Arkaether
Smash Ace
DeLoRtEd1 doesn't realize that even G&W has three very good moves, three or four situationally good moves, and insane priority. As he said, Captain Bland would get exponentially better with one more move. Imagine three moves. He'd be almost like a real character!
No, artificial depth is forced versatility you put in there that must be adapted to which foregos a perfectly fine option with a less fine option due to the inherent nature of a tradeoff between one great move and two good moves. Note that the keyword here is "forced". Things don't go well when you force a character to do something else when he could have done something better.and artificial depth is nothing more than depth/versitility you know from the start because you put it there. :V
In other words, its baloney. :V
Naw, the problem with artificial depth is that it lacks the innate potential to grow like actual depth. And the problem with tradeoffs is that BAD moves are BAD and GOOD moves are GOOD. Tradeoffs change BAD moves to DECENT moves and GOOD moves to DECENT moves. A Jigglypuff tradeoff between bair and fair (as you suggested) would result only in massive pain, a nerfed jigglypuff, much sadness, and absolute no development in depth. What part of that is a good thing?In the end its still depth. And when tradeoffs for depth is used CORRECTLY AND RATIONALLY IE NOT WILLY NILLY on a Character by Character basis, you're wont end up with too many options for every situation. You're giving them enough to utilize towards that characters strengths ie use trade-offs to add depth to moves that work with the character double-ie dont buff ground based attacks on jiggs because she is an aerial character or don't mess with angles on Snake's aerials to make him combo in the air better. :V
Your "depth" isn't really "depth". "Depth" is that learning curve. You're changing the learning curve to a flat out horizontal line. How much of a character's potential can I draw out when you've already tailored each of his moves for usage in a particular situation? When you tell me "we changed G&W fair so it will specifically be used this so-and-so situation", what "depth" is there left in G&W? That situation comes up, I use fair, and nothing really develops because you MADE fair for that situation. The opponent will also KNOW you're using fair in that situation because you made it for that purpose.You guys ever heard of the saying, "Too much of anything is never a good thing." :V?
That applies to depth as well. I want more depth, but only enough. The right amount. But since we dont know that from the start, we have to test until we find the right amount. :V
I'd reply to the wall of text, but I dont have enough time. :V
Of course, DON'T touch fair, and I can pull it out at the craziest times when nobody expects it. Or it could develop into a niche situational move. You don't know where it will go and it has a lot more potential for development, unpredictability, and mindgames.
Oh, and one more thing; you absolute cannot factor out mindgames or player skill. You fail to realize that there actually exist options specifically for mindgames. A mindgame is not dependent solely upon player skill. Characters, just as they have differing amounts of reliable options, also have differing amounts of mindgame options open to them. And by doing "tradeoffs" and factoring out mindgames, you are in fact destroying these mindgame options for predictable situational options. Meaning you are crippling them at high-level competitive play.
I did not, of course, address the fact that a tradeoff is destroying a character's strengths in order to homogenize their gameplay to cover more options which defeats the purpose of character weaknesses and fails to emphasize the character's strengths.