Fighting games will NEVER be popular - lightslingergame.com

Fighting games will NEVER be popular

Kizzie Kay
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It always seemed as if fighting games have always been a bit of the dark horse of the video game world. While games and series like Street Fighter, Guilty Gear, and Mortal Kombat may have had some mainstream attention, it oftentimes dies out after a year, and we’re back to square one while Fortnite and League of Legends only continues to grow day by day. Will fighting games ever reach that level of popularity, or are there underlying factors about them that may never let that happen?

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🎥 Edited by FIGHTZONE:

Arc System Works (Arcsys) has recently made Guilty Gear Strive, the latest entry in the Guilty Gear franchise! This fighting game is heralded for its use of Rollback Netcode, included on all platforms Playstation 4 (PS4), Playstation 5 (PS5), and PC (Steam). Recently Arcsys has released it’s latest season pass character, Sin Kiske!

#StreetFighter6 #StreetFighter #KizzieKay #Strive #GGST #GuiltyGear #GuiltyGearStrive #SF6 #SmashBros #SmashUltimate

230 Comments

  1. I only bought SF6 for the world tour 😂

  2. Too many button inputs for combos juggling etc. Am I playing a game or assembling somthing from Ikea. I dont have time to learn all.of these inputs and combos.

  3. It is even harder for us old skoolers in some ways. Street Fighter 2 blew up when I was in high school, and I love those characters, and still love playing them. But I am not very skilled, don't play online, and it is hard to rope friends into playing because I am too good for them, but not good enough for tournaments or interested in being that good, because I play for fun. The chess comparison is apt, because I love playing chess and doing chess puzzles but I won't ever be a high ranked player. But I do chess puzzles every day. Perhaps some kind of daily problem solving thing with fighting games could bring people back.

  4. thats all about to change 😎 welcome to the future of fighting games.

  5. Fighting games don't need to be popular, it's like they say boxing is dead, but they still selling pay per views and having big events without being mainstream

  6. None of this is true we have no free to play fighting games besides multiversus kids dont have bank accounts until 18 so they literally cant get them without breaking their parents bank

  7. I’m Today’s youth and I really like Fighting Games, even if I’m 18 now I started getting interested like 2 years ago.

  8. "Fighting games will NEVER be popular"

    How could they be?
    It's literally an ego game. Those who can't hack it quit because of a bruised ego.
    Others pound away at it because of an inflated one.
    The fighting game genre is the only genre that you can't look at the other player and say "well, at least I wasn't the only one who lost", and that's putting it very lightly. There is no buffer here. You lose, you suck. Most people can't live without the comfort of knowing that others suck too. Or at its worst. Having someone or thing to blame for their ineptitude.

    It's fundamental to the genres existence. Let's stop trying to cater to broken logic, and start centering all of our efforts toward teaching them how to succeed. Because at the end of the day. The weak one's weed themselves out of the equation. We should at least try to provide the guidance necessary for those that would otherwise be willing to learn.

  9. We NEED F2P model fighting games. Most people just arent willing to pay 60$ for multiplayer and 6 characters, with a lame arcade mode. Look at other games like League, there is only 1 gamemode{aram doesnt count} and its one of the most popular games! Because its free, they sustain from skins and cosmetics.

    Fighting games need to do the same, I think RIot WIll make FGs explode once they release their fighitng game.

    But even if all this happens, FGs will still be niche. They are not for everybody, most people are weak and cant take failures or losses, so they just quit.

  10. Never ever wish your favorite hobby to become mainstream. Why do you think both fortnite and league communities are so infamous ?
    I don't want normies complaining about fan service, excessive violence or whatever excuses they will find to virtue signal.
    As long as there's enough for the matchmaking, having 1M of active players won't make your game experience any better.
    But it can make it worse though…

  11. I'm so glad SF6 isn't greedy
    I played apex and overwatch before this so you can imagine the shock I had when I bought 5 skins for $5 when usually they're $20

  12. Fighting games are good at telling "what", okayish at telling "how" and outright ignore telling "why"

  13. Fighting games dont need to be for everyone, let the normies continue to play normie shit

  14. The business model of fighting games and how software offerings match up to consumers over the decades is fascinating and evolving. I grew up in the post-Atari game crash era, pre-Home console dominating arcade era, meaning I saw multiple SFII variant cabinets frequently in my life, I was awed by Fatalities while passing by arcades in a mall (of all places), and I saw the rise of 3D fighters Tekken, Virtua Fighter, and Soul Edge (yes I said Edge, sue me) and how they differentiated themselves from their 2D counter parts in the market… and the marketplace was the arcade up until Tekken 3, with Tekken Tag era putting it to rest that Consoles were now the place to play (PS2 crushed arcade technology).

