I don’t understand why Mr_Awesome is getting so much shit. Actually I guess I do, it’s because you guys are looking at the details of what he’s saying and totally missing the point rather than appreciating the general idea of what he’s getting at. Firstly, you have to accept that “Capcom, stop making design decisions to cater to casual players” is simply not a realistic request. If you actually care about the future of SF in any real way the question you should be trying to find an answer to is “how can we accomodate casual players while causing minimal damage to high level play?” Making low-level players feel like they’re capable of doing decent damage without having to learn all the arcane (to them) combo tricks that competitive players use is one way. This is not “dumbing down;” the difference in ST between, say, a j.RH, cr.RH combo and a max-damage jump-in combo is not that big (ignoring the few practical TODs), yet nobody would claim that game is dumbed down. ST is a great example because even in high level play you see the really difficult execution is optional. Yeah, there are players who will go for the difficult combos but then even players like Sirlin, who can’t do a combo to save their lives even with perhaps the most combo-oriented character (Dictator) can still top 8 in tournaments.
I think the competitive community has done itself a disservice with the way it’s complained about the mashy motions in SF4. I agree SF4 takes it too far given that you actually can’t get the move you want sometimes because of how relaxed the motions are, but with many players this is not their sole complaint; mostly they consider it offensive to their SF ideals that a casual player could pick up the game and be able to do all the moves without practicing for hours on end. I am not against rewarding solid execution in fighting games, but do we really need to reward it on the level of doing the basic moves? If your answer to that is “yes,” where does it stop? Maybe fireballs should have a 4 frame window to execute, since that rewards skill? Ultimately such complaints make you look like hard-headed children who are unwilling to budge on even the most irrelevant issues, in which case it should be no surprise Capcom doesn’t listen to you. The future of SF is here like it or not and if we want to stop games getting totally ruined in the name of casual appeal (and I agree SF4 was a gross step in the wrong direction in many ways) we have to be willing to take a look at what things should really matter to us and be malleable with regard to things that are not.
At the same time I think Capcom has a duty to not simply operate on their perceptions of what hardcore and casual players really want, but actually go and find out. If it’s necessary to make game-damaging concessions to casual players then actually work with some casual players and figure out the minimum amount of change necessary (something they clearly didn’t do with SF4’s ridiculous input windows), or better yet, as SweetJohnnyV said, go back to the source of the problem and see if there’s a way the game can be retooled so casual players are accomodated without damaging high-level play. Also bear in mind casual players’ problems often stem from a lack of knowledge rather than a lack of ability.
One example (if you don’t want to read my “fantasy game design” ramblings you can safely skip this part). You may think the idea is lame but that’s beside the point, it just demonstrates how you can go back to the source of a problem and take a novel approach rather than implementing the most obvious fix that damages the game. So the reversal window in SF4 is huge and skews the balance in wakeup games far further in the favor of the guy on the ground than has been the case in any previous SF. The problem is that hard reversals, while working at high level play, don’t accomodate casual players. Doing a reversal is pretty similar to “being able to do the moves” and casual players resent when they can’t do the moves. So Capcom has implemented the most obvious fix and the game is kind of messed up because of it. So how can we do it better?
Well firstly we can look at if reversals are even necessary at all (it’s debatable how much they have been ever since you’ve been able to jump out of throws), but I’ll accept that maybe not being able to do a move when you’re getting up would be unintuitive at this point. Given that, how about implementing some kind of wakeup-specific move system, like 3D games? You press this button and you get one move on wakeup, or press another and you get a different move. The moves could be different from character to character and balanced accordingly; one character has no options other than block, another has a high-priority move that beats everything but is very unsafe on block (DP analogue), but most have moves somewhere in between; maybe one character can beat meaty jumpins but not ground moves, or vice versa, some characters have to guess whether you’ll meaty high or low or using punch or kick in order to reversal, one character can beat crossups, etc…
You can now have a 60 frame window to do these moves like 3D games because they’re balanced around their own properties and the rest of the character’s move set, not simply being difficult to do. You actually have opened up more room for character variety because no longer does a character with an invincible DP necessarily have to also have an awesome wakeup game simply by virtue of having a DP. Combine a system like this with education for the casual player on how it works (and it’s not like it’s particularly complex) and you’ve effectively solved the problem without the damaging effect on high level play… in fact you may even have enhanced high level play.