Sajam Talks Fighting Game Design & Philosophy
58 videos β’ 131,603 views β’ by Sajam
1
Balancing Fun vs. Frustration in Fighting Game Characters
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2
Why Are Summon Characters So Hated? | Sajam Analyzes Jack-O' & Gargos
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3
Sajam Talks Defensive Playstyles
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4
Sajam Talks Fighting Game Balance Philosophy
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5
Sajam Talks Simplifying Guilty Gear
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6
Sajam Discusses Early Game vs. Late Game Meta & When to Patch
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7
Sajam Discusses Switching to Top Tiers
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8
Variety is the Spice of Fighting Games, 'Footsies' Are Just One Component
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9
How Can Fighting Game Tutorials for New Players Be Improved?
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10
Sajam Talks Setplay & Misconceptions of "Degenerate" Strategies
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11
Even "Honest" Well Balanced Fighting Games have Strong, Cheap, BS Strategies | An Addendum
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12
Sajam Discusses Laugh's Theory on Types of Fighting Game Playstyles
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13
Why Would You Feel Bad About Playing a Strong Character?
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14
The Game is Math, It Isn't to Blame if You Refuse to Learn What it is Teaching You
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15
Sajam Discusses Different Types of Fighting Game Players | Timmy, Johnny, & Spike
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16
Sajam Discusses How to Choose a Character in a New Fighting Game
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17
Runeterra, Fighting Games, & the Importance of Opponent Interaction
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18
Discussing Motion Inputs in Fighting Game Design
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19
Uneven Match-Ups are Inevitable in Games with Diverse Character Archetypes. That's Fine.
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20
Good Presentation Will Get People to Watch a Game That They Don't Understand at All
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21
Memorization & Reactions: More Fighting Game Misconceptions
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22
The Core of Fighting Games: How Do You Deal With Throws?
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23
Developer Communication is Super Important for Shaping Conversation Around the Game
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24
"Comeback Mechanics" Can Create Interesting Strategy & Design Decisions (Except X-Factor)
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25
Movement Options Define How You Play the Game (Analyzing the New Core-A Video)
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26
What Separates the Fighting Game Jedi From the Rest?
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27
Zoning is Cool, and Offense After a Knockdown Isn't What Defines "Rushdown"
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28
Instant Block is a Game Changer, There's a Reason It's Difficult
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29
Melty Blood and Strive Are Opposite Sides of the Defensive Design Coin
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30
There Are Repercussions to Patching Too Often or Not Often Enough
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31
There is No "Bad" Playstyle for a New Player to Start With
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32
Developers Do Not Need to Be High Ranked In Their Own Game
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33
Intentional Design and The Modern Fighting Game Dilemma
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34
Things That Took 3 Years to Catch On in Old Games Would Take 3 Days Now
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35
Countering 6Ps in "6P The Game"
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36
Adding (Or Removing) a Dash Button Will DRASTICALLY Alter The Balance of a Game
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37
Fighting Game Strategy & Difficult Execution Are Intertwined (But Not Required)
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38
"Learning the Game π§π΅πΏπΌππ΄π΅ Frame Data" Is Not Really a Realistic Idea
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39
Legacy Information & Transferable Skills in Fighting Games
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40
How to π£πΏπΌπ±ππ°ππΆππ²πΉπ Complain About Game Balance
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41
The Strongest Character Archetypes in Fighting Games
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42
'Combo Expression' is in Fact a Real Part of Fighting Games
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43
Why You Play Well* Against Good Players but Not Bad Players
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44
Skipping Neutral is a Part of Neutral
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45
System Mechanics in Fighting Games
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46
The Dominant Playstyle of the Last Game Factors into the Design of the New Game
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47
What People Actually Mean When They Say Strike/Throw (Derogatory)
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48
Smurfing in Fighting Games
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49
Understanding Complex Character Balance Decisions
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50
Street Fighter Always Changes the Core Mechanics With Each Game
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51
Players Directly Influencing the Game Balance
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52
Players and Developers That are Terrified of the Game Being Solved
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53
The Combo System is the Coolest Thing About Street Fighter 6 to Me
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54
Ranking Motion Inputs in Fighting Games
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55
The Look and Feel of Combos is Pretty Important
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56
The Simple Core of SNK Games
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57
Revisiting the Video That Did (Not) Ruin Fighting Games
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58
Another Video About Motion Inputs
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