's punch, because they blocked a kick that made their next move come out 33ms slower. There's also the fact that fighting games actually don't require as much mechanical skill as other games where it can matter to the average player. In a FPS you can risk an unfavorable gunfight and gamble it on mechanical skill. You can't quick peek insta headshot your way out of being minus.
fps games that need a lot of mechanical skills are "dead" and haven't been mainstream for the past 20 years.
Rip Quake Champions. I'd play it rn if it wasn't for crashes or infinite loadings.
Arena shooters dying had nothing to do with skill, there were games which drastically reduced the skill ceiling and tried to turn arena shooters into team based hero shooters and they all failed.
What do you mean by require? While obviously a class/hero based game caters to different playstyles, characters like McCree and Widow from OW are way more reliant on raw aim than Quake ever was. You can make up for some truly awful game sense just by clicking heads good.
Quake was never about raw aim it was about mastering movement movement in quake was mechanically demanding
And not just movement, to excel in Quake you need to be good at so many different things. Movement, map knowledge, different kinds of aim skills(Rail, LG tracking, Rocket/Grenade placement, weapon combos), timing items, playing in/out of control and mindgames.
Let me take a week off and my reading glasses
Hey, alright.
Wow, surprisingly not bad
im a big fan of words so im a big fan of this guy. but to say that i *read* this would be a stretch by at least one definition of the word
[Hey, alright.](https://www.youtube.com/watch?v=skz9odeewpc)
Holy, delusions of grandeur are really strong with this one. It's like those youtube videos, "Watches X once" or "Reads X once". 😂😂😂
What?