There is No Coming Back From Project L

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  • Опубликовано: 31 июл 2024
  • The way fighting games are designed is about to change forever.
    And it didn’t hit me until I spent over 20 hours doing nothing but research on Project L.
    My conclusion is simple, after this game comes out, there’s no coming back from it.
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    ---------------------------------------------------------------------------------
    0:00 Intro
    1:48 How Big Project L Can Become
    3:43 A Game Made To Last Forever
    7:05 To Ease or Not to Ease
    9:10 Conspiracy Theory
    10:52 Final Words
    #Globku #AnimeGames #LeagueOfLegends
  • ИгрыИгры

Комментарии • 963

  • @Globku
    @Globku  Год назад +121

    🌳 If you enjoyed the video and want us to keep covering Project L, make sure to like it so we can push for that algorithm!

    • @ketto2034
      @ketto2034 Год назад +1

      This is heavily reminding me of what happened after fornite originally popped off battle royales started being added everywhere, pvp of fps like Halo were free to play, really this game and fornite breaking this model might be the best thing us consumers could have ever hoped for😊

    • @games8-6-9
      @games8-6-9 Год назад +1

      As someone who came from ssb4(ganon) to dbfz(baseku) I dident mind leanring 236s and 214s because it's not that hard. it (for me) was part of the fun learning the genre like sure would it have helped me to learn the game with 6sp+l to be elbow mabey would I have ... no even during ssb4 I played ryu for a bit and just loved the fun of doing 236a instead of 5b
      And sure mabey we might see some games like ggs get 1button specials but I'm sure that certain games just don't work without motions like how are they gona make tekken ewgf hard if it's a 1 button move ... they can't ... it's y ewgf is fun
      I'm thinking we might see a new arcitype in classic fighting games like motion, charge, and "special" because I'm sure Capcom and others know that it's 1/5 the fun of it for it's current audience
      it's probably why sf6 calls 623 haods only "classic" and 6sp hados "modern"

    • @meisgood4959
      @meisgood4959 Год назад +1

      i dont think i will play alot of project L only because i dont like the movement in most fighting game mainly because my 1st fighting game (that i played seriously) was dbfz and the movement is AMAZING you can dash super jump ect... but i will still try it out just to get a feel of the movement and the gameplay but i am really doubting i will like it.

    • @CutiePieBio
      @CutiePieBio Год назад

      WTF is Project L?

    • @ketto2034
      @ketto2034 Год назад

      @@CutiePieBio it's a league of legends fightning game with some of the champions brought into it

  • @texasred8424
    @texasred8424 10 месяцев назад +6

    this kind of makes me sad because motion inputs make me feel more in sync with my character (idk exactly how to describe it) and simple inputs just feel... emptier?

  • @dagimmic774
    @dagimmic774 Год назад +469

    I always thought it might be a good idea to create characters who specifically are created to have simple controls, like a new archetype that way people who like those inputs could play “simple archetype” characters and the people who prefer their archetypes with the motion inputs still could have those inputs.

    • @toxxicvvaste
      @toxxicvvaste Год назад +57

      I like that a lot actually because in a way that's like how League is! Some champions are extremely basic "point and click" while others are much more unique.

    • @dagimmic774
      @dagimmic774 Год назад +15

      @@toxxicvvaste honestly I think most fighting games could also benefit from it, I have a friend who would like to get into fighting games but he just sticks to smash bros because it’s simple enough for him to be really good at, if every fighting game did something like this then I feel people like my friend would be more up to playing other games.

    • @gustavogoesgomes1863
      @gustavogoesgomes1863 Год назад +6

      I was thinking about this the other day. they could have done this with tekken 8 instead of demolishing law's gameplay so he could be easier (just an example). they could for example make a character that can't dash, but has a very fast basic speed, and that instead of moving sideways by tapping down or up, having two dedicated buttons for lateral movement. I think this archetype would be actually amazing. what makes tekken so daunting is how hard the movement is. lateral movement is a nightmare for new players, it took me literal weeks to be able to sidestep to the left (up) on p1 when I got my lever. to this day I eventually still jump instead of sidestepping lol

    • @dagimmic774
      @dagimmic774 11 месяцев назад +6

      @@gustavogoesgomes1863 yeah it feels like such a simple solution, I’m really surprised no developers have thought of it, well except power rangers but the problem with games like that is they make all of the characters have the same inputs, just have like 1-3 characters with simple inputs and make the rest of the roster have the normal ones.

    • @jeromenancyfr
      @jeromenancyfr 11 месяцев назад +6

      ​@@dagimmic774This is exactly what Capcom did with a small game called Street Fighter 5, Ed and Falke have very easy inputs compared to the others.

  • @TorManiak
    @TorManiak Год назад +254

    I always felt like 1-button specials were not always trivializing certain aspects of Fighting games. It's only when they're introduced in games that have the inputs you're used to that it becomes an issue. The hate towards Modern controls in SF6 by some people on social media is a big example of that. The ENTIRE EXISTENCE of Smash(and Platform Fighters in general) proves the idea that 1-button specials can be good for Fighting Games, and they only existed because the guy who made Kirby loves Fighting Games and wanted to make them more accessible for everyone(doesn't that sound familiar?). Sadly, the only ones that recognize this are doing it on games with established communities and input styles, which while cool, will always be met with Toxicity, and make things hard to balance around.
    Basically, what I mean is that it's not Street Fighter or Tekken, or SnK,etc(any game with normal motion inputs at its core) that should get 1-button specials, but newer franchises or those that haven't dipped their toes into the scene yet, like Granblue Fantasy Versus when it first started out and Project L.
    I think Globku's right, Project L is going to be the biggest change in the Fighting Game industry if it succeeds as predicted(though I think it's going to get so much more popular than he estimates, considering Smash's input style also appeals more people than any other Fighting game).

    • @salduendetomasdario9522
      @salduendetomasdario9522 Год назад +8

      my personal issue with 1B specials (1B=1 button) is that you are removing an entire window of possibilities for that roster, I mean, street fighter or Skull girls couldn't be a 6 buttons game if they have to use 1 for specials (2 in DNF duel's case). I don't personally feel that 1B inputs makes the experience worst just simpler in terms of possibilities, for example, I love Power ranger's fighting game, but it's clear that their characters can do way less stuff that street fighter characters, because in street fighter you have 6 buttons + specials + supers which is way more room for possibilities than in a 1B fighting game.

    • @Magnet_Chaos
      @Magnet_Chaos Год назад +2

      @@salduendetomasdario9522 Yeah. Like I don't see how 1B Specials would transfer over to characters with bigger move sets.
      I mean I guess they can start using the diagonals down directions.

    • @EnvysWRLD
      @EnvysWRLD Год назад

      @@salduendetomasdario9522combos can still be complex with 1 button specials just look at mortal kombat

    • @TorManiak
      @TorManiak 11 месяцев назад +4

      @@salduendetomasdario9522
      You pretty much explained what I mean by "it shouldn't be established games that should get those controls but newer ones" in less words than I did.
      -shit-

    • @Gensolink
      @Gensolink 11 месяцев назад +3

      i think potential issue with 1 button special is that if devs dont bother taking that into account it can make the game feel super shitty to play.
      Like let's say you approach someone by jumping, and let's say the only anti air is dp for both characters and it's full invul. Not only mental stack is less present since you just have to press the buttons, but in defense it makes it way more easy to exploit tiny gaps in pressure while also throwing weaknesses to the window. Let me tell you you dont wanna fight a charge character that doesnt have to charge.
      You talked of GBFV and I think it's straight up THE BEST simplified control scheme, it allow for casual to just be able able to do stuff while making high level gameplay have more depth because not only you have to worry about 1 button specials but if you bait them they won't be able to use it for a long while so you have to weight your options which is more interesting than just having simple controls for the sake of it.
      I also think simple controls and execution makes it easier to stomp overall ngl so it tends to never solve player retention. I think new IPs should have been made for those control schemes as well, because currently all that does is alienating previous player bases whether by making the road of least resistance too good or changing characters for the worst

  • @blackmailed1072
    @blackmailed1072 Год назад +685

    I'm a person who advocates for simple control schemes because I guarantee you that so many people quit fighting games due to the inability to learn motion inputs quick enough. There is so much emphasis on learning the technical inputs that newer players only focus on that, it feels. But when they go into a match, they lack every other skill necessary in a fighting game (proper blocking, footsies, wake-up pressure, etc), so when they drop inputs and get bulldozed, it feels awful. Simplified controls allow these players to focus on the fundamentals rather than worrying about learning the motion inputs. Not to mention, the fact that simple control schemes allow those with disabilities that make it impossible to do motion inputs the ability to play the game, veteran fighting game player or not. However, I don't want to play a simple control scheme myself, and I don't want to be forced into doing one-button specials. There should always be the option for technical inputs, in my honest opinion.

    • @Hiyooma
      @Hiyooma Год назад +54

      I disagree with this it’s a mental blockade people do get overwhelmed at first sure but that’s not the hard part of fighting games. It’s the timing and execution. Motion inputs now a days are so easy to do my grandma could do it that being said just eliminating them makes people think the games obtainable and easier to play but it’s not even true just wait and see how insanely complex project l will be.

    • @maria_zoe_soca4333
      @maria_zoe_soca4333 Год назад +17

      I mostly agree but for the love of god, don't do It like Jojo's Star Battle R , the simplicity in the combos of that game is so horrible that becomes annoying and repetitive.
      What I have always seen as something special in fighting games is learning to adapt the combos to each different opponent, because each person plays differently.
      Making possible to create variety in a game genre that if it is very simple becomes unbearable, because of how repetitive it becomes.

    • @jaydog1780
      @jaydog1780 Год назад +36

      Yeah I’ve been an advocater for simple inputs too and I’ve been into fighting games for almost 4 years now. The sole reason is that it takes too much time, for both veterans but especially newcomers, to properly get used to the controls before actually having FUN with a fighting game. As in the fundamentals like you said.
      For motion inputs, not only do you have to get used to doing the actual motion which in and of itself doesn’t take that long, but you also have to practice doing them in the opposite direction, AND most characters in a roster each have different motions, AND learn to apply them in actual intense matches. It’s just time consuming.
      If a new player wants to try out a fighting game and realize it’s gonna take at least a few days to actually get to the fun parts of the genre, then they’re just gonna play a different game. One that requires no time commitment.

    • @blackmailed1072
      @blackmailed1072 Год назад +28

      @@Hiyooma I never said anything about complexity and easiness. Whatever types of inputs you play, a fighting game is still a fighting game. You need to learn proper fundamentals to even begin getting remotely good at them, and motion inputs used to be a requirement for certain fundamentals. Whether or not you want to admit it, motion inputs aren't easy on a case-by-case basis when you've never done them before in your life. I've had so many non-FGC friends nearly give up on learning fighting games until SF6 Modern came out *because* of the inability to learn motion inputs in a manner quick enough for them to get results. Nowadays, they're focusing on learning every other fundamental before going to motion inputs.
      It isn't just a mental blockade, it *was* a fundamental asset.

    • @christiansmith7303
      @christiansmith7303 Год назад +5

      I can confirm I quit fighting games because I’m bad at them and PvP is too difficult for me that’s why I love street fighter 6 so much

  • @XirlioTLLXHR
    @XirlioTLLXHR Год назад +122

    Taking into consideration League of Legends, Wild Rift and Valorant, Project L has the potential to dominate the market by simply being: 1.free to play and 2.a good competitive game that also works for casuals. Oh and 3. it has League characters so that's a massive W already. Looking forward to Project L and the MMO they work on.

    • @toxxicvvaste
      @toxxicvvaste Год назад +1

      They're definitely going to make a huge difference in the FGC.

    • @Chiefrocka.
      @Chiefrocka. 11 месяцев назад

      Project L is free to play?

    • @XirlioTLLXHR
      @XirlioTLLXHR 11 месяцев назад +16

      @@Chiefrocka. Everything made by Riot is free to play and will technically always be free to play. Unless they change how they market their games, which I doubt, they've already made this statement multiple times before.

    • @XirlioTLLXHR
      @XirlioTLLXHR 11 месяцев назад +8

      This means that their upcoming MMORPG will also be free to play, the reason they can afford having every game be free while also being technically non pay to win, unless you count some very special effects on some skins in League which make them hard to see (Ashe comes to mind and some others), is because they make a lot of skin sales, at least in League. Pretty sure Valorant sells skins like butter too and they're not cheap either.

    • @DaemonSharkSpiritOfFire
      @DaemonSharkSpiritOfFire 11 месяцев назад

      ​@@XirlioTLLXHRonly the live service ones, Ruined King is not f2p

  • @Zealot4435
    @Zealot4435 Год назад +142

    I can understand that Project L will be a big game, however I don’t think that it will stop people from trying new fighting games. The biggest issue with this belief (in my opinion) is why you want to play fighting games in general. Most people play fighting games cause they enjoy the characters, the story, the genre, or the mechanics. New comers are especially motivated by characters and genre. Simple inputs can make things easier and more fluid, but I do not think it will become the norm. Just like you pointed out, netherealm has been making mortal combat using their own method and it has been granting them great success. And as someone who’s first fighting game was smash, I can tell you that fighting game inputs aren’t really scary. Going into the lab and working them out takes like 30 mins and then you just practice. I have a strong feeling that while project L will be a very influential and important part of the fighting game scene going forward. I do not think it will become genre defining or force fighting games to change. But again that’s my opinion.

    • @eyesofthefox
      @eyesofthefox Год назад +11

      I don't think it's trying to replace other fighting games, they need other games so people can look and point and talk and have options. This game will be massive as there are probably more people on the planet that know all these characters than people that know all the Mortal Kombat characters (no offense to MK).

    • @titan5064
      @titan5064 Год назад +10

      i think the point was that , if you're trying a new fighting game as someone who's never played more than 0 or 1 fighting games, more people will go for the free to play game with bigger community and easier input, which is fair but tbh for me i only got into fighting games for IPs i care about (persona and dragonball), of course there's the thing that LoL and arcane are huge so the magnetization towards L would be strong in that regard as well but yeah at the end of the day there will still be that small growth that the fg experiences when there's no explosive new title coming out

    • @feelssogood252
      @feelssogood252 Год назад +12

      The league lore is waaay more complicated and intressting than any other fg out there and also the characters just by design they are making a whole MMO for that story (btw arcane existe) so most people will try project L cz they liked league characters through league or Arcane.

    • @MayHugger
      @MayHugger Год назад +8

      People play fighting games for the story?

    • @SpeakHerMusic
      @SpeakHerMusic Год назад +5

      ​@MayHugger was coming to point out that too lol no one plays fighting games for the story

  • @hogindoz
    @hogindoz Год назад +103

    The reason Project L's simple specials work is mostly because the technical execution comes from the combos and movement, not footsies/reactions (i.e SF or GBVS)

    • @gustavogoesgomes1863
      @gustavogoesgomes1863 Год назад

      I just hope the game gets some technical characters on the line. I would love playing a character that has a classic dp and some stance cancel or wave dash. there's no reason to choose one over the other. all fighting games should have both accessible and easy (but honest!!!) characters, and hard to play execution heavy ones

    • @hogindoz
      @hogindoz Год назад +19

      @@gustavogoesgomes1863 Yasuo got revealed and he has tons of wacky stance cancels. And all characters can wavedash

    • @gustavogoesgomes1863
      @gustavogoesgomes1863 11 месяцев назад

      @@hogindoz nice

    • @mendeleyev1790
      @mendeleyev1790 11 месяцев назад +1

      you mean the other way around

  • @1Cent83
    @1Cent83 Год назад +118

    In my honest opinion i think allowing options for both technical and simple inputs is the way to go. This is coming from someone who has little to know struggle with most fg inputs, i would use simple inputs.

    • @joshbiggums972
      @joshbiggums972 Год назад +4

      Yeah, sf6 did it and it’s very beginner friendly

    • @jorge86rodriguez
      @jorge86rodriguez Год назад +9

      I agree on a personal level, but I do not see why game developers would go to the trouble to implement both and balance it. Sf6 did it because we are in an era of transition, and they wanted to play safe, but if project l and other games with simple inputs becomes the norm, why bother?

    • @santius0
      @santius0 Год назад +7

      I doubt companies will invest in both very soon if Project L is a success, and quite frankly I'd agree with them. Creating two control schemes is hard and one will always end up as the "main" one. Like in SF6, the characters were clearly designed with classic controls in mind.
      Fighting game controls are relics of when they were first conceptualised during the arcade era and have not evolved much over the years despite the fact that the context of where and how we play these games has shifted. I personally also prefer technical inputs because it's what I'm conformable with but if I'm honest the FGC's unwillingness to let them go has held the genre back imo.
      Companies have wanted to do something like this for a long time. We can see it with the auto-combos and sf6 modern controls for example, but those are half measures to attempt to pull in new players while not angering the existing FGC players. Project L is the first game backed by an IP with enough raw clout outside of the FGC to fully dedicate and find success.

    • @valentds
      @valentds Год назад +1

      @@joshbiggums972 sf6 have 2 different inputs tho, old one and new one "with limitations". i want simple inputs without limitations, similar to dnf duel

    • @1Cent83
      @1Cent83 Год назад

      @@jorge86rodriguez solid argument. I find it to be another example of allowing player freedom. Some people have been using motion inputs for years and despise using simple ones. I could see myself using both, mostly simple but i can do motion inputs just fine and some prefer it like that

  • @ganimol9691
    @ganimol9691 Год назад +9

    I feel there's no problems as long as both exist and there's a downside to motion inputs like in the first granblue. It adds an extra layer of strategy to the game where you need to weigh the con of using a simple input Vs the significantly faster speed at which you can use it. I really liked how I was forced to use the simple input in certain situations and just take the penalty to avoid being comboed or the such.

  • @murasaki-sama
    @murasaki-sama Год назад +13

    I don't want motion inputs to leave. I don't care if people suck too much to do the dp input, I just want to game

    • @gamerman-xm9hd
      @gamerman-xm9hd 2 месяца назад

      motion inputs no motion inputs idc im ballling

  • @GreatRusio
    @GreatRusio Год назад +12

    As someone who started playing a lot from GGS so I am relatively new here but in my opinion I don't think the main issue majority of people have with FGs is motion inputs but rather low player numbers at their level.
    Yeah modern controls is great but from what I've seen watching my friends try FGs for the first time in SF6 or Grandblue their complaint was usually not being able to have "fair" matches because everyone had so so much more experience than them. FGs becoming popular again, good netcode and cross platform capabilities has made this issue significantly less worrisome luckily
    In sf6 a lot of people opted to play classic even in ranks like silver or bronze while having fun at improving in the game rather than switching to modern
    In addition I am sure games like Guilty gear, Tekken, Street Fighter, Mortal Kombat, Grandblue and so many more continuously updated titles like that will pull in people for years to come lol. Anyone with experience is likely to be excited by other series and the new players getting into PL are more likely that they ever would have been to try other titles

    • @deadflesh1000
      @deadflesh1000 9 месяцев назад

      as someone that started playing with Strive, I share the same view. Motion inputs didn't scare me away, they are one of the reasons I enjoy fighting games, I don't want a world where they don't exist/aren't viable, it's really fun to learn and adds a whole another layer to the game

  • @HIIMROSS777
    @HIIMROSS777 Год назад +12

    I mean my first fighting game was Smash and I transitioned to the Street Fighter series easily. The motion inputs take like 30 minutes in training to get down. Since traditional fighters are much more consistent than platform fighters like smash when it comes to combos and tech it felt like my practice was actually rewarded which was nice coming from smash where I absolutely hated lagging shit out since there is so many variables in that game it often feels like wasted time.

    • @salduendetomasdario9522
      @salduendetomasdario9522 Год назад +1

      yeah, this is a normal situation in this kind of conversation, just from reading comments you feel like people who can perform motion inputs were practicing 8 hours per day.

  • @alexandersze49
    @alexandersze49 Год назад +3

    After grinding through fighting game journey for the whole life time of sfv, and now owning almost every single fighting game of modern era. I can confidently say that removing command input SHOULDN’T lead to the change of the whole fighting game genre. Why? Because fighting game technical skills are in my opinion not that hard to pick up, what’s hard is doing it in a match. So how do you do it in a match? With fundamentals to back up your basic defence and offence you can set your self up to do the things you tested in training mode.
    Now with simple control, and a huge potential player base, more players have a chance to reach that level of understanding . In the end they will eventually grow to a level more than just “I only do combo in matches”. Therefore when approaching a new fighting game with new technical skills like motion inputs it will only be a small challenge for experienced players to pick up.
    My simplest answer for "why bother picking up a motion input fighting game?" is simple...xxx character is so damn fkin cool I want to play him, xxx special move is so sick I want to use it, xxx character is so annoying I want to abuse him. Isn't that the main reason we start loving fighting games?

  • @heyitsameyourdad4084
    @heyitsameyourdad4084 Год назад +6

    I think it's also important to see it from the perspective of the devs. Having more technical input makes adding character variations and balancing easier. Let's say we're gonna live in the future of fighting games where everything has one button special input, we need to think about how the devs are going to add depth to the gameplay as well as give the characters more complexity. With such restrictions, I believe it's quite hard to do unless they already have a game with endlessly deep core mechanics. I believe Project L may not be so "threatening" to the FG scene, it's still fundamentally hit or miss depending on how they're going to go about the aforementioned complexity and depth by removing seemingly one of the most important mechanics in fighting games, execution. Saying that "motion inputs are not good design and not the future of fighting games" is very understandable from the players standpoint, but it's hard to say when you're one of the devs who has to find the eureka moment of turning motion inputs into something that is more fun AND accessible to everyone. Not to say I distrust Riot Games's game designers, especially because they're known for their uber successful timeless games, but what I'm trying to say is that things are just not that simple. That said, as a fighting game veteran-ish, I'm still excited to give this game a shot nonetheless!

  • @wendigodeadpatterson2514
    @wendigodeadpatterson2514 11 месяцев назад +7

    I think Project L could actually help generate interest for the fighting game genre in general.

  • @erickgonzalez2887
    @erickgonzalez2887 Год назад +29

    If the industry keeps moving forward into dumbing down games more and more I might just quit the genre honestly

    • @intotheverse3363
      @intotheverse3363 Год назад +3

      As long as games continue to be accessible as well as deep , the genre will only grow more and more.

    • @astrofallz
      @astrofallz Год назад +16

      Simple controls does not always equal a dumbed down game.

    • @frothyslider253
      @frothyslider253 Год назад +5

      @@astrofallznot always, but frequently. Look at Granblue, Rising Thunder, SF6 Modern…

  • @Augoeides32
    @Augoeides32 Год назад +5

    After seeing Ahri in it, you can already tell what the modding scene will be about.

  • @fpsshotty7445
    @fpsshotty7445 Год назад +15

    I think that the problem lies in balancing the two. For instance in Street Fighter currently, Japan is starting to see more of the strengths of modern controls and people that play classic actually have to play differently than they would because their opponent is playing modern. With Project L, they can balance everything in accordance to everyone using the modern control equivalent. The high player expression means that any fighting game veteran will have a massive advantage with the basics transferring over. I see a world where people play Project L but also enjoy the more "hardcore" fighting games like NRS or Street Fighter, Tekken, etc. Being F2P is a massive leap where content creators/players can play both without really losing anything.

    • @zenixvampirchik652
      @zenixvampirchik652 11 месяцев назад

      Well it is technically true. But one of the points was about success and money. If companies/publishers/some devs will see a way to get more money, some teams will go in the same direction regardless even of opinion of all devs that will be making it.

  • @dark_taco
    @dark_taco Год назад +8

    I don't think it's so much as "settling to take 2nd place" Arc Sys rarely changes their formula because their hardcore fan base. I think many established IP / Franchises won't be harmed at all from Project L

    • @Globku
      @Globku  Год назад +4

      I mean... Strive.... come on

    • @salduendetomasdario9522
      @salduendetomasdario9522 Год назад +1

      @@aaym2224 Even when I do not agree with his opinion about the future of 1 button specials, I have to agree with globku this time. I mean, If you take a big picture of arc system works jobs there is a huge trend to make their games more simple accessible, and easy, not only does GG strive, you have Granblu followed by DNF duel, before getting on the 1 button special system they did games like dragon ball fighterZ and Blazblue cross tag, both don't have actual shoryu inputs. So, if you take a big picture of arc sys work a long time, yeah probably 1 button specials will become normal.

    • @mykellederickpalad7883
      @mykellederickpalad7883 Год назад +2

      @@aaym2224 Yeah Strive literally made the worse design choice to attract new players. They alienated their hardcore fanbase by changing their well known mechanics but still failed in getting new players to play the game. What a bummer.

    • @aaym2224
      @aaym2224 Год назад

      @@mykellederickpalad7883 agree, would've been much better to just streamline what they already had and made the game easier to play, not fundamentally change everything. adding just a dash macro to xrd would make it like 40 percent easier. would be even cool with completely removing half circles and the classic gg super input and I think that would have made the game more approachable for people coming from dragon ball for example. a lot of ppl thought strive was hard to learn, dont know why arcsys went this route. their marketing did definitely get new players though, but that has nothing to do with the game itself.

    • @V2ULTRAKill
      @V2ULTRAKill Год назад

      ​@@mykellederickpalad7883its by far the most popular anime fighter to date
      But lets ignore the numbers to push a narrative

  • @Hiyooma
    @Hiyooma Год назад +5

    It’s crazy to me that people think Now a days motion inputs are hard, I remember doing piano dp wake up in sf2 that shit was tight.. the inputs now are so babyfied .. I guess you might as well remove it completely if that’s what it takes to get fighting games to the next level. I enjoyed doing the motions because felt meaningful but that’s just me.. I can only hope this will be a good thing

  • @burnt_dread6332
    @burnt_dread6332 Год назад +7

    Listen, Globku. I love you man, but I cannot say this with more emphasis. I pray to the high heavens that you are so utterly wrong with this entire video. If all fighting games start having only simple controls, many people, MANY people, will leave, any smart fighting game devs would know this.

  • @njnjco
    @njnjco 11 месяцев назад

    I had to pause the video to go look up the dog doing a haduken.

  • @microblast3700
    @microblast3700 Год назад +1

    This easy mode inputs and baby mode being now the standard rather than an option, like modern controls in sf6 is honestly depressing. This game is going to force every single fighter from now on to have accessibility mode of some sort because it's going to be so huge

  • @TheNinjasoncrack
    @TheNinjasoncrack 11 месяцев назад +5

    its not going to change fighters. Youre always going to have your SF, Tekkens, Anime fighters. This will just be added to the list of modern control fighters. Thats all.

  • @bruceleeds7988
    @bruceleeds7988 10 месяцев назад +3

    9:17 he neglects to mention that for the first time in EVO history, all fighting games had a minimum first prize of no less than $25,000. This had nothing to do with Project L.

    • @user-ir8te9me9r
      @user-ir8te9me9r 9 месяцев назад +2

      Well, he needs to push that sweet false narrative of massive L doing something revolutionary (it literally doesn't)

  • @sleepymoth3261
    @sleepymoth3261 11 месяцев назад +3

    As someone who struggles a LOT with really technical inputs, motion inputs are almost impossible for me, which is why I love simple controls. One button specials work best for me, and that's what matters for a game. Does it feel good for a player? Do they like how it plays? That's why I think more mechanically intense fighting games won't just die out, because more simple fighting games will just have a slightly different audience.

