Why do Fighting Games all have the same core system?

 The reason basically boils down to the old guard not wanting to learn a new system and having to figure out a different system of play with calling other fighting games a different type of game all together such as 3D fighters where you can knock out opponent's from the arena a arena fighter.

Any game system that changes too much from the core system is called a different genre with not many changes having to be made to said system; this is because many game genres have different rules for how much can and can't be changed.

An example; an FPS game just needs to be a first person game where you shoot people. However; a Rogue Like FPS means you must have both Rogue elements and FPS elements so RNG generated levels and first person gameplay.

Other genres have hardline rules built in. However; games such as Fighting Games are built off of multiple systems, 2D perspective, combos, a static arena to fight in and positioning kept important but not too important. That and you can see both you and your opponent's health bar.

Positioning made too important? It's a platform fighter.

Add RPG elements? It's an RPG game with fighting game elements.

Things like combos and other systems are allowed to be made less or more important depending on the kind of gameplay.

However; there are arbitrary rules, spirit of the rule rather than an outright spoken rule for things like, no hand holding tutorials, no extensive tutorials and where the community is supposed to step in and teach players. It's a double bind of logic with the fighting game community, the community is supposed to be the teacher and not the game. A paradox of other game genres.

At the same time, in my case when asking questions, poking and prodding for answers on fighting game Reddits and not sperging out like I usually do and just trying to get answers, fighting game players turning toxic and getting upset at my questions.

The more hidden rules I found by asking "stupid" or "dumb" questions or even mentioning the fact I suck at fighting games, the more of a harder grind to get answers out of people. However; I still got answers.

From some players mentioned for an example; simple anti-airs as in crouch punch where you're just doing a grounded uppercut should be simple but not be that rewarding while an anti-air combo should be more rewarding to pull off.

The more questions I asked said community; the more I angered said community. Even with on the Steam forums when I wasn't being toxic I had people saying, "you only have 8 hours of play time" however at the same time, if you didn't learn enough from playing the game itself, people would get frustrated with you.

You may be asking, "what does this rant about the fighting game have to do with fighting games?" Well, everything; because you have to go to the community for tutorials and to ask questions, they're a part of the core experience then.

Since the community considers in depth tutorials "hand holding" therefore, the community has to be your teacher. Each fighting game community acts the same with minor differences.

This kind of genre I would call the old school or the old guard genre. A genre defined by it's cult following or by a small group.

Now do I hate fighting games? The communities yes, the lack of tutorials that go in depth yes but the games themselves? I consider they'd be better if a focus was put on making tutorials.

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