my 2 cents:
practice should be rewarded, but any game that requires hours of practice every day to do stuff that’s basic on a strategic level has flawed design.
As it was seen in Smash Bros, very simple control system didn’t stop the players to find hard to execute techniques, so execution will always be something to care about if you want a game that’s deep and not turn-based.
Developers should just try to get good balance in execution requirements, that’s it. In my perspective, developers should just try to make anything that’s crucial on a strategic point somewhat easy to execuite. Not TOO easy, but neither a thing that requires a week of training to just understand how it’s supposed to work for most players. This is what alienates many gamers to take a serious look into fighting games, and it’s even one of the reasons why players specialized in relatively low-execution games don’t get into stuff like GG. I’m Ok in all the possible ways about having better execution -> having an edge on the opponent. Thing is, execution shouldn’t be a huge wall on the way to appreciate the strategy of a game.
One bad example of this is FRC’s (and even standard RC’s) in GG. They take quite a bit of practice even for fighting games veterans; for anyone who’s new to fighting games (or isn’t, but never played seriously) that is a stupid artificious obstacle that’s just there to alienate a gamer. On top of learining execution of all specials, supers, chains, and various maneuvers, you HAVE to learn a stupid “press 3 buttons at the same time in a 0.05s window” thing. Yes I’m saying that’s stupid, not much for the execution itself but for what it means in the economy of the game. Without getting decent with RC/FRC you lose a huge part of strategy that you really can’t even appreciate unless you learn/master it. And you can’t even dream about competing against any experienced player (not necessarily a great one!).
Going to another, this time good, example: 3s Ken - the game system in general is quite lenient in motions, anyone who has played a fighting game before will learn 99% of his combos in 2-3 hours at most; some stuff will be hard for a new players but it’s going to take them 1/10 of the time to learn everything that matters on strategic level as opposed to doing the same in GG. And even if you don’t have the greatest execution, playing that character you can already appreciate and implement in your game most of the strategy that the engine allows. And a gamer that feels rewarded by his strategic improvements might often look into getting his execution better, while in a game where you can’t even grasp the strategy without hard execution requirements the gamer will likely not even understand what’s going on even after he masters the move, because he had to put all of his time into execution before even thinking about strategy.
I know, 3s Ken has the kara.shoryuken which is hard to get for most players, and takes a lot of practice to do at first (yes I can do it). Let’s say it’s difficulty is comparable with FRC comgbo or setup in GG. Here comes my point: if a player can nail the kara-sho consistently, more power to him. But it’s not a big thing strategically speaking. It’s a pretty rewarding bonus to those who cared mastering its execution, but it’s not like a player that can’t kara-sho to save his life can’t beat a kara-master if he outplays him. You don’t lose half of your options for not being able to execute something; while a genius that can’t execute FRC will never be able to stategically outplay anyone who can FRC consistently and has what resembles a remotely working brain.
I don’t want to turn this into a GG bash; in fact, I admire and respect the huge depth that GG has in strategy. Still, I think that the tie between strategy and hard execution is too strict and it’s ultimately a flaw which alienates most gamers.
It’s good when good execution makes winning easier, and I’m all for it. It’s bad when you can’t even play a game properly until you master ridicolous stuff.
I talked about GG, but it’s the same for how SFA3 turned, in example. At the point where the game is today, if you can’t execute all the useful VC’s for you character you’re pretty much done for, with very few exceptions. Roll Cancels somewhat did the same to CVS2, though to a lesser extent (there still are people who can compete with non-roll grooves) and even though they were not meant to be, they arguably turned the game better.
Games like ST/AE and 3s (and KOF98) are still popular and actually get new players even if old, because they’re quite simple to grasp. Sure there are lots of difficult things to do in both games, but at least with some characters you don’t need great execution to get a grasp of most if not all of what matters strategically. Don’t need 6 months of practice to even begin to play, you can start training strategy mindgames almost as soon as you get into the game.
While I agree that getting hard combos and such is fun and very rewarding when you get it in a match, I also think that the strategic part of a fighting game is the core of its fun. If you need 100+ hours of practice just to get to the fun part something is wrong.
Yes anyone can say that top players have top strategy AND top execution. True, that’s why they’re top players. But for the rest of the world, it’s more fun when one who lacks in a area can compensate in another.
In some games a match between someone with good strategy and decent execution vs someone with decent strategy and good execution is interesting and can go either way. They are skilled in different areas, but those skills can compensate each other. Those are the good games, in my book.
In some other games, any non-minimal difference in execution skill makes the match one-sided, and strategy only matters when both have the same execution skills. I don’t like when games turn that way.
A good game with easy execution on basic/mid stuff can always have a hard/technical character with crazy requirements even in some of his standard techniques for players who like that. It’s good for everyone that way.
When a game incorporates hard execution deeply in all of its system, they can’t just put an “easy” character. It’s not going to work beyond early after release.