  • @TrueUnderDawgGaming
    @TrueUnderDawgGaming Год назад +6

    All I want (as said before) is for the tournaments to have HUGE prize pools so that (maybe) other game companies follow that example.

  • @nathannia
    @nathannia Год назад +3

    what project L have that multivesus didn't ? because that did not went well

  • @wikedbarley9510
    @wikedbarley9510 11 месяцев назад +3

    I’m worried about what project L is gonna do to fighting games, even as a person who cannot reliably do a DP input, I still think motion inputs are very important to the identity of fighting games. Seeing project L completely remove them definitely worries me.

    • @Whitedudeabove
      @Whitedudeabove 9 месяцев назад +1

      It gladdens me. I have ALWAYS hated motion inputs. It is the singular reason I've quit every fighting game I've attempted. Dragon Ball Fighter Z was the game that got me back into fighting games. And the reason for that is because it had much more accessible control schemes. It did still have motion control, but they at the very least made it very easy for anyone to pick up and play.
      I think motion controls are generally too awkward. And depending on the controller you use it can actually be very difficult to pull off consistently without making a mistake. There's is nothing more frustrating than losing matches in a fighting game, not because the opponent outplayed you, but because you messed up motion inputs. If I am to lose, I'd rather it be because the opponent did something to earn that victory.

  • @Nateolison
    @Nateolison Год назад

    Good video! I think the business model is going to have to change. I don't think people are going to be dissuaded from learning motion inputs because of Project L tho. I think if the game looks cool and feels fun, you'll learn how to play it. (There's lots of legacy Street Fighter players who don't play charge characters btw)

  • @NicoPezzotti712
    @NicoPezzotti712 Год назад +1

    Can't wait for this game to be available for everyone! I really want to play it!

  • @Bober909
    @Bober909 Год назад +3

    The main issue with Project L will be, if it's going to retain any of the non-fgc players it attracts. Sajam mentioned that the first playtest they did, the game felt very "degenerate" especially on offense, fast paced. For a non fighting-game player, the defense will be a nightmare if I think about it, heck for most players it will be pretty hard if it's anything like other anime fighters (especially with assists as well). I just don't see an average League player transition into fighting games, easy inputs or not.

    • @evilded2
      @evilded2 10 месяцев назад

      I don't think people can really care about how degenerate a game is without a point of reference. Go watch so matches of claw in SF2st and that is literally the game that establishing the genre.

    • @Bober909
      @Bober909 10 месяцев назад

      I totally agree with you, but I wouldn't call SF2st newbie friendly in any case, heck it's anti new player friendly. The arcade generation was just used to cheap stuff in fighting games I think, but we'll see.@@evilded2

  • @lemon3138
    @lemon3138 Год назад +5

    I mean the best part of having motion inputs is that you can have so much more inputs than just the 4 cardinal inputs and a button also I don't think every game will change it's business model there is a good reason to release a whole new game in the series because it's for new mechanics and maybe even story content that you can't really put in a live service just because fighting games are multiplayer doesn't mean they would be good in the live service space

    • @Globku
      @Globku  Год назад +5

      They have 2 special buttons + cardinal inputs. Maybe even diagonals. I don't think you need more than 18 specials per character

    • @shady3385
      @shady3385 Год назад +8

      @@Globku it does get rid of stuff like special button strengths like what mvc and melty blood did where each version of the special move have a very specific use which could be its own problem

    • @user-nr3ft3rr5u
      @user-nr3ft3rr5u Год назад +1

      @@shady3385 well, they could do special_1 + L/M/H for different fire ball speeds, a direction or neutral plus 2 buttons is pretty reasonable solution

    • @DaemonSharkSpiritOfFire
      @DaemonSharkSpiritOfFire 11 месяцев назад

      They will probably counter that by having a huuuge roaster + the ability to swap between 2 characters on the fly since its tag.

  • @-cactus.raven-
    @-cactus.raven- Год назад

    I think the hate around 1 button supers is when they interfere with the traditional norm. I personally believe that if you have a game designed *around* simple inputs that it won’t be as jarring. I like the direction that project L is headed and I’ll be glad to try it out when it comes

  • @JukusMaximus
    @JukusMaximus 10 месяцев назад +1

    I believe that these games will coexist in their own separate spaces, just because they belong in the same genre doesn't mean that they need to oblige to the same "ruleset". Time will show whether or not Project L will outlive franchises as Street fighter, Mortal kombat etc.

  • @LordBlue1314
    @LordBlue1314 Год назад +33

    Personally, for me, I’m gonna love simple controls. I have a hard time in many fighting games with the button inputs, I love dragon ball fighters, and I got good at it, because most of the special moves which is coral circle forwards, and it was simpler than most other fighting games, and the character still had a bunch of deft to them. I personally think of the most fighting games of adopt the simple controls. The more people can get into them much easier and have a fun time for having to go through the frustrating process of having to learn all the other stuff and it’s a struggle and it’s giving up with it

    • @LordBlue1314
      @LordBlue1314 Год назад

      All I’m saying is it simple controls can help many groups of people and just because it might seem dumb down to you doesn’t mean it’s bad as many games have done down controls and yet or still fun and as long as they do it right the simple controls can still be good like in the case of dragon ball fighters. If they do the thing where did you only Cradle circle forwards, but make each input different instead of you know be a step up version of the same move I think it would be really good for fighting game communities in general

    • @mykellederickpalad7883
      @mykellederickpalad7883 Год назад +8

      @@LordBlue1314 There are some legit reasons for people who play fighting have with simpler input for specials. Having invulnerable moves like shoryuken on one button can ruin balance of the game. Slow characters are going to have a bad time since their moves have big windups so it's gonna be so easy to counter. One button anti air specials are pretty crazy as well. Normally you'd have to be on your toes the whole match to catch a jump but you can literally sleep and still anti air if you remove the motion controls. Motion controls aren't just there to make a game hard, it's there to balance the game.

    • @Magnet_Chaos
      @Magnet_Chaos Год назад +1

      @@mykellederickpalad7883 Persona 4 Arena had One Button Anti Airs. But they cost health to use.
      Bu somehow I don't think that would transfer over well to EVERY game.

    • @V2ULTRAKill
      @V2ULTRAKill Год назад

      ​@@mykellederickpalad7883homie
      FUCKING GUILTY GEAR
      A framchise well known for its complexity in past entries has had a 1 button universal antiair since missing fucking link
      You ever heard of 6P?
      Blazblue has the same thing

    • @Whitedudeabove
      @Whitedudeabove 9 месяцев назад

      @@mykellederickpalad7883 Well that's because SF wasn't designed with purely modern control in mind. This is a non-problem if the game was designed like that from the start, like Project L seems to be. Because then they would balance each and every move around the fact that you can use them with one button press.

  • @zannchristo
    @zannchristo 11 месяцев назад +3

    So... The real big problem here is just... That new players won't git gud and quit other games in favor of staying in their comfort zone. Well, that's sad

  • @megamawile721
    @megamawile721 Год назад +1

    Lets not forget that Counterstrike even if not because of Valorant went free to play to spark growth when games as a service started being more common

  • @mcdesu3544
    @mcdesu3544 10 месяцев назад

    I tried to get into mk11 for my friend but i press the buttons for combo and NOTHING happens its dumb and sketchy and just doesnt work

  • @Zeloss11
    @Zeloss11 Год назад +3

    I dont dislike motion inputs - depending on the motin, i prefer them. The quarter-circle is just iconic. But when i think back to the days of Soul Calibus 2 and the special grabs of Ivy...i think they can get out of hand. Sure, it depends on the person, but i think 'simple' controls is a good thing for accessability, while still being able to give the same depth to the characters. ...then again im a casual at best when it comes to fighting games

    • @mykellederickpalad7883
      @mykellederickpalad7883 Год назад

      Yeah that's a fine view for a casual, I respect it. I'm a veteran but I wouldn't really mind if they could balance the game without relying on motion controls. Some invincible moves like shoryuken type of moves are broken in one button scenarios. There are also moves that are purposely overpowered like electrics in Tekken but are locked behind difficult inputs.

  • @rai_raiceball
    @rai_raiceball Год назад +23

    I think Idol Showdown did it pretty good with 1 button specials, doing it with 1 button gives u no extra effects but doing the motion inputs lets u build a lot more meter

    • @nagitokomaeda176
      @nagitokomaeda176 Год назад +2

      that game actually does encourage you to learn motion inputs so you can get more secondary meter(for assist calls and assist supers)

  • @saehalo121
    @saehalo121 Год назад +1

    I haven't been able to afford any fighting games but I've been avidly following its community Project L is a gamechanger for me especially as it comes from lore that i also follow, I will def be getting this and its F2P style excites me alot.

  • @johndywick179
    @johndywick179 Год назад

    St6 is the new catalyst for adding both, I have a friend who is new to the game and is enjoying it because of modern controls and to be honest it's refreshing to dish out moves and try to understand the moves with no problem of not being able to dish out proper moves. Like players with broken controllers can still play the game and I see that as a win to a new step in fighting games. Like yeah we like to dog on the newbie but it is frustrating that they don't improve and give up on trying to be good. I already gave up in st5 vtrigers made the game harder 💀 and just relying on footsies and random chance ults is the most anxiety, one can have by just trying ti play.

