I wonder what MK is doing so to speak to  make it more accessible.  Simple mode 
in my honest opinion in MVC3 is... good although it'll only get you to 
Galactus. It only let's you do two specials, which is stupid.  I like the less 
buttons approach to things, a four button layout rather than six. It makes 
normal mode in MVC3 easy to grasp than, say, SF, and I was able to remember the 
control skeme as to what attack was what and could focus on moves.  Also, 
people may have problems with this but I personally like the way supers are 
performed in this game. A motion followed by two attack buttons, doesn't matter 
what they are it would appear.  That also applies to moves, all you really have 
to know is the motion and you can use any attack depending on how damaging you 
want the combo to be.  Allowing simple mode online sure causes cheating though. 
 I dunno if you can even chain combos with simple mode, because once I was 
playing online with this dude and he pointed out that I really sucked at 
chaining combos; I wanted to test out Simple Mode and see if it was what the 
devs say it is, that you need skill and whatnot, but you also need the wrest of 
the characters moves...
Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112



On Apr 6, 2011, at 9:01 PM, Clement Chou wrote:

> Before I go any further, let me just state that any comments I make on this 
> subject are purely for the sake of discussion... you're my friend and I have 
> no desire to antagonize you by going against you. lol.
> The problem with judging distances, again, is that wind sound. You can't 
> concretely judge how far it is from you by just listening for it.. unless you 
> pinpoint the position of that sound in your headphones or speakers and 
> memorize where it is. And in frantic fights, if you have enemies coming at 
> you and your mind is bent on taking care of them first, you really don't have 
> the option to stop and judge that sound while you're being pummelled.
> 
> The problem with judging distances like they do in mainstream games is that, 
> a sighted person can look at that pit and see how wide it is, whether they 
> need a running jump or not. In audio games, you don't have that. Unless the 
> dev programs the look command to tell you how wide the pit is, you have to 
> guess. So some people would prefer warning sounds so they at least have a 
> source to go on. I personally don't care either way. I played mainstream 
> games for long periods of time before I even knew of audio games, so it 
> doesn't really matter to me. I can cope with either.
> 
> Target sounds for when enemies are in range is fair to me. Because why stand 
> there mashing space until you hit something? Especially in this game, where 
> the sound that is used to sound the attack is also the sound that signifies 
> the hit. There is no difference between the two... unlike in mainstream games 
> where you generally have a sound for the attack and a second sound for the 
> hit, so if you miss an attack, that hit effect won't play. And fireballs are 
> a different case from pits as you can stand still and wait for it to come to 
> you... and there really is no appropriate time to duck. Soon as you hear a 
> fireball, if you wanted you could just kill nearby enemies and stay crouched 
> until the fireball passes by. Sounds for blades are not necessary as that 
> would also remove challenge from the game since the whole point is to time 
> your run past them. That's where sighted people and blind gamers have the 
> same challenge. They have to observe the paterns at which the blades shoot 
> out and retract. We have to do the same... with sound.
> 
> You asked how far do we take the dumbing down approach? This is exactly what 
> so many hardcore fighting game fans had about Marvel VS. Capcom 3 and Street 
> Fighter IV when they first came out... as a diehard fighting fan myself, I 
> knew where the arguments came from. Less buttons in the case of MVC 3 as 
> compared to MVC 2, supers and ultras in SF and the removal of the perry 
> system from SF 3, x-factor for MVC... I could go on and on. This was all done 
> to make the game more accessible for new players while still retaining depth 
> in the games. A lot of people said that that kind of adjustment was dumbing 
> the game down for the scrubs out there. Maybe they're right. Maybe they're 
> wrong. I personally think they're wrong... because there's still a lot of 
> deep fighting to be had in both games. That kind of attitude is exactly why 
> so many people never get into fighting games... because the pros are so 
> adverse to accessibility and the like. When you look at it.. the two 
> situations are remarkably similar.
> 
> 
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