    Arcades made money by crushing quarters, but every game eventually 'peaked' when I player decided that the game is too unfair to continue. Once the fun or novelty involved in the game is replaced by frustration, continued investment ends. What made fighters the king of coin crushing was that the single player experience was designed to keep you engaged long enough for a new challenger to emerge. Once queues for 'next play' exist, the quarters come raining in as competitive spirits blend with a constantly changing game state as new challengers bring… new challenges. This is easily one of the first instances of players-as-the-content in the industry before we were exposed to the term. Fighting cabinets did not need a robust single player experience because the actual content was not single player in nature. But did they need a single player? Yes, because the queues need to start somewhere.

    When we transition to Tekken 3, where the home offering was on equal experience footing to the arcade, we see an interesting change in value proposition to consumers. Now the marketplace isn't competing for quarters, but competing for couch engagement through unit sales. Tekken sweetened the single player offerings in its heyday by having Tekken Volleyball, Tekken Bowling, and even Tekken Streets of Rage all built into its home experience. Were they great? Hell no, but they were a fun distraction that kept you engaged by yourself if your friends didn't come over and play. And that is another point in the changing landscape of how you play. In that era, multiplayer was couch-competitive in the days post arcade and pre-netcode. Knock off Streets of Rage mode also casually catered to co-op versus competitive play, so theoretically none of your friends would be left out of the Tekken experience altogether.

    As we transition to the proliferation of netcode, fighting games started to try to cater to the arcade-era sensibilities again by making the plethora of online challengers the draw (with players once again being jockeyed as the content) because development costs can still be high and single player content is seen as a drag on the system. We still debate as to whether or not CoD needs campaign mode, so its much easier to make this argument stick with an intrinsically more niche genre. This bean counting is what removed the casual player value proposition of the PS1-2 era console Tekkens and reversing course on this mentality is what Capcom is doing with SFVI with Would Tour mode while also trying to cater to the Arcade experience crowd with Battle Hub and I freaking love it. I am not left out of the fighting game experience for over a decade because the accountants and business leads want profit over a player base seeking fun.

  15. When you said Soulcaliber threes as a good fighting game reference I knew you you knew what you was talking about I never got bored with that game

  16. in a weird way, fighting games feel like a form of art and when i get my ass beat i can kinda sit back and admire

  17. i could actually see free to play fighting games reviving the genre. the free ones dont have to be packed with different modes and content, but if ur game is solely 1v1s then it should most likely be free to play

  18. Anyone who uses LMFAO in an argument is a scrub

  19. If there was a free to play limited version so people could start it would go a mile way.
    Having to pay full price just to put a foot in the door is a bit much these days.
    Like a version with 5 characters only.

    This idea that the problem is the difficulty of the game is a falacy to me.
    If the game is good, let people in to see if they like it instead of using outdated business practices based on a type of consumer that aren't around as much as it used to be.

  20. FG release in a nutshell: game release – 30k players – 2 weeks later – game dead

  21. lil bussy mane guarding the tower :,)

  22. Sf6 has the highest fighting game peak ever, tekken 8, mk1 are sure to have even more players, GBFVR coming out this year too. Next year we hopefully get Project L with League of legends and the creators of EVO behind the development we can bring some of the massive player base to the dark side. It feels like the fighting games are on the come up with more free options and great games coming out in the next year or two than ever before.

  23. I more cant stand fighting games anymore cuz things getting way to complicated for me

  24. Though i do agree with most of the points about difficulty of fighting games and why that said games driving people away…but almost all (if not all of that) applies greatly to League of Legends aswell, yet it's one of the most popular games out there.

  25. Sf6 got over 320,000 people watching on twitch a couple days ago

  26. The only good fighting game that I remember is Dragonball Z Budokai Tenkaichi 3 for the ps2.
    It has a LOT of hours in campaign mode, training mode, minigames, and character upgrades.
    There is so much stuff to do outside beating the shit out of your friend who never played a fighting game before.
    Not even going to mention the incredible opening cutscene that just screams how hyped the fans are about the game.

    Nowadays, I see like 1 campaign per character, not much plot going on, maybe one thing here or there. Guilty Gear Strive did an incredible job at showing a whole movie worth of plot, but that's about it, the rest is just arcade/endless or PvP.

