Let's just say his views are very polarizing and his readers give me an impression of strong Nintendo fanboyism and trying to talk business.
Ah. I know what you mean.
Okay, I get what you're saying, but it seems to me that playstyles and mechanics go hand in hand, unless that's what you're saying.
Playstyles and mechanics are related. But, to not confuse things, I think of playstyles like this...
http://critical-gaming.squarespace.com/blog/2010/1/11/playstyles-design-pt1.html
and here are some Brawl examples...
http://critical-gaming.squarespace.com/blog/2010/3/4/brawl-playstyles-skills-pt1.html
A specialist playstyle can focus on 1 to a few moves to shape their entire game around. In this way, (especially if the move is good) the mechanics definitely help that playstyle happen.
You can play a any character with a variety of playstyles. But chances are, you won't specialize in a character's worse move(s).
I was referring to how you said that the developers could've achieved balance if they were willing to to add a mountain of complexities on top of their game systems.
Oh. I meant... for any game still in development when the designers are seeking to balance the game, there's always the option of continually adding features, moves, and other elements on top of the existing system rather than tweaking what's already there. I didn't mean for that statement to say... "they could have balanced GG if they were willing to add more junk on top."
Funny that you imply that the fighting game design formula is obsolete considering that you have platformers which have kept their basic designs for at least 25 years and no one seems to complain, but it's the fighting games that get called out. Note, I'm not a super fanboy for fighting games, it's an observation.
Not obsolete. I really enjoy studying and thinking about Street Fighter HDremix and SSF4. But Sirlin, and other designers have admitted that because of the way SF is designed (sticking to the old formula so to speak) balancing the game is very difficult. Trying to fix one bad matchup by tweaking a character can have hundreds of side effects that are difficult to see let alone control.
The basic design of fighting games (hit stun, animations, hit boxes, etc) is a good ways of going about designing a fighting game. Certainly the industry has explored these options well. Likewise, platformers have creating new challenges using simple foundations like gravity and air control in addition to more wacky, unique, and off the wall foundations.
I wouldn't say "no one" has complained, but I know what you mean. People are still dedicated to these types of games.
Also, I'll say that I have a lot of experience with platforming games. If you haven't, check out this series I did on Mario platfomers. I bet there's not a more comprehensive look at these games anywhere.
http://critical-gaming.squarespace.com/blog/2009/11/19/the-measure-of-mario-pt1.html
I'm not sure how you could update the design of a genre from the ground up, especially considering how long it's been around. The closest would be Super Smash Bros., but that's considered to be in its own sub-genre.
Creativity and design have no limitations. Of course it's possible to completely reinvent the fighting game genre from the ground up (at least in theory). The problem is, because many define genres based on what already exist. So even perfectly legitimate examples like Smash gets put into a "sub-genre."
So I offer this small list of fighters that I have experience with. Some may not think of them as fighters or "pure fighters." Each are very different, and each helps me realize that there's so much more that can be done. (I also get lots of ideas from non fighting games too).
Rag Doll Kung Fu
Super Money Ball: Party game "Monkey Fight"
Wii Sports Boxing
Draglade (DS)
Jump Super/Ultimate Stars
Zelda Four Swords: Multiplayer Battle
Also, using combos that maximize damage aren't always the best. A good number of them may be incredibly impractical or specific to the point it's not worth learning, and then there's stun which can reduce damage depending on the situation.
And what do you mean by "real time math"? I've never heard of anyone doing the math in their head for their combos if that's what you're implying.
True. But I didn't mean to imply that everyone seeks to learn the max damage possible. I meant that people generally look to maximize the damage given using their current skills and strategies.
The damage scaling in SF4 & SSF4 is an odd, invisible, math equation that affects all combos. The best way to understand how to get the most damage out of your combo opportunities is to go to training mode and crunch the numbers. Otherwise, there's no way someone can do the math in battle.
The thing is, those mechanics (save for maybe DI) have their own issues. The stale move system can make things worse. In fact, during the development for Brawl+, they removed stale moves because it could lead to infinites like Fox juggling Bowser with UTilt because of bringing back in hitstun. An in-Brawl example would be Sheik's FTilt on Ganondorf, and that move already has low knockback to begin with.
Well, if you start messing with the game code things are bound to get out of whack. Things get even more chaotic when you don't have a firm grasp on what you're messing with. I wouldn't say that they have their own issues. Do you have any other examples?
As for Shiek on Gannondorf, I can't say much about one of the worst characters in the game. But I can say that with repeated hits, the damage goes down. And with repeated hits, a rhythm is set up making it easier to smash DI. Also, like most attacks, at higher damages certain strategies fail to work well or at all.
I think it's safe to say that Sheik isn't too big of a threat/issue in Brawl touranemnts.