So this video sums up most of the opening post, so its an easy way to get people involved in the discussion without them having to read through a wall of text. So if you know someone you want to get involved in the discussion, for or against, share it with them. My stance is that Smash 4's focus is more depth, less complexity; and that it is a good thing!
The rest of this kind of reiterates exactly what I say in the video for those of you who can't or don't want to watch it, but still want to be a part of the conversation.
A few definitions so we are all using the same meaning.
First thing I want to do is congratulate Sakurai on creating the deepest, but least complex fighting games in... ever. With 1 attack button, 1 special button, a shield, and we will count these separately, a jump, a grab button and an analog stick he has given us access to tons of moves and then even more variation within those moves (angled tilts, smashes, and specials.)
and then compare it to a game like... Street Fighter 4. Very deep game but... oh so complex. 3 punch buttons, 3 kick buttons, press two buttons to grab, two to focus attack. Each special has a different input, plus a different button... or two buttons. Long combo strings that don't leave much room for creativity or adaptability (there is one BEST combo from every starter in every match up)
In smash shielding is a deep option shielding has a very meaningful trade off compared to not shielding: a weaker shield over time. In Street fighter shielding just isn't a deep option. No frame disadvantage, just the fact that you can't advance on the same frame you expect to block.
Is that to say complexity is bad? NO, not at all. Often times complexity is a draw for an certain audience, but complexity does limit access to your game. Comparing SF to smash you have a much steeper climb until you can really access the peak of the game's depth (heh), and I believe smashes accessibility has done far more to keep it a relevant and growing title for three different titles.
I have seen many people confusing complexity for depth when it comes to smash 4. Making a game faster does not make it deeper; the options available don't change with game speed alone. Having combos can, (I'll get to that later) but don't always make a game deeper. Advanced Techniques and movement options do not a deep game make (and these too).
But I think a few of those concepts can be a little tricky so lets try to unwrap them.
I think one of the draws to smash in general is the combo system, particularly once we got DI, or directional influence, involved. Even while being attacked a player has control over his launch trajectory, and their opponent; while still having the advantage; has to react and adapt to how his opponent chooses to DI. In top level melee, however, there is usually a best way to DI so that your opponent can't follow up, or you use attacks to guarantee your opponent can't use DI to escape your combos. And when you have a best option it isn't a very deep option.
Brawl changed up this combo formula a little. It kept DI around but also stole away the hit stun that made combos so powerful in melee. Often times there would be JUST ENOUGH hit stun so that a player could air dodge right before a follow up hit would connect. Our use a special move to out right beat any combo attempt. But the best option is not to always evade the follow up. If you air dodge or throw out an attack but if you opponent expects it that puts you are risk for a larger punish.
As a brawl sheik. Baiting reaction in-between my combos (or strings as well call them in brawl) was my bread and butter and really it separated me from many other sheiks. It kept me relevant against vastly superior characters played by some of the strongest smashers in the country.
Do Advanced techniques and movement options make a game deeper?
Well it can if it provides options with meaningful trade offs.
L canceling does not add depth to the game. It does add complexity and raises the skill curve, but L canceling is ALWAYS the optimal choice. There is absolutely no meaningful trade off involved. If L Canceling halved your landing lag but forced you to spot dodge or roll immediately after. That would add depth.
"Am I baiting a shield grab?"
"Am I unsure and just want to play it safe?"
"Am I forcing myself on you expecting you to respect options?"
Something like this would add meaningful choice and through it depth to a mechanic like L Canceling.
Advanced Techniques like wave dashing on the other hand give players more meaningful options out of shield. It trades the invulnerability of dodges and spot dodges for a quicker mobility options without that advantage. Those trade offs between choices mean depth.
If we look at dash dancing it gives players huge amounts of freedom in how they can move. BUT it completely eliminates the need to walk. Because you can pivot smash, or wave dash or crouch cancel your run. There are really never any situations where you feel like walking in a good option. Its just a slower version of dashing. Removing dash dancing gives much more room for counter play to your opponent (YES HE COMMITTED TO THIS DASH!!) and forces you to make more meaningful decisions in how you want to disengage or approach. (Should I really commit to a dash here?)
When I look at these pre-release builds of Smash 4 I see a plethora of intuitive meaningful options with low complexity. There is a lot of commitment in the options available, but through it we are able to access much more depth. I don't think the goal is to alienate the hardcore fan base but instead to create a deeper experience that is easier to access for new players. As a competitive community we NEED those new players in order to grow.
I believe smash 4 will do a better job of finding who consistently picks the better options as opposed to who consistently performs the optimal ones. I know that won't be everyone's cup of tea. But I think with the new games that's the right direction to go. I believe that easy to grasp depth will make the game fun to watch and play for a very wide pool of people.
SO what are your thoughts? Think Sakurai's choices are making the game deeper and more accessible? Or do you think he is "Targeting the competitive scene" by removing dash dancing and low lag aerials? Whats your thoughts?
The rest of this kind of reiterates exactly what I say in the video for those of you who can't or don't want to watch it, but still want to be a part of the conversation.
