Why Fighting Games Struggle to Match MOBA Success

Choose your Fighter (Left to Right: Lee Sin, Ahri, Aki, Victor)

Choose your Fighter (Left to Right: Lee Sin, Ahri, Aki, Victor)
  • Primary Subject: MOBA vs. Fighting Games [Genre Comparison 2026]
  • Key Update: The article argues that fighting games are failing to grow because they prioritize "dumbing down" mechanics over high-quality character presentation and effective player education.
  • Status: Confirmed (Editorial Analysis)
  • Last Verified: January 20, 2026
  • Quick Answer: Fighting games lack the "Rule of Cool" presentation and the mechanical depth-retention of MOBAs, often patronizing new players with simplified controls instead of teaching mastery.

The fighting game community is abuzz with discourse following the tragic news that most of 2XKO’s team has been put on the chopping block. Personally, I believe that Riot has misunderstood its approach to fighting games. Many are saying that fighting games are too hard, too complicated, and hard to market to new players, but I don’t see any of these as valid criticisms. The way I see it, League of Legends and other MOBAs suffer from these same criticisms, but you don’t see DOTA going out of business any time soon. So now I’m wondering, what did Riot do with MOBAs that they couldn’t do with fighting games

Equally Intimidating

Booting up League of Legends and seeing the library of champions that you can play is daunting, to say the least. I remember scrolling through the entire League of Legends’ list of champions and feeling myself seize up like a deer in headlights just thinking about which champion I should be playing first. I imagine this is a shared experience with fighting game players who first boot into games like Ultimate Marvel vs Capcom 3 and Tekken 8 and feel more of the same. The first step in any journey is often the heaviest one, and your first character could define how you experience a game for the first time. I think this decision paralysis could be solved in three words: Rule of Cool.

Tokon Character Select Screen
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Credit: ARC SYSTEM WORKS CO., LTD

If a player can’t decide which character to play, the most common advice is just to play the character you think looks cool. League of Legends does an amazing job at character presentation. Each champion is showcased with as much flair and personality as they can, with the help of splash arts that depict a character’s overall aesthetic, and small clips of gameplay that show off what they could do in the heat of battle. On the other hand, most fighting games just present you with a portrait and an idle stance that doesn’t really convey much about the character. Thankfully, fighting game developers are getting better at showing off character personality and playstyle from the get-go, but there’s still room for improvement.

Player Expectations

Game developers do not trust their players to be smart enough, and this applies twice as much for fighting game developers. The common approach for fighting games to release a wider audience is by making the game more “accessible” to a wider range of audiences. The approach that fighting games have taken so far is dumbing down the overall gameplay, lowering every game’s skill ceiling as a result. While dumbing down the mechanics of a video game sounds like a sure-fire way to get newcomers to play your game, developers must now needlessly tread the line between pleasing casuals and honoring legacy players.

Swain Splash Art
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Credit: RIOT

On the other hand, MOBAs just dump newcomers into an ocean with sharks and see which ones survive. There’s this ongoing joke that League players are scientifically built in a lab to tolerate the harshest environments, and I’m starting to get that joke. The game starts with a barebones tutorial, and then hands you a few champions to play around with. I didn’t even know what jungling was until a friend explained it to me, and that was 10-20 games in already. As hard as the game was to learn, I found myself wanting to come back because the pain of losing was overshadowed by the joy of learning. And I think that is the reason why most MOBAs stay online for as long as they have.

What Should Change

For Fighting games to emulate the success that MOBAs have, it’s time for them to consider two things: Presentation and Mechanics. Presentation is what hooks new players to a video game, and the flashier you get with your trailers, art style, supers, and the like, the more players are going to bite into your concept. This is the exact reason why guest characters are so important to fighting games, and part of why games like Smash Brothers and Marvel vs. Capcom sell so well, and why Marvel vs Capcom Infinite blundered as badly as it did. Presentation is what really gets players into your game, but keeping them is entirely different.

Street Fighter 6 World Tour
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Credit: CAPCOM Co., Ltd

MOBAs give players training wheels before pushing them down 12 flights of stairs, and I think it’s time fighting games return that trust to the players. If presentation hooks players, having a satisfying fighting game with lots of depth and room for player expression is what keeps them hooked. I believe that instead of dumbing down fighting games, they should make learning in-depth fighting game mechanics easier. Integrate these mechanics into story mode and start including satisfying offensive and defensive drills into fighting games. The lab is one of the best places to improve, and rewarding players for time spent in the lab is sure to keep players hooked.

Thankfully, most modern fighting games are starting to apply these concepts. Features like Street Fighter 6’s modern mode and Tekken 8’s replay feature are steps in the right direction, but there’s still more work to be done. Let’s just hope 2XKO can still catch up.

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