  • @Chronospherics
    @Chronospherics 11 месяцев назад +4

    Just way too many assumptions here. We have no idea how big the numbers will be for project L. I think they'll be in line with other fighting games but not utterly remarkable.
    The strength of the IP does not make the game. Otherwise Dragon Ball Fighter Z would be one of the most popular games in the world. More people know Dragon Ball than League of Legends, their brand is stronger, and yet the game (while very good) didn't cause some crazy shift in the market. I think it's a fantasy land style of thinking to believe that Project L is going to carve out an entirely new market for fighting games.

  • @MAMAJUGO
    @MAMAJUGO 11 месяцев назад +3

    I expect Project L to change Fighting games the same way Legends of Runeterra changed online CCGs
    That is, not at all

  • @xero18
    @xero18 11 месяцев назад

    Good video but there was no announcement for Marvel 4. Not sure where that came from.

  • @EibramFernandez
    @EibramFernandez Год назад +2

    That Diaphone pronunciation was something else man.

  • @darlinn7195
    @darlinn7195 Год назад +3

    People want simple controls so they can fight the other player Instead of the control scheme lol

  • @hiagustres
    @hiagustres Год назад +7

    Doing the motions are part of the fun, and I think people should learn them. I'm terrible at first person shooters, I can't move with a keyboard and my aim is garbage. But I don't want them to give me walking shortcuts or auto-aiming, I should practice and learn how to move and aim at the game if I want to play it.

    • @raeldrews1187
      @raeldrews1187 Год назад +1

      that is why it is a choice.

    • @weabooheaboo1198
      @weabooheaboo1198 11 месяцев назад +1

      ​@@raeldrews1187At this point its not going to be a choice when the market will eventually shift to Modern because of the wide assessability which is not a bad thing,but will completely fuck over people who like the motions for what it is

    • @raeldrews1187
      @raeldrews1187 11 месяцев назад

      @@weabooheaboo1198 honestly i dont think the market will ever do this based on just who is the public.

  • @jpVari
    @jpVari Год назад +1

    I kind of felt this way after sf6 feature wise. altho mk11 was my first and it didn't stop me from enjoying games with less features or with more complex combat, and while it wasn't much more complex for my hands, it was mentally complex to learn anime games and street fighter and etc. etc. etc. but I loved the genre...
    I don't think this will box people in any more than if it had regular controls. a lot of people are gonna stick to project L because it's never going to be dated. it'll get constant patches and releases... that will 'capture' more people from moving to other games more than anything else imo.
    learning to do a 236/qcf is just not hard enough for most people to stop them. and for those for whom it IS to hard, I'm certainly happy they have new games and options within new games to help them.

  • @benj4845
    @benj4845 11 месяцев назад +2

    I really hope motion inputs wont disappear entirely, they're where a lot of the fun comes in fighting games for me. Without them combos just get way less satisfying

  • @mecharobots
    @mecharobots Год назад +65

    The 1 button input also will be good for people who have disabilities and can enjoy seeing the specials or even casual fighting like you said in the video.

    • @joshbiggums972
      @joshbiggums972 Год назад +7

      I DIDNT even think about that tbh. Good point!

    • @notimeforcreativenamesjust3034
      @notimeforcreativenamesjust3034 Год назад +8

      I mean people with disabilities already play fighting games, there's specific 1 hand controllers and a lot of blind support

    • @JordanMichael23CA
      @JordanMichael23CA Год назад +7

      Tell that too brolylegs

    • @s3studios597
      @s3studios597 Год назад +4

      There's a disabled dude who plays fighting games with his mouth.

    • @mecharobots
      @mecharobots Год назад

      @notimeforcreativenamesjust3034 that's but still maybe new people might find it hard and having the new 1 button or modern controls helps everyone

  • @neckal
    @neckal 9 месяцев назад +3

    Project L looks scuffed as hell

  • @darklordgrif
    @darklordgrif 10 месяцев назад

    A new juggernaut at play in the industry means it will suck up a lot of advertising budgets most likely, but it's also so large it will get new eyes and faces on the scene. It could make or break it for organized fighting game tourneys if it succeeds for fails, at least for a few years.
    I think that means that the event organizer budgets over the next few years for a lot of fighting game tourneys might get squeezed some, but once the brand fatigue of Project L sets in the new money in the scene will still be looking for outlets to pour dollars into. I think this could be a rough patch leading to overall growth, but a lot of smaller games are going to get scrubbed out. For the fighting game scene it'll be a definite change all around.
    I'm curious to see if we'll watch a lot of franchises get consolidated, the complexity and quality standard being so high for project L means that releasing new fighters will be pretty slow going assuming they're willing to get everything done right. Old fighters might try to combine rosters and offer an insane amount of options with the same complexity they've had for decades as their backbone, I could see there being a competitor in the future that's willing to do crossovers and sell a lot of IP in order to compete, like SMITE currently does. I think the only game with big enough brand recognition to pull off a project like that is Mortal Kombat, but it would be cool to see what happens. I just hope Guilty Gear, or at least its developers, keep at it on the scene.

  • @MoscleBrog
    @MoscleBrog 9 месяцев назад

    we are seeing the fighting game era on the horizon ngl. and i am feeling good :)

  • @wampussskitty
    @wampussskitty 11 месяцев назад +4

    are motion input really that hard to yall😶‍🌫️

    • @user-ir8te9me9r
      @user-ir8te9me9r 9 месяцев назад +3

      Skill issues are speaking too loud

  • @aleksandarljubenovic8464
    @aleksandarljubenovic8464 Год назад +3

    Wonder how many people will actually play this and if so.. Sad😂

  • @maxrosefoxanime7225
    @maxrosefoxanime7225 Год назад +1

    Hoestly having both options of input is great to me like for street fighter 6 i use modern control but i still do circle inputs so i can use the other options

  • @wazzledog1007
    @wazzledog1007 9 месяцев назад

    I have two issues with simple inputs. First is some number of specials cannot be done while having partial option select block due to what directions are held. Though that too could be patched by having specials not activate for a small number of frames after holding back.
    Second is you cannot have the tiny powerspikes of charge characters firing off a move with nuts frame data balanced only by the time and space invested. It took me a decade before I touched a charge character, but they opened my eyes to a new layer of depth.

  • @awita5
    @awita5 11 месяцев назад +3

    I feel like theres a chance that project L wont be as successful as people think. League of Legends and Valorant have something in common, they're both highly strategical games. With no gamesense, any player can lose and that gives a sense of fairnes. Its a skill that most people can learn relatively fairly. However Project L, like most fighting games, is almost completely surrounded around mechanics, timing, and physical skill. Even then, im sure many League fans would at the very least try it out out of love for their favorite champions if its free, but i dont know if the consistency in numbers would actually be reliable like its been for the other two.

  • @aerostrafe1075
    @aerostrafe1075 Год назад +3

    Fighting games as a service? Hmmmm. The concept goes wrong so often in this free to play service games that I have zero reason to believe itll be any different just because its a LoL fighting games.

    • @noelorenzetti9324
      @noelorenzetti9324 Год назад

      It’s not because it’s a LoL fighting game, it’s because it is released by Riot that kinda shit money; they can afford to keep the service up even if the game doesn’t blow up right away (like they did with Valorant).

    • @aerostrafe1075
      @aerostrafe1075 Год назад +2

      @@noelorenzetti9324 I don't know. Feels like it always gets fumbled but least they'll have the money to keep it on life support until something happens to bring it to life if it dies on arrival?

  • @raqueltyrant
    @raqueltyrant Год назад +2

    It’s actually crazy how he was right😭

  • @TheBossManBoss319
    @TheBossManBoss319 11 месяцев назад +1

    I don’t mind simple controls for a fighting game. I’m not some fighting game purest, but I do find doing the complex inputs personally fun. I wish they had an option to turn on traditional inputs even if it’s a disadvantage in the game. I just find them fun.

  • @originalscreenname44
    @originalscreenname44 Год назад +5

    Okay, I had to think about this and I feel like in the end Project L won’t change things all that much more than it has now. Fighting games having simple inputs as an option going forward is probably going to be the only major contribution (aside from maybe adding a new franchise), but I don’t see a major shift happening. The reason why is casuals.
    Casual gamers do not tend to like the competitive aspect of fighting games. They play the single player, maybe play a few matches with friends, maybe try ranked or casual matches for a little and then put the game away and likely never touch it again. You’re seeing that with SF6 now where people have simple inputs, the execution barrier is the lowest it’s been, but they want nothing to do with the competitive aspects. This trend of casual players doesn’t work well for a free to play game that needs to keep the most people playing and buying even after it’s peak, while it works out great for a $60-70 release that can get immediate cash from the casual audience while picking up additional money from die hards over time.
    Also, simple inputs and a $0 price tag alone isn’t a guarantee either. We just had Multiversus show up to compete against Smash Bros in a way. It has simple controls, was zero dollars, had a recognizable roster almost on par with Smash Bros, and was considered fun to play. It picked a huge player base that got everyone talking, and then it cratered within 9 months and that was before it was pulled to be supposedly worked on. The game didn’t impact Smash Bros in any way, nor fighting games at large beyond getting eyes on it and I believe it’s because there was nothing else but to run competitive matches.
    That’s the thing: unless Riot plans to also have a free equivalent to World Tour Mode, or story mode, or other single-player and non-competitive content, casuals aren’t sticking around, and while they’re really important games in general a free to play game needs to retain them even more or it loses money.

