Fighting Game Complexity

So, I've been thinking a lot about Absolver and it's relative place within the fighting game genre. In terms of mechanical complexity I would rate our game as pretty simple with just two buttons for your entire moveset. That said, the game has incredible depth and can generate some really heart pumping matches with a lot of quick decision making happening at every moment.

There's a topic within the fighting game community (fgc) that's been coming up ever since the release of Dive Kick that has made me consider this. The fgc itself has become a very insular world due to the extremely high execution barrier of the vast majority of fighting games and there's a sense that a lot of people really miss out on something magical as a result. When I look at Absolver I can't help but feel like it's a game that could easily create a segue into the larger world of fighting games for a lot of people. Getting into your opponents head, watching how they react, baiting those reactions and generally playing mindgames with your opponent is incredibly satisfying and is quite accessible in Absolver. It kind of all comes down to timing and throwing out something unexpected. The same is true in other fighting games, but it's done so well in Absolver with such simple mechanics.

This leads me to a question, why hasn't this game really been picked up by the fgc? I feel like it would be right in their wheel house and a game that at least a part of them have been looking for. Is it because the game would be deemed "too simple"? Or is it more because of the relative size of Slo Clap and Devolver Digital within the wider realm of video games?

Comments

  • I think it's probably too unbalanced for the competitive minded players, with classes which usefulness varies widely, some moves being clearly better than others, etc.

    Personally, it's one of my favorite fighting game ever, for the FUN factor. but I can't really envision the game as a competitive one.
  • stability, save file corruption, no ranking systems

    that is why, well and before any balance issues.
  • Galoyal said:

    I think it's probably too unbalanced for the competitive minded players, with classes which usefulness varies widely, some moves being clearly better than others, etc.

    Personally, it's one of my favorite fighting game ever, for the FUN factor. but I can't really envision the game as a competitive one.

    I'm one of those competitive minded players, and I find it fairly well balanced aside from issues with Forsaken parry. I much prefer the strategic element of this fighting game over reflex-oriented fighting games, mainly because I'm older now and I just don't react fast enough. Also I prefer the skill to be in your deck building, your clarity of mind, your reads, footsies, etc, as opposed to controller input skill like on Street Fighter.

    As to simplicity, Smash Brothers Melee is pretty darn simple with inputs, yet deep and complex in execution.
  • There are very clearly moves that are better than others. Iveseen many decks that rely on these thats why every other deck has handstand kick underknee kick whirlwind double punch etc. There is no denying the op of these moves. Its mostly the unrealistic ones.
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