Awesome video! I'm someone that's played TCGs all my life and got into the FGC during COVID, and the whole time I've been drawing parallels nonstop. My main game is a game called Vanguard where it has a luck element built into the mechanics, but it also has a lot of information that is temporarily revealed throughout a game and allows you to make reads and adds this whole element of yomi to the game that I always felt like had parallels to fighting games as well. There's definitely counterarguments that in FGs you have all resources available immediately whereas in TCGs it's given to you in small waves at random, but that's just part of what makes these genres unique. It's interesting that games like GBVS and even SF6 are now implementing more resource-lock with skill cooldowns or burnout which feel like a card game-y element in FGs a little bit. Sorry for the long comment, just happy to see someone else drawing parallels!
Small world! I actually started getting into Vanguard not long after I made this video. I think one of the great things in TCGs is the planning and replanning loop and Vanguard's trigger system bakes that into the game. You can plan around triggers they might get, but you can also overprepare. I do think one of the primary things that separates the two genres is your access to your tools. Generally in fighting games you always have "everything" and in TCGs you never have everything. However, just like you mentioned, resource systems in FGs give you more or less tools to play around as the game goes on, giving that TCG feel of playing around different threats at different times. Thanks for your videos on Dear Days btw!
I really liked your video and I think you made some really interesting points, but I still think the main difference between fighting games and card games is how their balanced,. For fighting games, the devs usually try to balance most characters so that they're unique and viable, with joke characters like neko-arc being a clear example. For card games, (I'm going to use Yu-Gi-Oh as an example because it's the main game I play but basically any other TCG works here) the powercreep in increasing sets is definitely there and can be felt heavily. It's already been talked to death about but assuming the decks are at fullpower for their time and played to their optimal level, 2014 B.A would probably lose against Despia. TCG's need newer sets to break the meta. Trading card games need that power creep to give the new decks novelty and a reason to play. You could also argue fighting game DLC is the powercreep (Happy Chaos at launch) but I feel like it definitely affects TCGs more considering their entire business model is selling new cardboard haha Keep up the good work!
Fighting games are definitely more balanced than card games. Not only from the powercreap perspective, but from a luck perspective. In card games you can just draw a bad hand and just lose, or your opponent draws a bad hand and you win scotch free. In fighting games you will always have access to the same tools. (exceptions apply) However, this feeds into how the anticipation works between them. In a card game its turn based so you don't have to make decisions in a spit second, but you don't know what tools your opponent has, both in hand and in deck. While in a fighting game they have far less options but you need to react and decide in a fraction of the time. There definitely are differences between the two genres and balance is a clear win for fighting games. However I think its really interesting how such dissimilar games can overlap for such a foundational experience.
I get what ur talking about in terms of similarities but there's one big thing that tcgs have sets them apart from fighting games that keeps it from being true skill issue: rng and luck elements. To be fair I just got into tcg recently, the digimon tcg solely for digimon. Fun game. I get that you can anticipate and gain information advantage with experience. You can also make ur decks more consistent as well. But no matter what you do. You can still draw a shit hand or have shit draws for the first few turns that can set your progress back terribly. Even with all the information at ur disposal. It doesn't really matter if ur rng decides to fuck with you and you can't properly respond in time. At least with fighting games, every bit of info is laid out on the table with no surprise factor, and even the supposed 50/50 mix either has fuzzy counterplay or can be legitimately mitigated by knowing player risk reward adjustment since every information is 100% transparent. I unfortunately cannot get the same with tcgs which is where I would have to disagree
Card games require no speed skills. Different parts of the brain. Im replaying card fighters ds snk vs capcom - im making a lets play on my channel now.
Banger video. I thought of exactly the same but I didn't have the skills or the courage to do a video on it. Too bad it didn't get the views it deserves, yet
"where the novice sees chaos, the expert sees patterns".
WEEEWOOWEEWOO
FLUFFAL PLAYER ALERT, FLUFFAL PLAYER ALERT
WEEWOOWEEWOO
good video :)
Awesome video! I'm someone that's played TCGs all my life and got into the FGC during COVID, and the whole time I've been drawing parallels nonstop.