  27. Let's not forget that fighting games once were extremely popular. Street Fighter II. Mortal Kombat II. Tekken 2. Soul Calibur 2. Well. With games like today where people become professional players to earn some money on EVO and fame also, there is no reason to remain popular among normal players. Normal players keep playing those games you professionals have long abandoned. So we can play in peace.

  28. The game's single player content should train you to use the game mechanics. The fun part can reinforce the less fun part- getting slaughtered for 500 years and not knowing what to do about it so you just keep on getting slaughtered. Or go do anything else that might bring you joy.

  29. nobody seems to understand why us casuals hate fighting games and it's mostly because fighting games just focus on MANY little sequences that none of us wants to waste time on when we know we'll lose the game.

  30. I can tell you what’s wrong with the fgc it’s the community people blame the game a lot but the community kills it frfr I’m a late joiner to the fighting game group and can tell you just trying to learn and almost every person tellin other they trash it kills it I’m stubborn so that don’t bother me but for others I can see how learning a lil bit and goin up against a plat ken or floor 10 Bridgett makes it not fun to learn
    Sorry for no periods I’m lazy😂

  31. I think its worth mentioning that for the vast majority of players playing at home on their computers or consoles don't actually have any friends that play these games too. Most people who buy Street Fighter or MK don't know anyone else who plays them beyond extremely casually if ever at all. As a result, fighting games end up being a very lonely experience. You just sit online playing against Tony's and Andy's who may or may not be better than you, but playing online matchmaking, no matter how good the online is, is ultimately pain.

    Its very easy to get upset/angry/bored playing against faceless swarms of Online Kens who just do some gimmicky shit to you that you don't understand and lose and quit. You can't get better at fighting games by just playing the game. There are tons of pros in FPS games, RTS games, MOBAs etc that have never aim trained or practiced outside of just playing the video game they like. Yes those tools are available for people who WANT to lab stuff, but it's not a requirement to get to even the highest levels for most genres. But for fighting games, training mode and "Boring" things like this are REQUIRED in order to even get to an intermediate level.

    There is simply too many hoops to jump through in fighting games before you get to anything that resembles enjoyment if you are a competitive person that wants to improve. Having fighting games is like picking up a second job. It's simply not like other hobbies at all, imo. I can pick up playing trombone and just practice with videos for 15-30 minutes a day just for fun, play around and get better slowly over time. With Fighting games you have to watch replays, lab situations, practice combos, practice set ups, practice strings, review your own matches, ON TOP OF the time you spend actually playing and putting all this learning into practice. It can be a very rewarding experience but the vast majority of this learning is not what I or many others would consider to be "Fun".

    I love fighting games, I am a Diamond 3 player right now in SF6 but it was A LOT of work to get there compared to getting better in other genres. I have a little over 300 hours in street fighter 6 so far, and have played other fighting games in the past as well for an amount equating to around 750~ hours of fighting game practice and experience. SF6 is the one I have played the most, by far and after putting my all into it for the past few months I can safely say that this is a journey that I can DEFINITELY understand few wanting to take. Life is already hard enough without having to have painful ego blows dealt to you outside of work, too. I am happy with my progress but I feel like the investment on return in playing Fighting Games is very low unless you are the type of person who wants to go out and meet strangers to play with in real life and compete in tournaments. Most people are not "Competitors" and are just playing games for fun at home, even if they like to get better at those games.

    In other genres I can play with my friends on my team, I don't have to beat them up directly which could discourage them from playing. I can show them the ropes, carry them to a certain degree, or be carried by them in games that they are more familiar with. They are much more naturally social experiences, unlike the default fighting game experience.

  32. Get rid of juggling and mandatory combos, I find grinding boring. I give up on the garbage lagswitching garbage that has become this genre

  33. Most people are just not even "average" in FG's, the curve is brutal, basically only like 5% of all people who try will actually "git gud", the great majority will jusyt become clumsily average despite putting hours and hours every day. Thus is just crushing and one day no matter how much passion you had for the game, you'll end up finding something more gratifying and less hard. Also I really HATE when old/experienced players clesrly avoid playing people their level just to play with noobs; nobody really learns anything and the noobs will just want to quit the game and never come back.

