Was talking to [GEAR+HEAD] recently on Steam about why people have this mind-set that they have to always optimize their damage or create Touch-of-Death combos in fighting games.
There’s this “show no mercy” mindset going around in the FGC where players optimize and optimize and optimize to create strategies that basically destroy other players before they even press a single button in a match.
I saw this mindset in Marvel, I saw it in Ultra SF4, in fact I see it in most Capcom games and communities... and now most recently DBFZ (I saw not one but TWO “Touch of Death” combos in the past day from that game, but there’s probably even more ToD combos being discovered).
Part of the reason you DON’T see it in games like Guilty Gear and BlazBlue is because of one simple well-built mechanic: Damage Scaling.
Don’t get me wrong, Danger Time Mortal Counters and Fatals do occasionally happen... But it’s because they rarely happen that the game can operate in a balanced and hyped-up manner, keeping things fun and random. And while you have monster damage characters like Slayer and Sol who do all the heavy-hitting, they are also hampered by certain other aspects of gameplay and matchups they just can’t get around.
Even if you know all your Gatling routes and know the most optimized damage Beat Combo routes, most of the time that damage is never going to happen because of things like your neutral position (i.e. you’re typically NOT in a Corner), Burst Mechanics, Tension resources, Gravity, Push-out, and other factors that keep you from absolutely locking an opponent down.
But, setting all the mechanics aside... where does that mindset come from?
Why do gamers have to be merciless in fighting games?
If your knee-jerk response to that question is that in a Tournament you play to win: Well, what if you’re not in a tournament?
What if you’re sitting on the couch next to a close friend or relative, shoulder to shoulder with your girlfriend playing fighting games? Just there to have fun.
Are you going to absolutely murder them too?
Are you going to destroy all hope they have of playing the game with your Touch-of-Death Combo Mindsets and Optimized Logic?
So they can never touch a single button, and the match is so tightly controlled they can’t do anything?
Are you going to discourage any and all interest in fighting games within the person sitting next to you?
Is your opponent even aware you can do this to them? Have you even warned them of the prospect? Or even just taught them ways to escape it?
Fighting games often have to mechanically alleviate the horrors of this prospect of unplayability by creating BALANCE.
But can you balance a player’s mindset?
Oh sure, there’s “American Resets” and combos designed to be low damage in order to put your opponent in a tech trap or optimized position for an even more damaging Black Beat combo... but that’s not what I mean by BALANCE.
That’s just circumventing conventional notions of combo rules.
A balanced player’s mindset is this: playing to HAVE FUN.
When you play “to have fun” you’re also self-aware of the experiences your opponent is having.
If your opponent is struggling, you don’t just beat the ever-living daylights out of them, you teach them things, you support them, or you liven things up.
People often ask me why I airdash over people’s heads, or Bandit Revolver over someone’s head, or spam random Fafnirs: it’s wild, it’s reckless, it’s silly... but it also lightens the mood.
When I can be so acutely aware of a match that I can stand “just outside” Kum Haehyun’s “Hand Slap Field” and stand there and taunt my opponent as if to say “I’m not going in there, and you and I BOTH know it!”
When you can do amazing things like FD-cancel float away in to the sky with I-No so your opponent can’t reach you, or you use Slayer’s j.2K all the way down when you’re in the air... or Footloose Journey from an Airdash.
You’re playing, but you’re also taking in the whimsy and humor the game has to offer... the freedom to play however you want.
You aren’t there to simply DESTROY your opponent (even though Guilty Gear has a mechanic for that!).
So, rather than treat all your opponents like a footstool, destroying all prospects of them to enjoy the game, you think about what it means to play fighting games, lest we forget that fighting games are still actually “games”.
Whether it’s Danger Time, ISSEN or Weapon-Locking (in Samurai Shodown), Hellfire, X-Factor, Resonance Blaze, or whatever comeback or randomized mechanic you can think of... It’s all there to broaden the experience, to create a balance between you and your opponent.
The push and pull forces of EXES (in UNiST), the randomness, the fact no two players are the same, even in Mirror Matches... It’s all something to be RESPECTED.
Respect the Balance, not just in the mechanics, but in other people, and in yourself.