No doubt, I agree that there’s room for those other types of games (I think we already have many, to be honest)… but the execution barrier is simply part of the classic 2D fighting game model. I would argue, however, that without a challenging execution barrier to perform the most effective strategic maneuvers, there’s no risk/reward to it. If you can hit a certain one-frame link only, let’s say, 60% of the time, and hitting it means you win the match, but not hitting it means losing out on the (lesser) potential damage of a safer, easier combo follow-up, you have a choice – take the risk for the extra damage, or play it safe. Eliminating those types of risk/reward scenarios changes the style of gameplay a lot.
Not to bring in the whole E-Sports thing, but it’s actually fairly analogous to Brood War and StarCraft 2 – You look at the trends of post-Brood War RTS games, and many of them sought a lower execution barrier in favor of higher-level strategies – more advanced queuing of unit instructions, simplifications of economies, etc. Those games were drastically different from BW, and interesting in their own ways, as they didn’t rely as much on consistent, mid-to-high-APM to execute high level strategies. But then StarCraft 2 came out, and showed that while the other games had a similar level of depth and complexity, the high APM requirements of SC were still an interesting match for modern play. Players have to balance execution and multi-tasking with the overall strategies, mixing micro with macro, to find a golden balance that wins of opponents.
The fact that execution is part of the skillset needed to play these games well is defining to their style – it becomes just one area in which a player can excel. Someone who has worse execution might have better reactions, or better mind games, etc., and still win out over an execution god. It’s a part of the balance of a players’ skill, and adds depth to the game.
I agree, pragmatically, that latency is definitely a thing that’s not going away. But at the competitive level, it’s a thing we minimize (and always will) at every chance we get. Less latency will always feel better than more latency. The balance comes from making sure that you don’t degrade the low-latency experience by optimizing a game for high-latency players.
When execution and reactions aren’t a part of a fighting game, then latency won’t be a concern anymore – but then, will that be a fighting game we all still want to play?