Clement, you and I think quite similarly. you can fight a CPU all day, but
nothing's as hard to conquer as another human being. I've been playing lots
of MK online lately, especially against some friends, and man some of those
fights came down to the wire. we literally had 1 hit left before we died,
and there were these tense 10-15 seconds where it was all about blocking and
dodging. we had our mics on and you hear people panting and things. whoever
hears us would think we're running a marathon hahaha. when someone finally
1, lots of screaming ensued. we really get into it and it's totally freakin
awesome! call it just pixels on screen, cartoon characters, whatever you
like. but man when I'm done with some of those gaming sessions I'm all
sweating like a freaking animal hahaha. couple weeks back we had this mk
session that lasted 6 hours!
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, January 05, 2012 1:44 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News
Simple and predictable is not the same thing. Sure a yo-yo is simple to
use, but if it can get a bit unpredictable if you move it in a way it
shouldn't be moved. In audio games, everything is the same. In Judgement
day if a helicopter is flying towards you, it'll always be the same.
There's no variations on amount of hits needed to stop it, or even in its
trajectory. The planes are the same. They move from left to right, and
when you shoot them they make little adjustments which while bothersome,
doesn't really make for any challenge. Not to say JD isn't a bad game...
it's fun. And simple yet hard to master games should be more abundant as
well. Street fighter 4, for example, is easy to pick up and play, and to
grasp basic things like combos and commands. But to really get good at it,
you need to look deeper into the engine. Where each combo can be used,
just how risky is throwing out that move, etc. Which is why I like
fighting games so much... they're the only kinds of games we can play
fully, yet they're so unpredictable especially against human opponents. If
I jump, is he going to uppercut me out of the air? If I throw a super, is
there a way for me to stop him blocking it so I guarantee a hit without
wasting my meter? A lot of the time I play online is spent thinking, oh
crap, he's rashing towards me. Is he going to throw out a low attack which
requires a different block command than a regular attack? Is he going to
go for an unblockable throw?
It's that kind of complexity that audio games lack and need to develop.
It's always been amazing to me how two bunches of picksals and polygons
beating each other up on a screen can be so complex. Sure you may say it's
like a real fight, but it's a video game... the real thing takes all that
into account and more. I just find fighting games so much simpler than
most of people give them credit for.
---
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