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 Post subject: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 2:45 
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Excellent Member

Joined: 25th Nov, 2008
Posts: 1041
I downloaded SF2 Extra Special Re-Hash with Better Graphics, but Actually the Same Old Game, Turbo, Super Turbo, Extra Mega Special Turbo Edition on Live Arcade. It's complete crap with the 360 Pad, but awesome with a Fighting Stick EX2.

What is it with fighting game designers and their inability to embrace analogue controllers? Surely you could create an even better fighter with the fine-grained control analogue offers?

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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 13:06 
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Ticket to Ride World Champion

Joined: 18th Apr, 2008
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I don't know about analogue, but Soul Calibur 4 can't even exploit dialogue.

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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 13:09 
SupaMod
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Zangief is the only character EVER who has benefited from an analogue controller.


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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 13:27 
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Goth

Joined: 31st Mar, 2008
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I think the very nature of such fighting games is against analogue.

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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 14:38 
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MR EXCELLENT FACE

Joined: 30th Mar, 2008
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Soul Calibur 2 was definately analouge...

also: Why Zangief ?

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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 14:41 
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Skillmeister

Joined: 27th Mar, 2008
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I think it'd be interesting to see a fighting game with the same sort of flicky controls Skate used.

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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 15:01 
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Paws for thought

Joined: 27th Mar, 2008
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It's because of the layer of abstraction in fighting games.

In most games - lets take a typical FPS for example - The stick input matches exactly what your character is doing. Press forwarde on the left stick and you get a reading of y:1.0 sent to the program, and your character moves forward 1.0 * movement_speed. The relationship isn't the same in fighters. Up doesn't move you up except in certain circumstances. In games such as Soul Calibur, you do get a certain amount of analogue movement, because that matches the action to the input well. With combos, the link isn't there. Given the rigid nature of the animations/collisions, the scope for analogue fighting isn't really there. If it were shoehorned in*, it'd be even less intuitive than it is as it stands. Given the different moves, you couldn't blend between the two depending on how far between the two you were on the stick.

* - I can think of a few, but I don't think they'd increase the playability of the game.


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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 15:22 
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Part physicist, part WARLORD

Joined: 2nd Apr, 2008
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Dimrill Bells wrote:
I think it'd be interesting to see a fighting game with the same sort of flicky controls Skate used.


There's a boxing game that does this, possibly Fight Night or something, and it was quite fun.


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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 15:39 
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What-ho, chaps!

Joined: 30th Mar, 2008
Posts: 2139
You might be also thinking of Wii Sports: Boxing.

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 Post subject: Re: Why are fighting game developers unable to exploit analouge?
PostPosted: Sun Dec 07, 2008 17:36 
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Ezekiel

Joined: 30th Mar, 2008
Posts: 326
Pod wrote:
also: Why Zangief ?


Spinning pile-driver :p


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