Okay now that that’s out of the way. I also need to point out, though I went to school for it, I'm no game designer. I'm just a guy who picks apart games so I can play them at higher levels. So take what you hear with a grain of salt.Depth:
In games depth describes the number of meaningful choices in any given situation. So just to clarify if there is always one optimal; one BEST option, even in a pool of hundreds... then there isn't much depth. (its a shallow pool) Depth is Awesome!
Complexity:
In fighting games I define complexity as what you need to do to perform an action. Do I have to push 1 button to grab or two? Do I need to do this in a sequence in order to get my end goal? Combo strings, etc. Complexity... can be cool.
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First thing I want to do is congratulate Sakurai on creating the deepest, but least complex fighting games in... ever. With 1 attack button, 1 special button, a shield, and we will count these separately, a jump, a grab button and an analog stick he has given us access to tons of moves and then even more variation within those moves (angled tilts, smashes, and specials.)
and then compare it to a game like... Street Fighter 4. Very deep game but... oh so complex. 3 punch buttons, 3 kick buttons, press two buttons to grab, two to focus attack. Each special has a different input, plus a different button... or two buttons. Long combo strings that don't leave much room for creativity or adaptability (there is one BEST combo from every starter in every match up)
In smash shielding is a deep option shielding has a very meaningful trade off compared to not shielding: a weaker shield over time. In Street fighter shielding just isn't a deep option. No frame disadvantage, just the fact that you can't advance on the same frame you expect to block.
Is that to say complexity is bad? NO, not at all. Often times complexity is a draw for an certain audience, but complexity does limit access to your game. Comparing SF to smash you have a much steeper climb until you can really access the peak of the game's depth (heh), and I believe smashes accessibility has done far more to keep it a relevant and growing title for three different titles.
I have seen many people confusing complexity for depth when it comes to smash 4. Making a game faster does not make it deeper; the options available don't change with game speed alone. Having combos can, (I'll get to that later) but don't always make a game deeper. Advanced Techniques and movement options do not a deep game make (and these too).
But I think a few of those concepts can be a little tricky so lets try to unwrap them.
I think one of the draws to smash in general is the combo system, particularly once we got DI, or directional influence, involved. Even while being attacked a player has control over his launch trajectory, and their opponent; while still having the advantage; has to react and adapt to how his opponent chooses to DI. In top level melee, however, there is usually a best way to DI so that your opponent can't follow up, or you use attacks to guarantee your opponent can't use DI to escape your combos. And when you have a best option it isn't a very deep option.
Brawl changed up this combo formula a little. It kept DI around but also stole away the hit stun that made combos so powerful in melee. Often times there would be JUST ENOUGH hit stun so that a player could air dodge right before a follow up hit would connect. Our use a special move to out right beat any combo attempt. But the best option is not to always evade the follow up. If you air dodge or throw out an attack but if you opponent expects it that puts you are risk for a larger punish.
As a brawl sheik. Baiting reaction in-between my combos (or strings as well call them in brawl) was my bread and butter and really it separated me from many other sheiks. It kept me relevant against vastly superior characters played by some of the strongest smashers in the country.
Do Advanced techniques and movement options make a game deeper?
Well it can if it provides options with meaningful trade offs.
L canceling does not add depth to the game. It does add complexity and raises the skill curve, but L canceling is ALWAYS the optimal choice. There is absolutely no meaningful trade off involved. If L Canceling halved your landing lag but forced you to spot dodge or roll immediately after. That would add depth.
"Am I baiting a shield grab?"
"Am I unsure and just want to play it safe?"
"Am I forcing myself on you expecting you to respect options?"
Something like this would add meaningful choice and through it depth to a mechanic like L Canceling.
Advanced Techniques like wave dashing on the other hand give players more meaningful options out of shield. It trades the invulnerability of dodges and spot dodges for a quicker mobility options without that advantage. Those trade offs between choices mean depth.
If we look at dash dancing it gives players huge amounts of freedom in how they can move. BUT it completely eliminates the need to walk. Because you can pivot smash, or wave dash or crouch cancel your run. There are really never any situations where you feel like walking in a good option. Its just a slower version of dashing. Removing dash dancing gives much more room for counter play to your opponent (YES HE COMMITTED TO THIS DASH!!) and forces you to make more meaningful decisions in how you want to disengage or approach. (Should I really commit to a dash here?)
When I look at these pre-release builds of Smash 4 I see a plethora of intuitive meaningful options with low complexity. There is a lot of commitment in the options available, but through it we are able to access much more depth. I don't think the goal is to alienate the hardcore fan base but instead to create a deeper experience that is easier to access for new players. As a competitive community we NEED those new players in order to grow.
I believe smash 4 will do a better job of finding who consistently picks the better options as opposed to who consistently performs the optimal ones. I know that won't be everyone's cup of tea. But I think with the new games that's the right direction to go. I believe that easy to grasp depth will make the game fun to watch and play for a very wide pool of people.
SO what are your thoughts? Think Sakurai's choices are making the game deeper and more accessible? Or do you think he is "Targeting the competitive scene" by removing dash dancing and low lag aerials? Whats your thoughts?