  • @GurrenPrime
    @GurrenPrime Год назад +15

    Honestly, I feel like the live service bubble is in the middle of collapsing. Older live services that already have their hooks in players will probably survive for a while longer, but it seems like it’s getting harder and harder for new games of this style to make an impact, so I doubt Project L will be much different. I mean, if MultiVersus, which had a much more iconic roster of characters to pull from, and which also had simple inputs, dropped by like 99% player count, then I’m having a hard time imagining Project L being some genre redefining juggernaut.

    • @XannnyTanner
      @XannnyTanner Год назад +5

      Counterpoint: the demographic that PL is targeting is not the same as MV which is very important. Much like Riot's expansion into FPS games with Valorant, they are targeting their core audience which is LoL players (one of the largest concurrent playerbases in the world). There are so many people who never touched CSGO and prior to Valorant had no interest in a tactical FPS. Yet, here we are a few years later and the game boasts an incredibly healthy player population. There will be ebbs and flows but the game isn't going anywhere because people like myself who play CSGO was never their core audience. Riot has yet to release a product that hasn't made a huge splash and claimed a chunk of the market and I think there is simply too much experience and talent going into PL for this game to be anything like MV.

    • @devastatheseeker9967
      @devastatheseeker9967 Год назад +3

      It's because multiversus unloaded 80% of it's content on release.
      Making it hard to give that drip feed of content required to make it compelling to keep returning.

    • @thefruitman3200
      @thefruitman3200 Год назад +4

      ​@@XannnyTannercounter counterpoint: shooters are much, much more simple to wrap your brain around than fighting games, even those with simple imputs even when throwing abilities into the mix. I don't see project L being as long lasting either, or at least not as game changing as many people claim it to be, definitely won't be top 1, at least not for long, with how vilified this project is going to be due to it's association with league
      But we'll have to wait and see

    • @XannnyTanner
      @XannnyTanner Год назад +1

      @@thefruitman3200 I haven't see very much evidence of it being vilified by much of anyone until today. People are skeptical for sure, but I feel like most are intelligent enough to be able to look at the games individually. Not to mention, it can be played as a solo or a duo which removes the root cause of most of LoLs toxicity which is far and away teamplay/accountability. We haven't had a fighting game make a significant splash in years before MV, so in my opinion keep em coming! SFVI was a very welcome surprise, everyone should want Project L to be great because it makes every other competitor take notice and improve.
      We hadn't seen an inkling of confirmation of there ever being a CS2, yet valorant releases from beta and here we are a just a few short years later awaiting the arrival of a game that almost assuredly was not the primary focus of Valve until legitimate competition cropped up. Every piece of footage we have seen of PL looks fantastic for it to still be in closed development, the attention to detail, the low floor high ceiling focus, and most of all the ability for them to hear feedback on first impressions and already have changes to show for it. All signs are positive to me thus far.

    • @devastatheseeker9967
      @devastatheseeker9967 Год назад +1

      @@thefruitman3200 valorant hasn't flopped yet and it is associated with league.
      The league ip is huge. League is one of if not the most successful live service games on the market.
      And with arcane S2 probably coming out around project L's release the game is absolutely going to go wild

  • @ManFace1337
    @ManFace1337 Год назад +2

    Rise and Shine GGST Players.

  • @bigboibebop
    @bigboibebop Год назад +2

    It was a good run, boys. Motion controls will be missed. I will continue using them until my last breath, but my days are numbers, and the modern control users increase their ranks every day.

  • @NightmareRockmanZero
    @NightmareRockmanZero Год назад +7

    To be fair, this is the same conversation that arose when Multiversus "came" out. Same free to play model, same concept of continual updates through a single client, and so forth. While MV was following the trend of a less niche fighting genre, platforming fighter, PL is doing focusing on traditional 2D with the same model MV had.
    The player base is going to be wide and the pots for tourneys are going to be huge since it's Riot, but I don't necessarily think, speaking as a ex competitor and enjoyer of the genre, that other cornerstone devs like Capcom, Namco, Arcsys, and SNK are going to pivot their game design or infrastructure to match what Riot is doing.
    Riot is going to have their audience and the rest will have theirs.

    • @toxxicvvaste
      @toxxicvvaste Год назад

      Nah MV gameplay is TOO easy and floaty for people to take it seriously. If this game has gameplay worthy of being played at EVO then its gg

    • @NightmareRockmanZero
      @NightmareRockmanZero Год назад

      @@toxxicvvaste we're not talking about the gameplay, we're focusing on the vehicle and infrastructure that PL will be using. FTP will always have a larger audience and player base due to the nature of entry. The conversation of PL being the standard approach for Devs and Publishers in the Fighting Game space to adopt due to its brand power and FTP model is more important than the gameplay itself. I know beginners, vets, and pros of the genre will flock to the game for different reasons, however, I don't see majority of players who love the genre and the premium IPs just sticking with PL cos its free. Devs aren't going abandon their strategies to play catch up with Riots either.
      We can look at the Battle Royale Genre or shooters as a whole. While Fortnite is the reason why Call of Duty/Activision created a F2P battle royale client, they still have the premium titles like MW2 that players will purchase. Players aren't out right abandoning their premium games cos the existence of a FTP that gives them a similar experience; devs and publishers aren't abandoning their cornerstone software strategies due to F2P.

  • @orangesinger8628
    @orangesinger8628 Год назад +5

    I’m all for it, I think the ability to play with your friends in online multiplayer matches makes project L a lot more accessible. That way it’s easier to introduce a friend who is more interested in qo-op play than straight up competitive play. That way it’s easier to introduce new players into fighting games. So I do think that project L will be a lot of people’s first fighting game.

  • @AnimeAve-
    @AnimeAve- Год назад +2

    the way he said diaphone is crazyy😂💀

    • @shadowd63
      @shadowd63 Год назад +1

      Bro that triggered my fight or flight response.

  • @purple455
    @purple455 11 месяцев назад

    I think the power of leageu champion appeal shouldn't be underestimated, i haven't ever played a fighting game serously in my life, and i probably won't download project l on release, but as soon as one of my favorite champions gets added, i'll instantly try it out, and I know all of my friends are on the same page

  • @johnc1893
    @johnc1893 Год назад +5

    For the sake of game preservation I hope this doesn’t happen but it makes sense for the future

  • @battlericky17
    @battlericky17 Год назад +7

    4:05 yes. I do not think they will ever shift to a free to play model because most players want to own their own copy of the game. Project L isnt going to be that. Its always going to be a free to play game

    • @gariius2436
      @gariius2436 Год назад +1

      To add onto that fighting games have been getting complaints constantly of games with there dlc costing way more than need be, for example with Tekken you would have to spend over 150 to get everything and I know sf6s ultimate edition was 100 plus as well and it still didn't give you everything. Imagine if Capcom and Bandai were able to do things like multiverses where you couldn't get a skin, color swap,and future characters without grinding for hours or spending money

    • @battlericky17
      @battlericky17 Год назад +3

      @@gariius2436 yep exactly. Not saying project L will be bad, but i dont think globkus take on this is accurate whatsoever. If fighting games would be changed by a mere free to play, brawlhalla wouldve done that already. Lol

    • @gariius2436
      @gariius2436 Год назад +1

      @@battlericky17 i do hope the game will be a success, but it feels like multiverses all over again to me? The 2v2, simpler inputs compared to other fgs, and humongous audience just to name its biggest similarities. Also with the way the fgc is talking about feels like I'm having deja vu. I think it's gonna have an impact but I don't think it's gonna change fgs to the degree of f2p or complete simple inputs unless it learns from multiverses and it's mistakes as fg and constantly grows as a game in general.

    • @battlericky17
      @battlericky17 Год назад +1

      @@gariius2436 yeah i totally agree. And for 1, i plan to not play this game ever. And i used to play league alot and I love the character designs and all that. Now i see this game and id rather just play league. There is nothing MORE off putting to me than the words free to play

    • @gariius2436
      @gariius2436 Год назад

      @@battlericky17 I'll give it a try but if it has most of the practices that multiverse did I'm dropping It after 5 matches

  • @Vulji
    @Vulji Год назад

    Justice for my man Bilbzy

  • @alexrobomind
    @alexrobomind 11 месяцев назад +1

    Here is an unsorted set of thoughts that popped into my mind while watching:
    - There is a commonly overlooked issue with technical input schemes: They don't work on keyboards. Most keyboards can not handle more than 2 simultaneous button presses reliably at the same time (depending on how their electrical matrix is configured). A lot of classical fighting games are simply unplayable without a controller of some sorts. Conversely, motion inputs are great for consoles because every console controller has a directional input system. It's just part of their natural control scheme.
    - Following up on this: The reason why Project L can do (and does) what it does is because it's based on a PC franchise and targets that userbase primarily. This focus means that it can (and, from a target audience perspective, should) risk somewhat alienating the console players group. A lot FGs still have their primary homes in the console communities. For them switching away from the motion inputs might well imply suicide.
    - Everyone who copies Project L will be directly competing against it. That's a tall order but I can definitely imagine business executives to have learned nothing from the billions burned by the failed WoW clones. They might be dumb enough to try.
    - 200k in 2 years is indeed a very conservative estimate considering how much League players hate playing League ;-)
    - My guess is that in the long-term future (3 years+), the two schemes will compromise towards each other: The classical FGs will retain some motion inputs and others will be collapsed into something akin to BlazBlue's Drive button, and Project L will probably get the odd character with a "not a motion input" motion input (e.g. a 26 that can work on PCs). Riot is well known for being notoriously bad at sticking to their own design rules long-term.

