The Pure Game Design of Fighting Games - Livez Pk
× About Services Clients Contact
The Pure Game Design of Fighting Games

Fighting Games have always illustrated the purest aspects of game design, whether balance, asymmetry , risk/ reward decisions or depth, but they are also notoriously hard to learn. Unlike most genres, fighting games don't tutorialize the game well within its own systems, and hence it expects players to rely on themselves or the community to learn. Because of this, although fighting games have extreme depth and a practically infinite possibility space, they are very inaccessible. This video explores the history and design of fighting games, the concepts in game design they illustrate , and the pain and joy of learning them through the eyes of yours truly.

Support the channel on Patreon


- Playing to Win , David Sirlin

- Game Design Theory , Keith Burgun

- A decade of approachability to fighting games, GDC talk

- Depth in Strategic Games

- How to play Virtua Fighter

- Designing Games , Tynan Sylvester

- The Ethics of Computer Games, Miguel Sicart

- The Morals of Chess

Additional thanks to new patrons not included at the end

Jaron Saturnino, Dmajan Jovanovic , Charles Voita , Lou Hidjy

Share Social

Menu 2

Sed ut perspiciatis unde omnis iste natus error sit voluptatem accusantium doloremque laudantium, totam rem aperiam.