While reading this post, please keep in mind that I, as well as others I mention, play a lot of SF games and enjoy them. This post is meant purely for discussion/debate; something you may like to participate in if you enjoy debate on game theory and/or user interface, but not something you’re welcome in if you want to insult or post flame bait. I’m legitimately interested in hearing some of SRK’s opinions (but more importantly, the reasoning backing them).
The question is this. Suppose Street Fighter 4 is an entirely new game with no history (in fact, no fighting games of this nature have come before it). It may be a reasonable opinion to sit down, try to play it, and fault the controls for being overly complex. Fireball/uppercut motions? Doing a 720 for a super? Weird charge 1, 3, 1, 9 supers? What’s the point of making the input this difficult, seemingly needlessly? In reality, it could be argued that this input is a relic from a past generation, where Capcom was trying new ideas. Supposing this is a standalone, new game in today’s UI-heavy, making-games-accessible market, is this input justified? Could you not just assign standard button presses to some (all?) of these moves? This would then require more than 6 buttons (which is enough buttons as it is), but then you maybe could argue if we need 6 buttons for all punches/kicks? Remember, you can’t use “that’s the way it’s always been”, or any type of nostalgia argument here. This game has no history.
This question was proposed to me by a friend of mine I met in my Computer Science program, and we have continued to stay friends throughout our Masters programs at different schools as well. We both play and love Street Fighter, and he asked this to spark discussion. The motivation behind it was that SF has always been a game for the hardcore, but SF4 is trying to bring back some of the casual/older market that grew up with the characters. Plus, many games today are trying to bring in new people… many of whom struggle with this complex input (even experienced gamers that never got into SF can struggle with stuff like hadouken motions for a while, you probably even know some personally). I think SF4’s goal is to target both hardcores and the new or “I played SF once” audience, and does the complex input limit its appeal to this market? At least with Tekken/SC, you can mash buttons and your character will do interesting, fun-to-watch stuff. That usually isn’t the case with SF games.
This question is also kind of related to wavedashing in Smash Bros; if wavedashing was assigned to a single button (and not a complex sequence of presses/directions), would that be a good thing? It would certainly let newcomers play at a higher level faster… isn’t that good? The argument falls apart a bit because wavedashing is an unintended abuse of the physics, and not a move the designers planned would be used in every match, but this type of reasoning can also apply to SF games. Maybe it would be a more accessible (read: more successful financially) game if the complex input was reduced to single buttons, and then the difficult of the game could require the good players to find new combos through timing and exploration.
I have my own thoughts on the matter, but I won’t share them until a bit later in the thread, if people are interested in discussing this intellectually, and from a game designer’s standpoint. If you want to reply to this post, please describe your reasoning and provide examples, where applicable.