  • @karmaitus6175
    @karmaitus6175 Год назад +4

    I feel like you are over exaggerating a bit, even if Project L becomes the #1 fighting game people are gonna play other games. The question of “why play SF or MK if you have project L is a bit dumb, all of them are different games with different mechanics. Someone might not like the tag system of Project L but enjoy the fast pace combos so they will play Guilty Gear, or maybe they enjoy one button specials but dislike the style of Project L and prefer a more realistic one and play SF. I really don’t think the fighting genre is going to change because of Project L, games will continue to be the same because they are very different from each other,

    • @Globku
      @Globku  Год назад +1

      I agree. I don't think SF and MK will lose their identity, and I never said that. But I think they'll be doing things that you'd never expect them to because of Project L

  • @jaggedsabre
    @jaggedsabre Год назад +9

    For me its not just the quarter-turn input but the entire nature of 2d fighters requiring precise inputs with spacing and directional inputs that are sometimes character dependent that keeps me from investing time in one. I don't think its gonna be all that significant of a difference to new fighting game players.

    • @tastyfalcon1788
      @tastyfalcon1788 Год назад +1

      It's going to be HUGE for smash players, and considering how almost 30 million people have bought Ultimate, that's a massive market that Project L automatically can appeal to with its simplified motions. Modern controls in SF6 did something similar but it will be much bigger with Project L

    • @Iwatoda_Dorm
      @Iwatoda_Dorm Год назад

      Yeah, fighting games in general is a whole other behemoth of a genre that already has it’s own laws and nuance, like comparing an mmorpg to an action combat or an fps.
      For the longest time though, fighting games have always had stylish mode but it was always just the lesser experience of the game.

  • @saaah707
    @saaah707 8 месяцев назад +1

    funny thing about charge characters is at least where i'm from they were considered the easy motion character for people who can't handle doing "real" motions
    super weird to hear people say that charge is hard

  • @asciiangel7583
    @asciiangel7583 Год назад

    i think tech will be similar, it’s what gives fighting games their identity, but i think it will make free to play a lot more popular. which i think makes a lot of sense for fighting games, where you can buy characters & skins like league

  • @error_.mp4912
    @error_.mp4912 Год назад +6

    I don’t mind simple controls but give us options to do motion inputs too, if not it’s just smash without the platforms and movement. Fighting games will get stale, boring, and then fade into obscurity even more.
    And before u all attack me. Anyone can learn inputs, it just takes patience and a mindset that’s not afraid of losing and willing to learn. The common thing I see out of ride or die modern control people are that “I don’t like losing and then having to practice in order to actually win”…if that’s the case u don’t like fighting games, full stop. Modern controls won’t fix ur mindset

    • @LordBlue1314
      @LordBlue1314 Год назад

      Dragon ball fighters still had a somewhat simple controls, and yeah it went super popular and it was a lot of things to do with the characters. Simple controls won’t make a game wars it helps people they can’t find time or just can’t for the life of them understand motion, controls, and keep track with them. It might be simple, but sometimes simple is better.

  • @lilfrogman0395
    @lilfrogman0395 Год назад +3

    Granblue did the motion input vs special button very well.
    I think cooldowns are great it just normally means less variety in moves per character and that sucks 😮‍💨

  • @norseitenshi3346
    @norseitenshi3346 Год назад

    I was stalking this game info since the beginning and omg im drooling

  • @ShinigamiSparda
    @ShinigamiSparda 11 месяцев назад +1

    7:46 "Now let's be real, most of them are not hard to do. Even 10 year olds can do it."
    *Me, a 34 year old fighting game newbie who still can't consistently get the timing down on a a god damn quarter circle* :(

  • @s3studios597
    @s3studios597 Год назад +9

    >games as a service.
    Yeah, you lost me. That's not a good thing at all.
    If this stuff does happen, then I guess I'll just be sticking to older fighting games from then on.

    • @joshuabreakingbury1927
      @joshuabreakingbury1927 Год назад +2

      It definitely takes away from the "mastery" aspect that a lot of people love. Would street fighter 3 be better if they forced you to play an updated version where all the tiny little interesting imperfections were smoothed out to make the game into the fg equivalent of nutrient paste? I don't think so.

    • @runbaa9285
      @runbaa9285 Год назад

      Older fighting games before SF2? It's rare to see a Karate Champ fan.

    • @Globku
      @Globku  Год назад

      How different is this from modern fighting games getting balance patches and dlc characters?

    • @user-nr3ft3rr5u
      @user-nr3ft3rr5u Год назад +1

      Well Counter Strike 2 was announce, Overwatch 2 is live.
      Project L don't need to be a forever title

    • @joshuabreakingbury1927
      @joshuabreakingbury1927 Год назад +1

      @@Globku With today's games, they need to make sure that each character is fun and balanced, otherwise they won't make enough to create the next season. Most games as a service seem content to just release endless battle passes containing infinite tiny variations on the same old content. Gamers as a whole are getting kind of sick of it, like with Marvel's Avengers. When it works, it works, but a lot of people feel like modern game devs are just in it for the money, and to be honest, a lot of them are.

  • @aerostrafe1075
    @aerostrafe1075 Год назад +6

    This video feels like a big stretch if you ask me. People said the same thing about fighterz with its auto combos and being such a big recognizable IP. People said multiversus would kill smash and look where we are. Think this kind of speculation is a waste of time.
    League is a big game yes but that doesnt translate straight to a fighting game for a number of reasons. Fighting games are a niche genre that need a lot to really make a big boom in sales. SF6 is doing well because people just really love world tour mode which they should its a blast. If Project L comes out barebones like say Guilty Gear Strive that just really wants you to play online then you're not going to see half of that league population playing Project L. 10% maybe.
    The big roster of league also hurts it if you ask me. There are so many people you could add that you are going to have some people just bow out because their favorite isn't there.
    Now would other games like this try fighting game genre? If I had to use Apex Legends as an example bear in mind that the community of that game has to scratch, claw, kick, and fight for the simplest of QoL updates because EA won't invest in anything regarding that game that isn't selling you a skin. OW? Blizzard nuked an entire PVE concept because they saw no money. A fighting game ain't happening.
    tl:dr I find the take cap and controversial.

  • @fsgjafgja
    @fsgjafgja 4 месяца назад

    very interesting take! and love the competitive business perspective

  • @panlis6243
    @panlis6243 11 месяцев назад

    I usually am for simplyfing the inputs and combos because that's usually what new players get very tunnel visioned on while there are so many more fundamental concepts that are arguibly even deeper and more complex. In league's terms: it's kinda like those players who focus exclusively on micro and never bother to get better at macro. With simple characters it's much easier to focus on the latter because you don't have to constantly worry about messing up your inputs

  • @asrieldreemurr1918
    @asrieldreemurr1918 Год назад +5

    motion inputs are kinda what make fighting games what they are i dont like when someone can hit a button to get a special move with out a down side sf6 and grand blue handle one button inputs perfectly since theres a down side to using them and rewards players for actual learning how to do the input and taking the training wheels off

    • @twofacezero257
      @twofacezero257 Год назад

      There’s a difference between making a genera what it is and not liking its absence. Power rangers bftg, bb tag, virtua fighter, Tekken, smash, and soul cal are all great fighters with little to no motion inputs hell some of them are pivotal to the history of the fighting game. To say they aren’t or are lacking what makes an actual fighting game is just wrong. There is room for both in this community and it’s a ok if ya don’t like it. Also you can have downsides to one button dps/specials it’s definitely possible and is done.

    • @user-nr3ft3rr5u
      @user-nr3ft3rr5u Год назад

      I didn't play the game so I'm not really sure about it, but isn't Dragon Ball 236 and 214 only?
      At this point trading quarter circles for direcional doesn't seem a big step

  • @drlemon7729
    @drlemon7729 11 месяцев назад +4

    I just got into fighting games with ggst and I definitely feel this. I spend more time practicing motion inputs and anything but the simplest of combos are impossible for me atp. Imo you said it right, motion inputs are a relic of the arcade days and fightsticks. It's surprising that fighting games took this long to adapt their controls to the gamepad

    • @DaemonSharkSpiritOfFire
      @DaemonSharkSpiritOfFire 11 месяцев назад

      Because Japan still have arcades with fighting sticks I suppose that's why games like Street Fighters are being put out with arcade machines in mind as main medium

    • @petree
      @petree 11 месяцев назад

      ​​@DaemonSharkSpiritOfFire lots of their arcades closed down during pandemic iirc. At least big ones in tokyo did. Im happy i got to visit before then. And lots of games these days don't even get an arcade release unless someone decides to rig on together.
      Also some people just like motion inputs just like this video said. There is a enjoyment in the dexterity and working towards pulling things off that are require work. A game is designed a certain way and people will gravitate towards it. If the goal is to always gravitate towards the bottom line, then simple controls will always be the case which is also fine, but reverse the population playing those games, they prolly seek it out cause it's played like that.

