TheMuffinMan0311
Smash Apprentice
- Joined
- Jul 5, 2007
- Messages
- 147
David Sirlin is a director on Street Fighter II Turbo HD Remix, and in a recent interview with Videogaming.com he had some interesting things to say about competitive fighters, gameplay evolution, and criticism of "dumbing down" that I found was sorta appropriate in relation to the drama going on about Brawl. So, this is what he had to say.
---------------------
What's your opinion on accusations of dumbing down?
David Sirlin: "I think people who call a bigger timing window on executing a Dragon Punch "dumbing down" have vastly misunderstood what fighting games are about. I see Super Street Fighter 2 Turbo played at the very highest levels. I see it at the Evolution Fighting Game Championships which I help run in the US. I saw it in Japan at the Super Battle Opera tournament, and these days we have DVDs and online videos of high level play, too. So I can say with great authority that when top players are able to execute their moves all the time, the game still holds up well. I think people less connected with the hardcore scene think that if only Cammy could do that Hooligan throw every time she wanted, she'd be #1.
So the first myth to dispel is that giving more players access to doing special moves somehow imbalances things. Quite the contrary as it gets one of the barriers of entry for beginners out of the way sooner, and gets them to the real part of the game: the strategy.
The second myth to dispel is that fighting games are all about dexterity, so reducing the difficulty of some special moves means there's less to the game. Not so. Fighting games are about making a series of good decisions, tempered by your ability to execute. While the average player might think a fighting game is 95% dexterity and 5% strategy, that is hardly the case. Unfortunately, if you don't have *some* level of dexterity, you can't compete, but after you reach a certain level of basic proficiency, strategy, knowledge, and reading the opponent are far more important than dexterity.
The third myth to dispel is that making special moves easier to execute leaves players with no nuance, and no ability to show off their execution skills. Your ability to manoeuvre to just the right distances for your moves (sweet spots) is no different now than ever. Your ability to use expert timing is no less important. And there are still plenty of difficult combos in the game, tons of which I can't even perform. So accusations of "dumbing down" are as far off-base as you can get, because this game has plenty of nuance, is more inclusive, and puts more focus on strategy than ever before, not less."
---------------------
Some terms I'm sure in your mind you can swap with Smash terms to understand how this relates to Brawl. Make of it what you will.
---------------------
What's your opinion on accusations of dumbing down?
David Sirlin: "I think people who call a bigger timing window on executing a Dragon Punch "dumbing down" have vastly misunderstood what fighting games are about. I see Super Street Fighter 2 Turbo played at the very highest levels. I see it at the Evolution Fighting Game Championships which I help run in the US. I saw it in Japan at the Super Battle Opera tournament, and these days we have DVDs and online videos of high level play, too. So I can say with great authority that when top players are able to execute their moves all the time, the game still holds up well. I think people less connected with the hardcore scene think that if only Cammy could do that Hooligan throw every time she wanted, she'd be #1.
So the first myth to dispel is that giving more players access to doing special moves somehow imbalances things. Quite the contrary as it gets one of the barriers of entry for beginners out of the way sooner, and gets them to the real part of the game: the strategy.
The second myth to dispel is that fighting games are all about dexterity, so reducing the difficulty of some special moves means there's less to the game. Not so. Fighting games are about making a series of good decisions, tempered by your ability to execute. While the average player might think a fighting game is 95% dexterity and 5% strategy, that is hardly the case. Unfortunately, if you don't have *some* level of dexterity, you can't compete, but after you reach a certain level of basic proficiency, strategy, knowledge, and reading the opponent are far more important than dexterity.
The third myth to dispel is that making special moves easier to execute leaves players with no nuance, and no ability to show off their execution skills. Your ability to manoeuvre to just the right distances for your moves (sweet spots) is no different now than ever. Your ability to use expert timing is no less important. And there are still plenty of difficult combos in the game, tons of which I can't even perform. So accusations of "dumbing down" are as far off-base as you can get, because this game has plenty of nuance, is more inclusive, and puts more focus on strategy than ever before, not less."
---------------------
Some terms I'm sure in your mind you can swap with Smash terms to understand how this relates to Brawl. Make of it what you will.