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Inspiration Blog: Fighting Games

As always, looking for input on this one.

ONE thing I think I don't a poor job on is folding in my outside passions into my general work, despite them alway influencing me from the background. -- What I mean is, I have many interests and passions but they don't appear in my work as much as another artist's would.

One such passion is my love of Fighting Games.

If you don't play them, it can be be really difficult to get into the head of someone who does. Meaning most won't even try. The experience fighting games present can be the exact opposite of what may people would consider fun. And I've heard all the complaints.

"They're too hard" "Where are the guns?" "Its just people mashing buttons" "I like games where you can explore" "I don't know how to play" "I always lose" "They're not realistic" "There's no story."

If any of these apply to you then the above .gif will likely leave you mystified. So rather than giving you all a long explanation about the the intricacies of these games, I'll only ask that you remember one thing. It's just Rock-Paper-Scissors to the extreme

Punches versus kicks. Highs versus lows. Fast versus slow. Strong vs weak. Close versus far. Ground versus air. And so much more. Stats, numbers, timings, and traits that all much be understood and all that must be executed at a moment's notice. In the above .gif the player on the left is forced to react in 1/6th of a second. -- It really gets the mind pumping, and the reward for winning is the same as one feels from solving  a difficult puzzle, winning at chess, or beating another at a sporting event -- its all the same itch, just a different way to scratch it.

But because there's so much RPS involved, all of those rocks, papers, and scissors are organized in different ways, in the form of characters.

When you select a character in a fighting game, you're choosing which rocks, papers, and scissors you bring with you into battle. And once you start controlling that character and getting a feel for how they play, you'll come to understand who they are as a person without being told a single word of story.

RECENTLY, if you follow me on Furaffinity, I had some fun and came up with a full fighting move list for Vouge. I'm inclined to make more, but then I had a thought.

Why not make lewd ref sheets for all my characters, modeled after fighting game profiles?

I was thinking about calling it the Fighters Series, wherein I'd showcase each character, along with their stats and names of their super moves. Because more and more often when I draw, I find myself thinking about the characters in these terms anyway.

Comments

Hell yes, love the idea!

Shadowhowler


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