This one's mostly to
@Mike_Z but I welcome anyone else to chime in:
-'Footsies Based Games' (SF et al, where footsies are the focus, and links are abundant.)
-'Airdashers' of various kinds (whether team based or solo... where, of the many things involved, blocking is paramount; and where aggression is encouraged and takes on a new dimension thanks to the airdash. Non-footsies 2d games lacking an airdash could probably fit here too, in many regards. They often have a shorthop or something that may as well be an airdash.)
-'Competitive Action Platformers', of which there aren't too many contenders (where you basically play the entire screen and go for the ring-out)
-'3D fighters' (where blocking, punishes and offense are the name of the game)
debatable category:
~'Mechanic Distillation' games, where a single element becomes the focus of the game, like divekick, or senior footsies...
("but uh, is it still a fighting game?" - some guy somewhere)
This is really not a topic I have any interest in. If the game is fun, great! If not, not great. This is reminiscent of discussions I've had with producers when we went to pitch games places, and it turned me off of those companies. :^P
I think your distinctions are largely meaningless, and that dividing fighting games into categories like that is mostly arbitrary. Mario Kart is not Street Fighter no matter who you ask, but when you talk to someone who doesn't play fighting games you can say, "I play Guilty Gear. It's a fighting game. You know, like Street Fighter," and it comes across fine.
I'd rather play Tetris Attack against another person than MvC3, for example, because I think the mental interactions are deeper and more interesting, but that doesn't make Tetris Attack a fighting game.
Like you somehow imply that an airdasher is not based on footsies, y'know without a clear definition of what footsies is.
Are Divekick and Senior Footsies fighting games? To me, not really - they are too simple, without enough choices and enough counters-to-counters. (Not that they are not valid competitively or anything, etc etc ass-covering here.) But I do include Smash as a fighting game, because it's not the win condition that matters, and I probably include Senko No Ronde because it fulfills my conditions. To me fighting games have at least some element of defense which does not involve avoiding the attack entirely, with an appropriate counter to this defense, and they have enough different methods of approach and defense to allow each character multiple methods of play. Those types of games come across to me like free throw or dunk contests - yeah, it might be fun and you can compete against others, and they're definitely useful practice for improvement at the general sport, but it's not basketball because a lot of the other elements of the basic strategy are not present. Beat-em-ups with Versus modes are not fighting games generally because defense is either unbalanced or not present at all.
I think a lot of the reason that most fighting games pitched and Kickstarted and conceived nowadays are generally of the low-combo-count, low-options-for-movement variety is the result of a few things:
- People make what they know, and most people who are fighting game fans nowadays know Street Fighter 4. I weep, but it's true. Most fighting game design documents that I've been asked to critique are just SF4/Guilty Gear/etc with some small changes, and even the unspoken assumptions in the design are the same as in one of the above.
- People who are bad at fighting games, or do not understand fighting games, hate getting hit by long combos. They would rather be hit by 3 hits and die, than be hit by 40 hits and lose 1/3 of their health. It's a visceral thing, the same as "zoning is spamming", and it also leads to the assumptions that you need to know those combos to win, and that those combos are the most important part, which in turn leads to an unwarranted emphasis on combo tools in the design materials. And, unfortunately, most groups Kickstarting or proposing fighting games are fighting game
fans rather than fighting game
players (or developers). They
really enjoy fighting games, they have fun pulling off the cool moves, and they want to make one...but they do not possess a deep enough understanding to really know what goes into that. Most of the time the people in these groups have only played a handful of fighting games, and few if any are above the level of understanding the FGC would call "button mashers". Not to imply that skill is related to design chops, because it isn't, but skill is unfortunately the most-concrete tool we have of measuring
understanding. Even if you can't execute an OS properly, at least knowing why crouch-teching exists is important. (The same lack of understanding of systems goes for most wannabe melee-combat related game developers, sad to say.)
- Games with only two characters and very little going on at once are easier to understand, and easier to imagine constructing. It's HARD to not imagine the hundreds of things that having an assist opens up and get scared. It's easier to know your "innovative, creative" design for this character's crouching medium kick is going to be good if there's only one other character and they can't block in the air.
<rant>
If you want to make a fighting game, you need to really UNDERSTAND what goes into one. And most people...really don't. Sorry, everyone who will label me egotistical from here on.
You can't just make a game that LOOKS like a fighting game, it has to WORK like one. I use things like not turning around while superjumping in MvC3, the continued existence of unblockables in SF4, or arbitrarily cutting off hitstun if you do a "non-approved" attack after a jump-in in Mortal Kombat as examples of developers that really don't understand what a fighting game IS, just enough to make one that functions. Sorry, all y'all. Contrasting that with the painstaking research and talent that went into making every aspect of SF2:WW work "just right" without even any previous game to look at...the comparison isn't even fair.
One of the most impressive things in all of fighting games, to me, is Joo's combo collection for MvC2, but not because of the combos.
Here is a link to the playlist:
https://www.youtube.com/playlist?list=PLA76628763F944137
You can watch the combos if you want, but otherwise start with
CT - Basic Air Mechanics and go from there.
This is an example of people who really UNDERSTAND how the game works. And they deconstructed it by playing it and testing things, not by having the source code.
They may not be the best players, and they may not be experts on balance, but if I wanted to make an MvC3 that feels like MARVEL they would've been the FIRST people I'd hire. (You know, just like the developers of Sonic 4 could have benefited greatly from the fact that the entirety of Sonic 2's physics engine has been disassembled and
explained and is available for free online:
http://info.sonicretro.org/Sonic_Physics_Guide )
This is the bit that's missing from nearly all fighting game Kickstarters, and nearly all fighting games released since 2009.
</rant>