    • @DuoMaxwellDS
      @DuoMaxwellDS 11 месяцев назад +1

      Got my friends tried GBVS thank to the massive sale, and after a few days I taught them how to do technical input, they all said it feel good being able to do that and now they are all adapting it to their regular combo.
      I don't ever think motion input is dated. It's like saying aiming is dated mechanic in fps and people should only be worrying about teamwork and strategy instead of mechanical skill.
      Why would people going to live concert to watch others playing instruments? They all should press a button and let the music automatically play because in the end the music is all that matters, right?

  • @aschyd
    @aschyd 9 месяцев назад

    The only fighting games I was able to play was some of the MK series, cuz some friends had a PS2/3. Never got interested by fighting games growing up, because they were kinda expensive back then (in my country they still are). I remember really enjoying playing MK as a kid, so I'm hyped to be able to play this genre again - for free and with characters I already love as a LoL player. Can say I'll be one of the newcomers to this game style. :D

  • @liviekumori
    @liviekumori 11 месяцев назад +1

    I don't care about complicated motion inputs and stuff, my concern is that without them, there will be less and less options for combinations

  • @Gokulover69420
    @Gokulover69420 Год назад +5

    Project L will create an avenue for a new type of monetization and game design for fighting games, this much is true. But to say that there’s “no going back” is ridiculous. There have been one button specials since smash 64, and maybe even before. This isn’t a new concept, it’s existed for literally longer than half the viewers of this video have been alive (not an insult, it’s just that old of a concept). Multiverses was an example of free to play fighting games and how they could later be monetized, and Project L took note after the fact. However, the market for F2P titles and paid $60 titles are not entirely the same (there’s a ton of overlap, don’t get me wrong). But street fighter 6 could not exist in the form it exists in if it were free to play. Same goes for titles like guilty gear strive. There’s too much upfront budget and too much risk associated with the model. Fighting games will likely exist in the form they currently do with just a new kind of monetization strategy. Motions will exist, that’s just how it is. Motions are part of game design, much like single button games are. They’re just different things.
    Globku, I gotta say, I’ve been subbed for sometime, and I feel like as time goes on, you try to make more inflammatory and speculative content than you used to. Maybe it’s just me growin up a bit, but really man?

    • @Globku
      @Globku  Год назад +1

      Thanks for your comment.
      1. I approached this topic knowing it could be toxic, and I think I was successful in keeping the conversation light hearted, especially without taking a hard stance on either side. Something that took 2 days of script reviewing and rewriting. The content is speculative, yes, but by no means inflammatory. So yes, really man. If it felt inflammatory, that came from within, it's not on me.
      2. Smash was big and extremely influential, but fighting games were always able to enjoy their freedom because Nintendo never broke it out of their platforms, so they were never real competition. Tons of clones came out, including multiversus, none of them blew up in a way that influenced fighting games in a significant way imo.
      3. You're right. Motions are a part of design. Lots of people defend that they're necessary for design, when it's just one possible approach. The biggest fighting games have always influenced the genre as a whole. So this video could be summarized to... what if the big player is doing things differently? There might not be a choice for SF or GG to exist outside of being F2P, because as you said... the market does overlap in a significant way

  • @hiyathere2168
    @hiyathere2168 Год назад +4

    I just want Kayn and Aatrox in the game I feel they would have a cool play style

    • @DreamyMelodiesLofi.
      @DreamyMelodiesLofi. Год назад +1

      Finally someone who agreed with me kayn can be so fun with his passive of two forms can be sick and aatrox really looks like the crazy boss fight

  • @xyno2112
    @xyno2112 9 месяцев назад

    The having to rewire can be a real pain, I say this as someone who started with mk9 as a first proper fighting game, getting used later on to holding back to block in blazblue central fiction was a pain in the ass, however I did come to enjoy the faster gameplay

  • @mpineda389
    @mpineda389 9 месяцев назад

    Will this be on ps5 ?

  • @Dinkolish
    @Dinkolish 11 месяцев назад +3

    I had no idea what you were babbling about most of this video.l

  • @dabioji7096
    @dabioji7096 Год назад +3

    one thing project L has a potential to show everyone else is the frequency of balance patches, some ahole on capcom said something about balance once a year which is a Terrible thing, league updates twice a month ish, if they keep balancing the game constantly like in league even if its once a month, then it will show EVERYONE that balance patches are more important than they think

    • @aerostrafe1075
      @aerostrafe1075 Год назад +1

      Think capcom didn't want to listen to immediate community outcry to start nerfing things before the game was even out a month. I think it wasn't even two weeks and people were screaming about nerfing drive rush and drive impact.
      I don't think personally you should be balancing out a fighting game twice a month. I say 3 month is a better option unless something is just that noticeable.
      If league is making big shifts in balance that often then it sounds annoying or they dont want any semblance of a meta to be formed. I don't play league. I know zero shit about league so I can't comment more than hearing what you said made sure I would never touch league.

    • @dabioji7096
      @dabioji7096 Год назад

      @@aerostrafe1075 they keep balancing bc its for the best, constant changes are good for the game, if something is weak they buff if something is too strong they nerf, but if something is broken they disable some shit, SF needs a balance but not in the drive system but in the characters

    • @aerostrafe1075
      @aerostrafe1075 Год назад +1

      @@dabioji7096 Changes are good but at that quick of a pace for a fighting game? Pretty sure the balance you have to walk in a game like LoL is not the same as in a fighting game. Things don't just translate 1 to 1.
      You say the issue is in the characters for SF6? The most i've seen people say is Zangief and Lily are weak. Juri is strong. Blanka is a sleeper. Dhalsim is weak.
      edit: Also im kind of curious to get some more explanation on why balancing that often is good besides just empty statements. Most you've said so far is "its good because its good". Why is it good? Give some real feedback.

    • @dabioji7096
      @dabioji7096 Год назад

      @@aerostrafe1075 street fighter doesn't have a good history when the matter is balance since all they did throughout the years to balance a game was launching a new version of that game at full price, fighting games have characters that are bad and that are really good and the ones in the middle, with more balances the game won't feel unfair like it is for some characters like deejay who is the most plus character in the game or Luke who's too strong since the demo, not to mention blanka ball and the headbutt

    • @twofacezero257
      @twofacezero257 Год назад +1

      @@dabioji7096the problem with balancing every week er whatever for a fighting game is you don’t give anyone any time to learn stuff like match ups or combos. Imagine having to learn new combos every damn week or a character you thought you had an even match up against is all of the sudden negative and then the next week positive. Imagine how much more of a work load the devs have to put out to meet deadlines for constant patches. Hell I’d argue that’s bad even for shooters. Remember what happened when Ana came out? Everyone was saying she was bad and needed a buff even before learning, and then they bugged her and the entire meta was warped around her. You need to let balance patches settle for a while and that time depends on the complexities of the characters. Characters in hero shooters aren’t even close to as complex as a fighting game character thus you need more time to settle with a patch. Learn and adapt brother.

  • @alexanderson4338
    @alexanderson4338 11 месяцев назад +2

    I’ve been wondering about this myself and I’m not even a fighting game player, Project L is going to be so big and so different either every other franchise changes, Project L gains a monopoly

    • @preemptivefaceplant5277
      @preemptivefaceplant5277 9 месяцев назад +1

      haha not even, L is not even near the score board for Tekken, MK and SF to even look at. Guilty gear may need to watch itself because they look similar but the other 3 have to solid a foundation and a to dedicated fan base.

  • @triplebog
    @triplebog 5 месяцев назад

    I think one of the biggest things that you almost touched on in this video to do with how a player's first fighting game affects their mindset and what they are willing to learn is the impact of the (sorry, I'm going to say an FGC curse word) smash bros series. I don't think its controversial to say that smash reaches a far larger audience with their games than any other fighting game community. Many of those people, myself included, played smash as their first fighting-type game, and learned the "one button special" ideology. Now I know that there is a lot of overlap with the communities, so its not like this is 100% guaranteed dynamic.
    But speaking for myself, this has always been a huge barrier for me when trying to get into actual fighting games. The thing is, I actually really love the fgc, and wish I could be more invested in a couple of those franchises, and I totally understand what people who like the "non-one button special" systems like about those systems. But I run into the same problem as you talked about in your video; I just don't have the time or desire to learn a totally different system. Especially since I personally value one button special systems and what they represent more than the alternatives, so in my mind its not just "why would I spend a lot of time to force myself to learn this new thing?" its also "why would I spend a lot of time to force myself to learn this new thing that on some level I think is dumb?"
    Project L is poised to not only grab a lot of new players, but also potentially bridge to a lot of platform-fighter only players just through this one change.