Tag Archives: fighting

Bonus Round: Let’s Talk it Out

This is still kind of part of my series on fighting game problems, but since this post isn’t really about a problem, I’m considering it a Bonus Round.

I was inspired by a guest lecture in my FOSS class given by Cissi Ovesfotter Alm, a professor here at RIT.  She was speaking on the topic of Natural Language Processing, and the early bits of the lecture caused the strangest chain of events in my brain.  She said that conversations are cooperative, with both parties working to advance the conversation.  She also broke down language into its elements.  This initially got me thinking about dancing, particularly tango, mainly because of a friend of mine.  The artistry of partner dancing comes from cooperation, but on a technical level, everything a dancer does is a series of moves that can be broken into component parts.  But, how far is cooperation from conflict?  After all, can’t a conflict appeal to the eye in the same way as a piece of art?  I think so.

And besides, we’re not here to dance.  That’s not what this series is about. Continue reading

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Round 1 – The Opression of Being Dominated

This is the continuation of my campaign for better fighting games, hopefully culminating in a project of my own.  I’m making this up as I go along, and trying to be transparent with it all.

Nobody likes losing.  I know I don’t.  Even if you are of sound mind and calm countenance, losing is still a negative experience.  But does that mean it can’t be fun?  Losing is simply a matter of mechanics.  You lose because the rules say you lose.  The rules don’t say you shouldn’t have fun.



This means that the mechanics of the game have to be crafted such that there are still meaningful choices to be made while losing.  Basically, if I’m getting beat down, do I still have stuff to do?  Continue reading

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Time to Stop Complaining and Fight

Humor me for a few lines, reader.  Imagine a game.  Not just any game, a highly-nuanced, complex game; a competitive game.  This game has next to no tutorial yes requires large amounts of precision and timing for even moderately skilled play.  At high levels, this game necessitates using glitches and exploits to combat its own complicated systems.  The game has no internal progression and makes no effort to teach the player, even through a simple challenge-curve.  Are you disgusted yet?  This is a problem, no?  I mean, the controls could be tight.  It could be a pretty game.  All of the window dressing could be perfectly in order.  And yet, here we are, with a frustrating game because it does nothing for the player at all.

“But Jon,” you say.  “This game isn’t even real.  Who would make a game like this?  Who would play it?” Continue reading

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Current Project: The End Begins

It recently dawned on me that I haven’t actually posted anything that has to do with my academic life.  It’s not that I feel like I have to prove that I’m a student or anything, but I do think that some of the things I do in my classes qualify as relevant content.  For example, I happen to be working on a game in my Game Software Development class.  I call it The End Begins.

Continue reading

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