What are the unspoken expectations & rules of fighting games? [Part 2]
People are often most frustrated when expectations aren’t met & information they were given & operating on in good faith is then painfully proven false. In short, people get mad when they lose because of rules they weren’t informed about or couldn’t have reasonably known about ahead of time (from their perspective, at least). Life isn’t fair and games aren’t necessarily fair either but they often try to present themselves as such to varying degrees by their very nature of expecting to be won, completed, or beaten in some fashion, which creates a subsequent audience expectation, of sorts; at least subconsciously, I imagine. A lot of games have this aspect to their play but FGs esp. seem to have this wide variety of mentalities of why folks play; this isn’t necessarily a bad thing. However, this also means that the “I’m just here to press buttons & have fun seeing cool moves”-type players and the “I’m looking for depth, data, grind, & personal style”-type players are both prone to sharing the same swimming pool so to speak because terms like “beginner” are so vaguely defined & widely vary from person-to-person to the point of being an unhelpful label/categorization in some cases.
And often times, most FGs kinda design around this by either making the pool shallower under the unspoken assumption that everyone that plays FGs want the experience of intense competition, practice, personal growth, & research as their endgame goal. This shared pool of massively differing values & personality types, I personally think, is an environment ripe for conflict & anger that drives people to feel misunderstood and thus more prone to hostility towards each other.
I dunno, if I have a greater point here. I’m not a strong essayist, writer, or debater and even less of a people person. There’s just so much to what constitutes quality teaching & how the human mind processes information that it’s hard to accommodate ideal learning environments for such a large mass of peoples of varying mindsets, temperaments, learning styles, personal goals, & IRL circumstances informing all of those. And yet the teaching methods & prescribed endgoals within common FGC cultures often feel so single-minded, inflexible, & unvaried in their approaches.
I am just sad & frustrated by seeing how sad & frustrated other players are because they don’t know how to frame their experiences in a non-self-destructive way, which often eases people's tendency towards hostile, toxic, & rude behaviors towards others, at least based on what I've seen, heard, & experienced. In short, people are less inclined to be nice when they're always cranky. I just wish there were better ways to effectively help people enjoy themselves more and, maybe, just maybe, they’d find it easier to be a little nicer to each other as a result. Even when the insults aren't aimed towards me, it can be tiring and disheartening to my already cynical & depressed state of mind that was already leaning towards misanthropic feelings towards humanity as a whole, online and offline. I wish kindness, non-judgment, & patience in folks' behaviors & communication was more of an expected norm rather than a shining exception, at least in the large online communities I've been to. (2/2)














