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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