There has been a growing debate when it comes to accessibility in competitive games. As companies try to make their titles more accommodating and welcoming to new players, hardcore players see this as a way of dumbing down what they have mastered. Where you fall on the debate will come down to your thoughts on the two learning curves that drive any sport.
This week was a special cast as I welcomed back Tim Wetzel from A Paladin Without a Crusade to talk about the recent Street Fighter 5 launch problems, and joining us was Game-Wisdom’s first contributor: James Ellerby.
A popular topic that I like to talk about is the standardization of game design; where developers standardized control methods and mechanics to make it easier to learn games. Instead of having control actions in the double digits, you could do the same with a condensed set of buttons; this also led to PC games being easier to port and play on the consoles.
For today’s post, I want to focus on a shortcut game designers use to get a lot of actions into a game without having to extend the control scheme out, and that is by using modifier actions.
The Mortal Kombat series has been one of the most up and down in terms of popularity in the Game Industry, with massive successes and utter failures rounding out the various games. A few years ago Netherealm Studios with Mortal Kombat series’ co-creator Ed Boon revitalized the series with the amazing Mortal Kombat 9 and brought MK back to the public and competitive eye.
Since then, they took on the DC Universe with Injustice and have just released the tenth game in Mortal Kombat’s history. Featuring old and new design principles, this is an amazing game if you can overlook some annoying details.