Competitive titles have been growing in renowned and popularity over the last few years. The rising interest in e-sports has led to many developers trying to be the next big game. For today’s post, I want to look at what it means to make a competitive title, and the issues to watch out for.
Recently it was revealed that not only is there going to be a new Injustice game, but the developers are going big with meta-game progression for all the fighters. This turn of events is surprising, because the last game to do it (Street Fighter X Tekken) did not win over the competitive crowd and E-Sports market.
Adding in content that changes the game is very tricky for games aimed at competitive-level players, and there are several factors to keep track of.
In my previous post on fighting game design, I touched briefly on the concept of technical play or advanced maneuvers that go into making a great fighting game. However after typing that, I realized that the core concepts were still not fully explained for people new to fighting games. For this post, consider it a part two talking exclusively about what is technical play.
Playing through Abyss Odyssey, the latest game from Ace Team has left me cold. The developers touted a combat system akin to fighting games but from what I’ve seen, what they have doesn’t come close. The art of making not just a fighting game but one that can stand up at a tournament like EVO requires a special eye to detail and one that a lot of designers don’t have.