Wasn’t really sure where to post this, but I wanted to have an ongoing discussion about general fighting game design. Why do some things work in certain games but not others? What makes your favorite fighting game stand out to you? What if you could make your own? Artistically/visually what interests you in a game? Feel free to talk about anything in relation to design.
Ill start off by mentioning some things I noticed about SFIV.
Slight character visual design changes:
Ryu’s gi still looks like normal. Very similar to his other iterations. However, Ken’s gi looks like the sleeves were just cut off or maybe he has a sleeveless gi. Also, Akuma’s gi is very tattered with only a thin strip of fabric keeping it up and also uses rope for his arms instead of pads like the other shotos as if to show that he lives a very rough secluded life. These are minor detail changes but I believe they work well to convey the backgrounds of these fighters. These are just a few of the little design tweaks that can be made possible by using individual 3D models as opposed to reusing parts of sprites.
Other things 3D models allow:
Sagats eyepatch stays on one side, Guiles USA flags dont flip flop from arm to arm, etc. HOWEVER, in order to keep the same gameplay as the classic street fighter games, character’s stances and moves had to be identical on one side of the screen to the other. This is accomplished not by flipping the character around (as was the case with sprites) but merely flipping the “skeleton” of the character so that motions, and limb placement was exactly the same on either side. The only character that still shows drawbacks from this is Vega (Claw), because there is no animation showing him moving his claw from one hand to the other when he changes sides. I like how they did this to keep the 2D gameplay feel. Other 3D fighting games such as Soul Calibur might have the characters front facing you on P1 side but back facing you on P2 side but in the same stance in relation to the other character.
3D models also allow for dramatic camera angles on moves (specifically Ultras).
Thats all I could think to write about right now. Again, I dont want this thread to focus only on SFIV, I just used it as an example.