This is a debate as old as time itself but I believe Smash isn't a fighting game.
Call it a 'platform fighter' if you wanna be politically correct.
Call it a 'platform fighter' if you wanna be politically correct.
Yeah, by that logic Gradius and CoD are the same genre.
Subgenres exist, you know. They are both shooters, but one's a shmup, the other is an FPS.Yeah, by that logic Gradius and CoD are the same genre.
It all depends on each one's definition. If it's as simplistic as that Bob Sponge meme a few posts above, even beat 'em ups are "fighting games". Dynasty Warriors 2+ are fighting games. Assassin's Creed series is fighting games. RPGs are fighting games. So no, let's stop.
Fighting games started as 2D 1v1 combat games where victory meant defeating the enemy by completely depleting his HP.
It evolved with the inclusion of combos and additional mechanics, but they have all been conceived with that core goal (Enemy HP -> 0) in mind.
3D games took that core gaming idea and added an additional dimension (I particularly abhor 3D fighters), while never steering far from it.
With its default settings, Super Smash Brothers is a party game loosely based on fighting game mechanics.
The core mechanic, more than HP depletion, became zone control. The main strategy is very different from the traditional fighting games. You have to primarily maximize your area control instead of your damage, only focusing on damage to allow yourself better zoning while preventing zoning from your opponent.
Arena Fighters (Xenoverse, Shippuuden) are closer to traditional fighting games than Smash.
Even Power Stone is more of a fighting game than Smash Brothers, but both fall in a different category.
In summary, no, in my opinion, Super Smash Brothers is not a fighting game at all, but it shares many values when set in a specific way (1v1 combat, mostly).
On that premise, any 1v1 combat game can be taken as a "fighting game", even though it does not share the core goal of the original ones.
P.S.: Shmups are not a subgenre of "Shooters" at all. No one refers to "Shooters" (TPS/FPS) when talking about SHMUPS which are entirely different beasts, with different execution.
That's a ridiculous comparison... games evoking real world concepts cannot be used as an analog to them being in the same genre. Conceptually an FPS war game and an RTS war game share more real world commonalities than Smash vs most other 'traditional' fighting games, yet they are very obviously completely different genres.Yet if we look at fighting in the real world, something games quite clearly want to ape and/or evoke a feeling of, then pins, ring outs, submissions and more feature heavily and have done. Zone control as you term is is equally dominant in that as a concept -- whether I am considering the range and moment in my sword (to say nothing of the Italian craziness), adopting a defensive posture to mitigate attacks (possibly even subconscious -- usual mark of the untrained is a dude twisting lower half, even at serious risk to stability, to protect their bollocks) , considering footing (or doing something like drawing a circle around me with a sword, not a fancy flourish or way to dull it before the fight but as an example of the limit of my range), and even going so far as phrases like "back against the wall" (which most non infinite arenas, which is most games, have an equivalent of which diminishes your movement options further -- "the best defence is not to be there when the attack is made" and all that) or "on the ropes".
This fixation on 0hp makes about as much sense to me as saying COD is not because regenerating health. It can be a thing you note in contemplating its design/mechanics but disqualifier is a stretch. I might even contemplate combo locks in this.
Yet if we look at fighting in the real world, something games quite clearly want to ape and/or evoke a feeling of, then pins, ring outs, submissions and more feature heavily and have done. Zone control as you term is is equally dominant in that as a concept -- whether I am considering the range and moment in my sword (to say nothing of the Italian craziness), adopting a defensive posture to mitigate attacks (possibly even subconscious -- usual mark of the untrained is a dude twisting lower half, even at serious risk to stability, to protect their bollocks) , considering footing (or doing something like drawing a circle around me with a sword, not a fancy flourish or way to dull it before the fight but as an example of the limit of my range), and even going so far as phrases like "back against the wall" (which most non infinite arenas, which is most games, have an equivalent of which diminishes your movement options further -- "the best defence is not to be there when the attack is made" and all that) or "on the ropes".
This fixation on 0hp makes about as much sense to me as saying COD is not because regenerating health. It can be a thing you note in contemplating its design/mechanics but disqualifier is a stretch. I might even contemplate combo locks in this.
trained to beat smash will do about as well if thrust into street fighter