Almkrona wrote:
First off, I do not think we should have a combo directory on this wiki. Information on moves and such, OK, but with how evolving fighting games are on a whole, combos change almost daily to be more effective and quickly get outdated. And this doesn't count on Character Specific combos, which change drastically, especially when new fighters come out. There's a reason why most character profiles on most wikis have empty combo lists or excluding them all together. It's far too much information to have it continiously updated, especially if a special or a significant normal gets changed.
Hmmm, if what you say is accurate, that's a good point.
Though is it really accurate that combos change so often that they get invalidated?
It seems more likely to me that, eventually, there will be a fixed cast of characters (I imagine they'll stop adding new characters eventually), and there will be a few really good, basic combos that are good to use.
Until that time, the combos on the wiki will reflect what we know so far--and I think there's huge benefit having something people can reference to get started with a character, like a life-raft they can crab onto in the sea of endless combo possibility (which isn't endless, but seems that way when you start).
I think that's one of the reasons combo videos are so popular.
You might be right, but let's see how things unfold. I'm okay with some information being inaccurate; that's always going to be the case on a wiki.
"Pretty accurate" is a good benchmark, I think.
If your point is "combos will change greatly during alpha and beta," then yeah, sure, that's reasonable. Though if people want to add them during that period, I'm not going to stop them.
We can design some templates that specifcally designate sections of the wiki that have information that's in flux. (I have templates for those already on another wiki. I'll start doing templates at some point in the future. They're not quite needed yet.)
Almkrona wrote:
Bruce, I think they way you want the wiki to be is like the Skullgirls wiki. Take a look at Ms. Fortune from the game.
http://skullgirls.wikia.com/wiki/Ms._FortuneYou start off on the fluff page, describing the character and all that fun stuff. But above the portrait there's links to Miss Fortune's Gallery(which is a feast for the eyes in this game), Quotes, and Move List. In the Move List, they go over every single thing, with a visual notation, description, and a picture acompanying it
This is contrasted by Shoryuken Wiki's way of doing it for Skullgirls. They go over EVERY single detail for every move. In a very neat and clean way of presenting it it allows beginners, after some time studying it, to understand it. This is, of course, quite ridiculous to do at the moment since we have literally no idea what the frame data is.
Thanks for sharing the skullgirls wiki example. I really like examples; great for comparison.
Re: skullgirls wikia
I think the Skull Girls wikia method has too much visual weight. The images are nice, but have little practical value. Fighting gamers are a practical bunch, and I really want to honour that.
Re: shoryuken wikia
The Shoryuken wiki, for the most part, displays combos and moves lists pretty well.
For Rising Thunder wiki
I really want to see if we can cut down on the "after some time studying it" part, though. So, shorten the distance between "looking at the moves and combo lists" to "understanding what all those characters mean."
I think the current methods are overly jargon-y. Highly efficient if you understand them, but not very accessible to newer players. I think we can hit a better efficiency to accessibility ratio. (Not unlike Rising Thunder.)
When I get a chance I'll share my current "version 1" of a proposed notation for moves and combos.
Almkrona wrote:
Anyways, it's currently up to us to decide. Do we want a bit more casual, beginner friendly way of presenting the characters, or do we want to provide a insane level of information at the cost of being hard to get into?
I think both are not-great options: one makes the wiki less relevant to advanced players, and the other makes it less relevant to casual players.
An example from Blizzard
Blizzard have a design philosophy they use with their games called the "donut principle."
They say the "hardcore" players represent the small, inner circle of your donut. They are fewer in number, but they have great influence on the success fo the game.
The larger, outer circle represents the masses. They're less picky, and while well-meaning, mostly don't know what they're doing and will generally need lots of help.
Blizzard say design your game for the hardcore players, then make that accessible to the casual players.
That's what I want to do with the wiki. I think it's possible.
Re: making the wiki user-friendly
For the record, I'm very, very cognizant of what it's like for a new player (I just recently I helped someone learn how to block), though I also appreciate the depth that advanced players crave.
I really want the wiki to cater to both of those player groups.
Thanks for your feedback
I appreciate your feedback and input on this. I really want this to be a consultative process, while still doing what we can to "advance the craft" rather than just "doing what we've always done." Convention often has a lot of wisdom behind it (that we should take into account), but often a lot of unneccessary historical baggage that could be jettisoned (which we should improve).