  34. Not to undermine your opinion, I mostly agree with you here. But you should update this video. Fighting games especially online are popular than it is months ago. Ironic you example GG Strive because the online players are consistent. 2K average players everyday and on its over 2 years since released. A IP that Arc Sys admits very niche even for the FGC

  35. Problem i have with fighting games, is that if new characters start coming out there only 1 option to get em. Mean while on LoL there is 2 ways to get a character. There like nothing to gain other then rank in a fighting game even then that's not enough either where is the free outfits from getting a rank all could easily attain?. There nothing more annoying then season passes, battle passes, shop, all stacked into a 60$ game.

  36. Been practicing SF6 and Strive… but really I have more fun playing like Streets of Rage 4. I think a "beat'em up" single player game built into SF/GG whatever would be good.

  37. No youths are playing League of Legends, that's a boomer game for 25+.

  38. Well if they were free like LoL and Fortnite, and all of them had good netcode and crossplay like most FPS, maybe more people would at least try them, just like how Multiversus had millions of people playing it at launch. But if the game is 50$ and you have to wait 4 years for a complete version, only people who already are fans would buy them and spend more than 100$ for the first day dlc characters.
    I don't feel like the tutorials are lacking, most of them I played teach pretty advanced stuff, like Blazblue CF, Skullgirls, MK11, it's just that if you're new you won't understand, or keep 100 new concepts in your head.
    And yeah, single player content is really important, just look at NRS games content and how they sell, or how people miss to this day Subspace emissary from Brawl

  39. The problem with Strives Online is not the tower system, it's that just does not function well.

  40. I'm sorry but dragon punches and half circles and quarter circles are not "beginner friendly" especially when you have to weave those into a combo. I'm brand new to fighting games as a whole and started with GG Strive. 90% of matches are people who are able to chain a combo like they're solving a rubix cube with their controller and just wipe 90% of my health. I can maybe chain 2 or 3 moves and then have to pause which my opponent will just block all of that and then delete me. Also I'm calling fuckin cap on the whole "strive's floor system ranks you up fast" because I got put on floor 2 and then have been there for 4 weeks regardless of how much I win. ALSO speaking of floor 2 some of these people should not be on lower floors because they are clearly at the level of at least 4 or 5 and the games just like "yeahhhh no"

  41. step 1. learn how to grab as the grappler of said fighting game

    step 2. use the grabs

    step 3. learn command grabs

    step 4. fun

  42. I haven't watched the video yet but I wanna share my thoughts on the subject, cause I relate to this subject a lot.

    Fighting games, at least for me, are the hardest games to get into, and when playing online, the most punishing of games.

    The reason for this is that fighting games are mechanically different than any other game I've played. I've played a myriad of third person games, rpgs, fps's, etc, but fighting games are wholly unique in how they play.

    Let's take League for example. 2023 I started playing League quite a bit, and while I still struggle with the game, it is more familiar to me because I have played other games that utilize a point-in-click move style. Fortnite as well, with it being 3rd person and having collab after collab helps bring more new people into the game, leaving it one of the most played games.

    Fighting games on the other hand, while can be fun, are much harder to get into because there's no other type of game that plays similarly to fighting games, except other fighting games. The only fighting game I have put a considerable amount of time into is Smash Ultimate, which is a platform fighter and plays much differently than other fighters like SF, MK or GG. Platform fighters are much more casual and forgiving, which brings in a bigger audience, especially with something as big as Smash.

    Fighting games are also just not friendly towards new players. Practicing against AI is useful, but fighting games have the issue of being able to be locked into a combo for your entire health bar. Sure, there are tools to mitigate that, like sparking in DBFZ or bursting in GGST, but once those are used up, you are out of luck, especially if you are a new player who easily falls back into the enemy combo after using one of those mechanics. This leads to new players feeling like they have no chance and dropping the game.

    TLDR: Fighting games are much more mechanically different than any other games a player might have played before, and with how experienced veteran players of the fighting game community are, it can easily scare them away after one or two online matches against someone like that.

  43. As a casual/competitive player my problem is a game like strive where i pay for a full priced game or even half for no story and half the roster is locked behind 7$ CHARACTERS. Like why would i even bother wanting to invest into something like that? I can’t even try them out in anyway

  44. Thsi is so TRUE! There are so many fun possibilities with fighting games single player and coop! They could make modes where it's fun and the difficulty goes up to damn near impossible. Coop, tag team, 2v2, 3v3, tournaments. I have to admit, I love PvP in fighting games, but, I alays enjoyed playing the difficult PvE challenges just as much. And… you're right, we basically have the same campaign or few modes that we've had since like 1995-2000. Sad to see the genre pulling in 1/16 of what the most popular games are. It's definitely possible if they innovate and design some new techniques or ways of playing.

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