I’m gonna be brutally honest. They need to tone it down. I feel fighting games were never meant to be Immensely Story driven .If you want a big story don’t do it in fighting game. Do it in a RPG pls.
If I was designing a fighting game (which will never ever happen)
I would NOT give it a expansive story mode like SFV or injustice. WHY?
Because of 3 reasons:
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I feel it goes against everything fighting games stand for.
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It gets WAY too complex.
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It could be used somewhere else.
If you’re gonna make a fighting game story here is how I would do it:
Backstories for the characters:
Why are they here? What is their goal? What did they achieve/lose?
World Setting: This probably should be number 1…What is their world like? Where do they come from? And what is the main goal for the all the characters? Who is the big bad boss?
The character’s journey in short segments, look at season 2 story mode of KI, But add dialogue from shadow lords
Rival Scene: Play (with a cinematic) only at the climax of the journey. This is where things get tough and the character has to face their rival.
Examples: Ryu vs Sagat, Scorpion vs Sub Zero (make this a thing boon), Batman vs superman, Jago vs Fulgore, Maxi vs Astaroth, etc.
Final boss intro/fight: A cinematic to show he has Immense power. The you fight him for whatever the character’s goal is.
Ending: What did the character gain or lose from this experience?
Some games that did all of this right: Ki season 1-2, soul calibur 1-4, tekken, Usf4, Skull girls.
Some games that did all of this wrong: SFV, SC 5.
Other games that could go either way:
Ki season 3, Sfxt, Mk9/Mkx, Darkstalkers resurrection, Injustice gods among us.
In conclusion:
Keep fighting games stories simple. I know everyone want’s to know more about the lore, but for fighting games this probably isn’t a good idea. It get’s too complex and turns out to be a mess.
If you want a big expansive story: that’s nice. But if you do it, Do it right. My way is not the only way.
I’m sure you can figure it out Devs and writers.
rant over