i’m not a sirlin hater. just like anyone else, he has good ideas and bad. his thoughts that there is a regression within the community because 3S players didn’t demand balance changes is off base. having the game as is will be like a litmus test for the community, and will determine why it has long-lasting appeal.
the main culprit in the regression of fighting games falls into simplifying controls and having more leniency on inputs, which falls into sirlin’s and ono’s school of thoughts.
-
when you lower the ceiling, there is only so much you can do to progress. t-hawk in ST vs t-hawk in HDR is a perfect example of lowering the ceiling for what you can do to compete. anyone who plays the two of them will tell you how much more difficult it is to play with the ST version with all of his option-selects. it takes a lot of dedication to maximize ST hawk’s potential, not so much with the limited HDR version. how is there progress if there is less room to learn and expand?
-
the number of options become more limited within this school of thought. let’s say there are three options available: A- most high damaging but most difficult to execute. B- fair damage, easier to execute. C- little damage, easiest to execute. now, let’s just make option A easiest to execute. option B and C become obsolete. in doing this, you get more people playing at “high” levels of play but really everyone is playing in a densely populated area of only one option.
now if all three options are kept as they were (with the three levels of difficulty), the game changes drastically. two players will go into a game not knowing if the other has all three options at their disposal. both are going to have to feel the other out. if one uses an option C tactic, the other has an idea of what he’s up against and now will play accordingly. he can now risk more to gain more because his opponent’s abilities are limited. if the opponent had used B, well, you’re not quite sure what this guy can do yet and you’re going to risk less. if option A was used, you know that this guy is at the top of his game and you can not make a mistake, especially if you don’t have option A at your own disposal.
there is a multitude of differences in gameplay when there are levels of difficulty in execution. a player can actually bait a mistake by not using his most damaging options early. you can actually allow your opponent to get into a habit of playing recklessly because he doesn’t know that you have the TOD at your disposal. once the third round starts, he opens with a reckless tactic and loses over 60% of his health and is stunned, he finds out too late what you’re capable of. on the other hand, if everyone can already maximize damage, none of this matters. so what if your opponent hadn’t used his most damaging tactic early, you already know it’s still at his disposal because it’s easy to do.
so not demanding a balance change has little or nothing to do with the regression of fighting games. when you limit depth by allowing easier controls and input leniency, that’s when things really go downhill. the games that lasted over the last ten years are all games that have low to high levels of execution involved and funny thing is most of them are unbalanced. all other games died because it didn’t take much dedication to unlock their potential.
if capcom wants to make a bunch of money by allowing everyone to feel better about themselves, i can’t fault them for that. they’re a business. on the other hand, if they want to make something that stands the test of time, they need to go back and re-release the games that people still play to this day (untouched, ie no balance changes, easier inputs, etc) and take notes on why those games are still being played. i’ll tell them it’s the depth involved with execution being a large part of that, but they need to find out for themselves i guess.