Interesting topic, I must have missed it last time it popped up.
I’ll just come out and say it, I think that execution-centric games are simply not on par with the older games with simpler(simplistic?) mechanics. I’m certainly biased towards games like ST which, in my mind, emphasize very different strengths and styles of play from, say, CVS2 or GGXX#R-SlashV2.455 AC Jr. the 3rd.
I think that different people play for vastly different reasons. I won’t so brazen as to say that winning isn’t the main factor when I play, but there are other things I also like to consider. For example, the predominant “american” mentality is that there is no such thing as “cheap tactics.” You play to win and you use whatever strategy/tactic (I’m not here to argue about semantics) happens to be the most effective means to that end. Fine, that’s great…to an extent. However, I’m going to go against the grain and say that there should be another variable added to the equation of what makes a “good” game.
Consider this: How much satisfaction do you derive from pummeling someone with the same brain-dead tactic ad nauseum? If something can be used and abused over and over with little discretion, that’s hardly good game design. Regardless of how difficult it is to do you know SOMEONE will devote the time necessary to nail it, thereby forcing anyone who wants to compete with said braindead tactic to implement it within their arsenal or lose to the same sequence of robotic movements.
Well done, you’ve just reduced the entire scope of the game to a handful of idiotic button presses. If you look beyond the layers of bright flashes and whatnot, is the game really any more enjoyable? Sometimes I get the impression that if you heard a little “chime” sound at the end of a well placed move, more people would like ST.
I suppose you could blame the game creators, but I don’t think that any of us are so naive as to believe that there is such a thing as a perfect fighting game anymore. Already we make allowances for this by banning certain game breaking glitches, so why not go a step further? How many games have been left by the wayside because a single tactic was deemed so utterly broken as to render the entire game completely unplayable? (SvC, DOA, SC3 anyone?)
I’ll admit it’s a fine line to walk and I’m not saying I want to go back to the “throws are cheap” era of street fighter, but I think that, as players, we’ve certainly matured enough to be able judge certain broader characteristics that make a “good” fighting game. This of course would still take account of different tastes in the genre. I’m not shitting on anyone who likes GG. I actually like it too, but I just can’t see myself devoting the time necessary to reach the level where I’m enjoying for the reasons I enjoy the other simpler fighting games.
Have you seen a high level CvS2 match? That shit is boring as fuck.
The most enjoyable matches to me are the ones where I truly feel like I outsmarted my opponent to get the win. I can’t help but feel like I’m cheating myself when I know right off the bat that a certain matchup is lopsided in my favor. In that instance a win feels pretty meaningless me (though if my opponent can win something like Guile vs OG Sagat in ST well props to him :tup:).
On the flipside, nothing infuriates me more than completely dominating someone for an entire round only to lose to some bullshit like RC scissor knee into paint the fence or Chun cr.jabx2 into death combo(Or how about random activate into shosho? That’s a valid tactic). Can you tell I think CvS2 is dumb as fuck?
Risk vs Reward? What’s that? :rolleyes:
I suppose all games have that element though, even ST. I guess the difference is that execution isn’t so much of a factor so it becomes pretty apparent as to why a particular tactic goes against the spirit of the game. Personally I have infinitely more respect for, say, a good Ryu player than I do for a “good” Claw player.
Vega as a character design is so utterly flawed it’s not even funny. He breaks all the rules that the other characters have to adhere to:
-First of all being able to jump fireballs on reaction is a HUGE advantage in a game like ST(I guess Blanka can also do this, but he’s basically a watered down Vega).
-Random crossup wall-dives are just plain moronic(though they don’t require any execution
).
-Walk up throw… “holy shit dude that was tight, where did you learn that?”
-Cr. strong stuffs fireball attempt “nicely spammed safe, ridiculouly fast, long range poke man”
-No cr.strong opponent whiffs desperate dp attempt and gets comboed “Dude how did you know I’d go for that?”
-Slide into ridiculous wall dive games “Dude I can’t handle these intense mind games.”
I could go on, but my point is that I can’t see how anyone can pick him and think anything other than “Fuck this is dumb, it’s like I’m playing a different game than my opponent.” Moreover, even if all these things were 5 times more difficult to do he’d still be a stupid design, but one that required actual dexterity to play well. Would that make me respect a Vega player any more? Probably not.
And before I get labeled as a “scrub,” yes, I understand how the games work. I’ve been playing fighting games for longer than some of you have been alive and I could probably school most of you at the games I actually like.
So there you go. That concludes my elitist prick rant.
Stupid is stupid, no matter how long you have to practice to get it down.
P.S. 3s sucks donkey balls too.:arazz: