P2W doesn't even understand what he's saying because he's arguing two separate things. He's saying both that high execution is more hype and more rewarding, which is a personal preference. Also that high execution leads to better balance and would reduce counterpicking, which is certifiably false as explained many times previously in this thread. You're misconstruing what I said about anybody being able to move like Fchamp. I said anybody who puts in the work can move like that, and it's not what makes him a great player. I'm this case it might be years. And with your experience you should no 100s of matches isn't that much. In the case of most games, as I previously stated, what makes them difficult wasn't even initially meant to be in the game. They were discovered later on so who knows what tech will be discovered in unreleased games.I see what you're trying to say man but I dont think you understand what p2w is trying to say.
You don't even know how wrong you are when you say anybody can move like Fchamps Magneto, his silky smooth movement in the neutral was arguably even harder than his combos. I played Mag for 100's of matches in MVC3 and my movement was nowhere even close to Fchamp's.
What p2w is trying to say is, that made Fchamp's movement special, since not anybody can just pick up a controller and start doing it. You have to be absolute prodigy or take many many months of training. But you would feel way more proud at the end of the day of your achievement of moving like that if it was that hard.
I seems like you know about Melee so I'll use that as an example too. There's absolutely nobody in the world that moves like Plup does with Sheik. The way shield drops through platforms and/or ledge cancels to punish things other Sheik players normally wouldn't, makes Plup's Sheik look 120% faster than any other Sheik players. It's such a visual spectacle to watch. But it literally took Plup YEARS of training to get that good. If Sheik's movement was super easy and could be learned in days by any Joe shmoe, it would be nowhere near as entertaining to watch
I disagree partially.I think that what @PLAYING TO WIN is getting at here is a good overall question, though it's possible that the question has changed a little since the beginning of the thread.
Initially, his main question was "Does a lower barrier of execution (easy to use characters) encourage counterpicking?"
Let me answer this question IMHO. No, lower barrier of execution doesn't encourage counterpicking at the highest levels of play. First, counterpicking has been rampant since before the age of easy execution, it exists in all competitive games, low execution or high execution. Easier barrier of entry doesn't encourage or deter counterpicking.
What easier barrier of entry does, however, is encourage players to learn more characters, thereby making counterpick choices easier and faster to learn. The elite will learn them, regardless of the time it takes to develop the execution to use them.
What the real question, I believe, has come from this is, "What matters more, execution, or decision making?"
That's a much harder question to answer.
The SF4 series is famed for its 1-frame links, and seeing someone execute them can be super hype when you know what you're watching. For those of us who understand competitive play, that's awesome, but we also only make up a minuscule percentage of the player base. That means that hype-level of that 1-frame link is completely lost on the overwhelming majority of people.
Then we have decision making. That 1-frame link is hype, it requires pinpoint precision, and it also requires a level of practice that borders on obsessiveness. It literally becomes "don't practice it until you can do it, practice it until you can't miss it". HOWEVER, if you're capable of the combo, that doesn't make you capable of the decisions necessary to put yourself in the right situation to perform the combo.
Split second decision making is a skill and video games are a proving ground for it. You hear this all the time in sports, as well as video games, "I'm the better player, I would have beaten him, but I missed that window" or "We're the better team, but we weren't prepared for that breakaway". In those moments, split second decision making is the difference between winning and losing, the difference between the better player and the better team. It's what puts you in a position to make those 1-frame links and perform those sick combos.
They're equally important IMO.
That said, I think that there are definitely games that border on insane levels of execution that are only execution heavy for the sake of saying that it's execution heavy. For these games, combo artists only need apply.
There are also games where decision making is the primary focus. As @PLAYING TO WIN said, if that's what you want, consider playing a board game instead.
I mostly agree with what you're saying. Again, though, counter picking isn't something new, or something exclusive to heavy execution or lower execution characters. Players have been counter-picking for generations of fighting games, regardless of the barrier of execution. I think what is being talked about in this thread, is something we call "tier-whoring".I disagree partially.
It totally does encourage counter picking if said easy execution character is a top tier. Like someone else mentioned with pre-nerf Tanya and Alien.
You didn’t see anybody counter picking by switching to Blood God in MKX and he was the simplest character variation in the game. Because Blood God was straight ass.
I DON’T think devs should intentionally make good characters harder to use to discourage counter picking, but characters that are both easy and exceptionally good always get prone to pocketing.
