"Cool characters with sick abilities beating each other up" is vague enough to describe any genre. It doesn't even describe gameplay. Could be anything from singleplayer (or co-op) beat 'em ups. Or a hack n slash like Dynasty Warriors . A turn based JRPG like Final Fantasy with flashy abilities like summons fits that description.
Anyways, to me the things that make fighting games difficult and fun are what differentiate them from beat 'em ups, which get pretty boring quickly.
I don't disagree that combos are not fun to learn, but I don't know what you could replace it with. Removing it would turns games into punch, punch back, kick, kick back without any risk or counterplay. Adding blocking/countering would have to be more complicated than just "hold block" to keep it interesting and would require memorization all your opponent's moves too. I'd say Tekken 8 already has this problem especially with King's chain grabs. So lots of games are going for auto-combos to make comboing easier instead.
I actually did play Skullgirls and Street Fighter 6 in a way without learning combos for a character. It's pretty easy with a zoner, and plenty of players hate playing against that too.
Yeah, that's why I like that games are doing auto-combos instead.
I also enjoy rhythm games, but they're different combos. Especially for the learning process: you're really not punished for dropping combos in rhythm games, and you can keep playing as if you didn't drop it (unless you're going for the full combo of course). That's really not the case for fighting games, requiring you to restart to the beginning of the combo each time. And in a multiplayer game, it gives your opponent an opportunity each time.
Yeah, I kinda want to install on my LG V60, which no longer gets updates. But it breaks the dual screen on the phone, which is one of the unique features about this phone.
> why incorporate it instead of just having proper moderation and/or private servers?
No one wants to become a moderator, they do it out of necessity. So it's pretty much the other way around: a lot of anticheats were, and are, originally developed by community members for private servers (because you're not deploying a 3rd party anti-cheat onto first party servers). BattleEye was originally for Battlefield games. Punkbuster for Team Fortress. EasyAntiCheat for Counter Strike. I even remember Starcraft Brood War 3rd party server ICCUP with a custom 'anti-hack' client requirement.
You still see this today with Counter Strike 2 private servers Face-IT: they have additional anti-cheat not less. Same with GTA V modded private server, FiveM have anti-cheat they call adhesive.
And then game developer saw that players are doing that, so they integrate the anti-cheat so that players do not have to go downloading/installing the anti-cheat separately. Quake 3 Arena added Punkbuster in an update for example.
I've seen some bad some SaaS that management insists is an integration they need and no one else provides. I can easily see some vibe coded projects replace them.
Yeah I know a friend (small business owner) vibe coding a feature as a addon for Odoo. He has dreams of selling it (he usually has wild plans), but for now it's just a feature they want and does seem to be good enough for their use.
And the Google AI subscription is cheaper than any of the SaaS offerings.
The Linux drivers for PS4/PS5 controllers actually do map the touchpad as a mouse by default. With clicking it mapped to mouse button left. Might have to manually load the drivers if the controller's USB vendor and product ID don't match Sony's.
For anything more complicated (or Windows), you'll probably need a remapper like Steam or sc-controller running.
I think the other point is that an open source driver from Valve would be nice. Unlike say the Linux kernel driver for the Steam Controller 1 which were reversed engineered.
8bitdo did contribute open source code for SDL's support of their controllers.
Anyways, to me the things that make fighting games difficult and fun are what differentiate them from beat 'em ups, which get pretty boring quickly.
I don't disagree that combos are not fun to learn, but I don't know what you could replace it with. Removing it would turns games into punch, punch back, kick, kick back without any risk or counterplay. Adding blocking/countering would have to be more complicated than just "hold block" to keep it interesting and would require memorization all your opponent's moves too. I'd say Tekken 8 already has this problem especially with King's chain grabs. So lots of games are going for auto-combos to make comboing easier instead.
I actually did play Skullgirls and Street Fighter 6 in a way without learning combos for a character. It's pretty easy with a zoner, and plenty of players hate playing against that too.
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