PLAYING TO WIN
Champion
The goal of this thread is to discuss an ongoing debate about execution barriers and what it will mean to a game. Considering depth, counter pick meta, ease of use, execution level of characters and game play mechanics can have a tremendous effect on an individual's investment in a title or the longevity of said game. In recent kombat kasts and character reveals, 16 bit explicitly stated "This character is excellent for beginners and easy to use. We want it to be more about the decision making instead of execution" This mentality surely makes the game more approachable to new/casual players but it has a detrimental effect on the games longevity.
In recent discussions with @THTB and @General M2Dave this topic came up again. A few major points:
In recent discussions with @THTB and @General M2Dave this topic came up again. A few major points:
- Making characters easy to use caters to a counter pick meta. You can possible have a Deadshot situation where a top 3 character can be learned in 3 days at the highest level.
- If an "easy to use" character is top 5 there is a good chance you will see a top player beat another top player's main in top 8 with a pocket super easy to use top tier. I2 examples are prepatch deadshot and starfire. A notible example is whiteboi's week old deadshot beating bdon's dr fate.
- Creating "easy to use" characters will likely result in characters who lack depth. A huge talking point in i2's competitive circle was that people were extremely bored with the game. I would hear and agree with comments like "In mkx or i1 I would be able to lab for hours and hours two years into the game and I was still finding stuff with my main" There was very little player personality that could come out through the majority of the cast in i2. By personality I mean destroyer's predator or sako's menat or reo's kabal or deoxy beetle et cetera.
- Execution is vital in keeping rampant counter picking in check. Imagine if MK9 kabal nomad cancels were super easy, zod i2 ia balls, mkx predator, d'vorah or cage cancels et ceteral. It required much more of an investment from players leading to increased game satisfaction when they starting winning. Thinking about notable and respected games, very few of them lacked what injustice 2 did. Many injustice 2 pro's had 3-5 top 8 viable characters or a character that specifically matched up well vs another player's main. Do you see this happening in SF4/5? Guilty Gear? Smash? KOF? UMVC3? Tekkan? Aside from very few examples such as infiltration, no, it was not the case.
- If we want a game that will last more than two years it will have to have much more depth than i2 and things that require more player investment.
- can you have depth and execution and still appeal to a casual base? sf5 does. Activate Urien's aegis and you have 100's of options. Menat... insane depth and variability. UMVC3 did. Smash ultimate does. Tekkan now does. So I think the answer is yes, what do you think?