We’ve seen it time and time again thought the history of fighting games.
And this is why I say that this is really a discussion about balance, not about execution. A good fighting game will have a range of characters that appeal to everyone — some with complicated execution mechanics and Gen-like stances and nuances, and others that are simple in premise/gameplan but require great fundamentals to win with (the Ryu archetype).A fighting game in order to have a balanced roster high level or not, the basic requirement is, do not create character who can break the rules you set for your game, when this happens usually these same characters specific tools become un-counterable that is why they become so dominant.
Every single top character from the NRS games go beyond the rules they set for the game high level execution or not, easy to use or not, characters with range without counters, super armor in the game but no way to counter it, Kabal pressure with no weakness, Skarlet blockstrings with 0 risk, cyrax resets and insane pressure with a command grab 50-50, 2 characters with 9f normals and 0 on block while the rest of the cast has 10f to 12f normals and some are even minus, by default those 9f characters where always +1 or +2 against the rest.
Pre-Patch tanya, Barakalien before the nerf
It’s not about whether it happens or not, it’s about how prevelant and easy it is to do within the game.I mostly agree with what you're saying. Again, though, counter picking isn't something new, or something exclusive to heavy execution or lower execution characters. Players have been counter-picking for generations of fighting games, regardless of the barrier of execution. I think what is being talked about in this thread, is something we call "tier-whoring".
When a character has a fairly simple, straight forward gameplan, with somewhat easy execution, decent damage that is lower risk/higher reward, relatively few (if any) losing matchups, then we call them top tier characters, something I'm sure you're aware of already.
That said, is it counter-picking if, when you lose with one character, and you jump to a high tier character in order to win? Is it tier-whoring? Is it both? Moreso, is it the indicative of a less skilled player when they jump to a higher tier character in order to win?
Lets take sports into account here. If the batter keeps hitting my 4 seam fastball, at some point, I'm going to change pitches. The 2 seam fastball has a different trajectory, but is just as easy to throw. Doesn't this case dictate that decision making is more important than the ease of execution? Is this "counter-picking"? Is the pitcher any less skilled because he is choosing to throw a pitch with the same level of execution, but moves differently?
My point is, counter-picking will happen regardless of the barrier of execution. I don't think lower barriers either encourage or discourage. I think that it makes it easier to counter-pick sooner in game's competitive lifespan. That doesn't mean that, if the barrier of execution is harder that the counterpicking wouldn't happen. I believe it would, and it would be just as rampant, but possibly further into the lifespan of the game.
First and foremost, OUTSTANDING use of the word gormless! I respect the vocabulary!It’s not about whether it happens or not, it’s about how prevelant and easy it is to do within the game.
Jin/Kazuya might be really good in Tekken, and used a lot, but you won’t see a top 8 comprised of only Jin/Kazuya players because it takes so much effort to learn how to do frame perfect electrics absolutely consistently on top of the rest of their kit that the opportunity cost of trying to tier whore and be consistent with your actual main is considerable. The investment discourages rampant pocketing because it isn’t really worth it for most players. Where as day one Tanya was so brain dead on top of being good, you could lab her for a couple of hours and be ready to take on the world, which is exactly what happened as we all know with that catastrophe of a tournament.
And again this is not me advocating for purposely using difficulty to discourage counter picking and pocketing of top tiers, but an elaboration on how it all comes together.
The reason this sort of thing is a problem is that it is both unfun to deal with and unfun to watch happening.
Watching a player get mopped and then switch to a character that’s as strong as they are gormless with an effective moveset that reads like a kid’s menu, and destroying their opponent may be fair, but it GENERALLY isn’t satisfying for anyone but the person doing it. It’s toxic to hype and the scene.
Jesus this was an amazing post. Very articulate. @General M2DaveEveryone in this thread is right!
That's what you many of you guys are failing to see.
Balance is the key to things not being a counter-pick parade regardless of execution. You could still have an enjoyable experience where one person is using an execution heavy character against someone who is using a low execution character if BOTH players have skill levels that are similar fundamentally.
BUT execution provides something for the experience of fighting games that is very unique, and IMO important!
High execution gives people that feeling of accomplishment, even if they aren't winning every game. It feels good to be good at something. It feels good to be able to do something that other people can't because you know you WORKED for it.
Fighting games are very good at fulfilling this feeling. And yes, while it might have nothing to do with the gameplay in the grand scheme of things, it is a huge reason why people like @PLAYING TO WIN and thousands of others like fighting games.
Not only that, but it's amazing for spectators.
Evo-moment-37 wouldn't be a thing if it weren't so impressive.
When something unexpected or difficult happens in the heat of the moment, it's hype!
I'd honestly say that it gives a game a tremendous amount of longevity, and that's why fighting games with gameplay that focus on things that aren't as impressive for too long (Injustice2 zoning) end up having people lose interest faster.
Lol. I agree but isn’t there something to be said for high execution characters like mk9 kabal and others. You only earn the payout of certain dominant tools of these characters if you’ve put in the practice time to master the execution heavy elements, which is a good thing for game dedication and longevityblah blah blah.
Execution shouldn't be the skill barrier. It should be your reads, knowledge of punishes/combos, situational awareness, spacing, etc.
Not whether you can roll your thumb in two 360 rotations while mashing both bumpers and slapping your ass.
^^^This.Everyone in this thread is right!
That's what you many of you guys are failing to see.
Balance is the key to things not being a counter-pick parade regardless of execution. You could still have an enjoyable experience where one person is using an execution heavy character against someone who is using a low execution character if BOTH players have skill levels that are similar fundamentally.
BUT execution provides something for the experience of fighting games that is very unique, and IMO important!
High execution gives people that feeling of accomplishment, even if they aren't winning every game. It feels good to be good at something. It feels good to be able to do something that other people can't because you know you WORKED for it.
Fighting games are very good at fulfilling this feeling. And yes, while it might have nothing to do with the gameplay in the grand scheme of things, it is a huge reason why people like @PLAYING TO WIN and thousands of others like fighting games.
Not only that, but it's amazing for spectators.
Evo-moment-37 wouldn't be a thing if it weren't so impressive.
When something unexpected or difficult happens in the heat of the moment, it's hype!
I'd honestly say that it gives a game a tremendous amount of longevity, and that's why fighting games with gameplay that focus on things that aren't as impressive for too long (Injustice2 zoning) end up having people lose interest faster.
My thoughts exactly. I loved MK2 because it was like playing chess, not because I had a super hard time executing moves.blah blah blah.
Execution shouldn't be the skill barrier. It should be your reads, knowledge of punishes/combos, situational awareness, spacing, etc.
Not whether you can roll your thumb in two 360 rotations while mashing both bumpers and slapping your ass.
I was thinking you could learn to juggle chainsaws. As long as you're accurate you'll be fine.i think im literally going to just start responding with hype top 8 matches of games that required investment and had depth. it makes me sad to think people actually think execution shouldn't matter. go play chess then.
A game’s popularity involves a lot of factors. The main goal of a game is for it to be “easy to play, hard to master”. That way you appeal to all audiences. This has consistently been the way NRS designs their games, even back with Midway and the classic MK’s. So, when your game has unnecessarily high execution barriers, you’re already limiting your playerbase. I know a lot of friends who are gamers who refuse to play “hard” fighting games because of this fact. They don’t want to have to grind for days on end just to be able to do a simple move or combo. Which makes sense, tbh.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.
oh lul. thanks, I... wasnt expecting this reply.the only real one. i competed early in the game but i do not anymore. can you give some insight to this thread? i know how good you are and loved playing you in 12. you were one of a few that required me to think or get messed up. the only one baiting push blocks et cetera. im a fan. wish you traveled.
if anyone does't know shazzy was ranked in the top 5 (or better) for sf5 online ranked and thats no joke.
Execution isn't any more impressive for spectators than any other style of fighting. Snake Eyes had some of the hypest, most memorable matches in all of SF4 and Zangief's gameplan is as simple as it gets. But people knew that actually pulling it off was difficult. No one cared about the execution motions for SPD, they cared that he actually had to get in against his opponent and pull it off. And thus people were on their feet yelling and screaming for a guy who was walking in and blocking for 30 seconds just to land 1-2 moves.Not only that, but it's amazing for spectators.
Evo-moment-37 wouldn't be a thing if it weren't so impressive.
When something unexpected or difficult happens in the heat of the moment, it's hype!
I'd honestly say that it gives a game a tremendous amount of longevity. That's why fighting games that focus on things that aren't as impressive for too long (Injustice2 zoning) end up having people lose interest faster.