My main game is a game called Vanguard where it has a luck element built into the mechanics, but it also has a lot of information that is temporarily revealed throughout a game and allows you to make reads and adds this whole element of yomi to the game that I always felt like had parallels to fighting games as well.
There's definitely counterarguments that in FGs you have all resources available immediately whereas in TCGs it's given to you in small waves at random, but that's just part of what makes these genres unique. It's interesting that games like GBVS and even SF6 are now implementing more resource-lock with skill cooldowns or burnout which feel like a card game-y element in FGs a little bit.
Sorry for the long comment, just happy to see someone else drawing parallels!
Small world! I actually started getting into Vanguard not long after I made this video. I think one of the great things in TCGs is the planning and replanning loop and Vanguard's trigger system bakes that into the game. You can plan around triggers they might get, but you can also overprepare.
I do think one of the primary things that separates the two genres is your access to your tools. Generally in fighting games you always have "everything" and in TCGs you never have everything. However, just like you mentioned, resource systems in FGs give you more or less tools to play around as the game goes on, giving that TCG feel of playing around different threats at different times.
Thanks for your videos on Dear Days btw!
I really liked your video and I think you made some really interesting points, but I still think the main difference between fighting games and card games is how their balanced,.
For fighting games, the devs usually try to balance most characters so that they're unique and viable, with joke characters like neko-arc being a clear example.
For card games, (I'm going to use Yu-Gi-Oh as an example because it's the main game I play but basically any other TCG works here) the powercreep in increasing sets is definitely there and can be felt heavily. It's already been talked to death about but assuming the decks are at fullpower for their time and played to their optimal level, 2014 B.A would probably lose against Despia. TCG's need newer sets to break the meta. Trading card games need that power creep to give the new decks novelty and a reason to play.
You could also argue fighting game DLC is the powercreep (Happy Chaos at launch) but I feel like it definitely affects TCGs more considering their entire business model is selling new cardboard haha
Keep up the good work!
Fighting games are definitely more balanced than card games. Not only from the powercreap perspective, but from a luck perspective. In card games you can just draw a bad hand and just lose, or your opponent draws a bad hand and you win scotch free. In fighting games you will always have access to the same tools. (exceptions apply)
However, this feeds into how the anticipation works between them. In a card game its turn based so you don't have to make decisions in a spit second, but you don't know what tools your opponent has, both in hand and in deck. While in a fighting game they have far less options but you need to react and decide in a fraction of the time.
There definitely are differences between the two genres and balance is a clear win for fighting games. However I think its really interesting how such dissimilar games can overlap for such a foundational experience.
Chess is the same as well.
no not really that one does not have rng
@@jclorcan08neither do fighting games
@@jclorcan08 neither do fighting games in 99.9% of circumstances
No. Because Chess is symetrical. That difference is explicitly called out in the video
I get what ur talking about in terms of similarities but there's one big thing that tcgs have sets them apart from fighting games that keeps it from being true skill issue: rng and luck elements.
To be fair I just got into tcg recently, the digimon tcg solely for digimon. Fun game. I get that you can anticipate and gain information advantage with experience. You can also make ur decks more consistent as well. But no matter what you do. You can still draw a shit hand or have shit draws for the first few turns that can set your progress back terribly. Even with all the information at ur disposal. It doesn't really matter if ur rng decides to fuck with you and you can't properly respond in time.
At least with fighting games, every bit of info is laid out on the table with no surprise factor, and even the supposed 50/50 mix either has fuzzy counterplay or can be legitimately mitigated by knowing player risk reward adjustment since every information is 100% transparent. I unfortunately cannot get the same with tcgs which is where I would have to disagree
Card games require no speed skills. Different parts of the brain. Im replaying card fighters ds snk vs capcom - im making a lets play on my channel now.
I agree, haven't saw the video yet, but I always say fighting games are like chess but probably closer to card games
Banger video. I thought of exactly the same but I didn't have the skills or the courage to do a video on it. Too bad it didn't get the views it deserves, yet
i like the yomi hustle music
thum
that's why lethal league blaze besto fighing game