ok so before i make any kind of point id like to admit that im way newer and less a part of the community than xes, and if its gonna frustrate you that i would even try to say something here, then please simply do not read any further, just skip this
i was thinking about sf2, or not really that, but whatever game/games before that in which these inputs originated
and i cant help but think that when game designers came up with the dp or the hadoken or even something like holding back to block, they chose those specific things in an effort to find a balance between difficulty of execution and effect on overall strategy-although they probably wouldnt have thought of it as strategy, more like “game quality” or “balance” even “fun-ness” (just some quality that would make people not stop putting quarters into their machine)-they probably also took into account things like how difficult something would be to program/implement
i think its important to remember that these games and design concepts were made by “casual” players who could not preform/predict the things that would make these games successful, and that after their initial success they were probably, more then anything else, trying to replicate their past good luck, and please a new fanbase of people willing to spend a lot of money on something they did not understand enough to have created intentionally
there are, in these modern times, games by fgc for fgc (fubu games!-skullgirls, melty, whatever), and they have put some creative new things out there, but there havent been any to implement any concepts as radically new and significant as something like combos (as we all know, a complete accident) or even parries (something not even universally agreed to be significant, or positive)
the best of what fighting games (and people) are hinge on accidents and magic and cannot be hammered down or captured
that said, an input is always designed to be as easy as possible while still being in balance with its strategic significance
(except in the more cynical case of designers not caring about anything but $$$ [even more cynically, maybe thats all they ever cared about])
the real problem
is that some games are bad:cool:
eliminating either execution or strategy or placing one out of balance with another could only (except for on accident) make bad games
this question is like “liver vs. kidneys- where do you stand”
i stand behind the gas station
edit- tldr [SIZE=3](completely different point)version[/SIZE]- execution is the game but strategy must be considered, until someone gets good (high level play!) and then strategy is the game but execution must be considered…
the battle looks different to the grunts than it does to the generals
in a perfect game (mvc2?) i guess everything would be really easy except for the best stuff that is the only stuff worth doing at the highest level