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Combos and Interactivity in Gaming

cutter

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Link to original post: [drupal=1845]Combos and Interactivity in Gaming[/drupal]



This blog post was inspired from Pikachu's new pending discovery of a death combo on most of the cast (the Uair to footstool to QAC reset one).

I'm a person who probably plays MTG more than Smash and I have dabbled around in a lot of other competitive games as well trying to understand a lot of what makes them tick.

One of the things I feel that people want the most in a game is interactivity. In other words, all the players are able to interact with each other to do stuff to each other.

I'm not trying to start a Melee/Brawl debate either, but here are my two cents on Brawl's discoveries with these new combos/chaingrabs/etc.

Most of Melee's combos involved the person being comboed to have at least some control over their character; usually this is something like DIing in a direction and teching into a platform to try and trick the opponent and escape the combo.

In other words, you have interactivity in the game. People like games that are interactive; it's simply natural because both people are having fun.

A lot of the stuff that has been discovered in Brawl like DDD's true infinite on DK, ICs infinite throws, and footstool combos are for the most part non-interactive, which means the victim has little or no control over what their opponent does.

These types of non-interactive combos instill a sense of complete hopelessness in the victim knowing they can never get out and have no options of escape. This is also why Wobbling in Melee was (and still is by many people) shunned by the community when it came out because it is a non-interactive infinite. Even though Wobbling has shown it didn't break Melee and it didn't make ICs god tier, people still banned Wobbling simply because of its non-interactivity.

It's the exact same thing that I see when I play MTG. Strategies like land destruction, discard, counterspells, and combo decks are considered non-interactive because of their effects on the opponent. Land destruction and discard prevent the opponent from playing their stuff in the first place. Counterspells prevent your spells from resolving and thus are useless. Fast combo decks don't care about what you do; they just race to assemble their combo in a few turns and you die.

These types of tactics are naturally some of the most hated aspects of the game because it feels like "only one player is really playing" kind of a thing. They keep you from playing what you wanted to play and thus are forced to sit through a de facto game of solitare because your opponent systematically destroyed your resources to make your deck actually run.

The exact same thing can apply to Smash as well.

Non-interactivity does suck in gaming, but it does open up new strategies and tactics. Even though it's not fun to get infinited by DDD and ICs or get your lands and cards blown up/countered, they're far from unbeatable strategies. As I said concerning how these new strategies open up new ones in the game, counterstrategies and tactics are then created as well.

Disclaimer: I am against banning DDD's infinites, ICs, infinites, footstool infinites, or infinites and/or chaingrabs of any kind unless they have proven they degenerate, overcentralize, and break the game. Even though they might not be fun to play against because of their non-interactiveness, but they still have to break the game to the point where it becomes like the only viable tactic.

And that's my 2 cents on interactivity in gaming.
 

Browny

Smash Hater
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agree 1 billion %

I have more fun fighting against MK users who actually know how to 'string' attacks together than any other character who relies on stupidly simple, unavoidable combos. Things like fox/mario/luigi utilt spam, ZSS dsmash-dsmash-bair / neutral b-grab-dthrow-usmash, diddys banana throw ^n -> fthrow just annoy the hell out of me so much. I often like to joke about how everytime i get snake ftilted, im enjoying brawl more and more and how its a better combo than most characters have but its true to an extent. Nothing is more infuriating than losing a decent amount of % to someone who can replicate a generic combo with no interaction required.

No johns, but it really makes you feel like all your knowledge and skill about Brawls physics with (S)DI, teching and spacing etc are all meaningless vs these non-interactive combos. for the moment you are caught in them, any skill and knowledge advantage you have over your opponent is dropped to 0 and youre suddenly playing an incredibly basic, simple, one-sided game.
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
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agree 1 billion %

I have more fun fighting against MK users who actually know how to 'string' attacks together than any other character who relies on stupidly simple, unavoidable combos. Things like fox/mario/luigi utilt spam, ZSS dsmash-dsmash-bair / neutral b-grab-dthrow-usmash, diddys banana throw ^n -> fthrow just annoy the hell out of me so much. I often like to joke about how everytime i get snake ftilted, im enjoying brawl more and more and how its a better combo than most characters have but its true to an extent. Nothing is more infuriating than losing a decent amount of % to someone who can replicate a generic combo with no interaction required.

No johns, but it really makes you feel like all your knowledge and skill about Brawls physics with (S)DI, teching and spacing etc are all meaningless vs these non-interactive combos. for the moment you are caught in them, any skill and knowledge advantage you have over your opponent is dropped to 0 and youre suddenly playing an incredibly basic, simple, one-sided game.
I think you've completely misunderstood the OP's post. Read it up again.
 

Browny

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I never said im against those tactics lol and sure as hell dont think banworthy but it doesnt change the fact that

"Fast combo decks don't care about what you do; they just race to assemble their combo in a few turns and you die.

These types of tactics are naturally some of the most hated aspects of the game because it feels like "only one player is really playing" kind of a thing"

applies to both games. I just hate them due to the non-interactivity
 

Pierce7d

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You can smash DI out of most utilt combos. It just takes stupid reflexes and a lot of effort to escape. Two Utilts isn't really a dumb combo at all. Utilt, utilt, Uair is a pretty basic combo, so yeah, you probably won't escape, but then it's not like, "OMG MARIO UTILT UTILT UAIR IS SO CHEAP, YOU CAN'T DO ANYTHING!!!!" I mean, that kind of mindset is pretty foolish IMO.

I picked up Kirby YESTERDAY, and my opponent was a Mario I'm training, and I REALLY appreciate the actual combo engine of Brawl in that match-up. Through what I had taught him, an opponent who is vastly inferior to me actually was able to string some combos that could normally be escaped by DI. Furthermore, I was able to string together combos that he could escape with DI as well, but the fact is, JUST LIKE IN MELEE, NOT EVERYONE PLAYS PERFECT ALL THE TIME.

Also, I know a lot of people get Uptight about the word combo. Usually, when I use it myself, I'm talking about an attack string that you are in hitstun for the entire duration. However, one reason I like Brawl so much, is that despite there being far fewer true combos than in Melee, you can string many attacks together if you out-predict your opponent. The opponent is also given more options than they had in Melee, for greater interaction after a player gets hit. Do I completely agree with Brawl's engine? No. But I would say in most instances it's extremely interactive, and I get a thrill from playing it all the time.

Camping is easier, but it isn't by default better, especially in a lot of match-ups. Unfortunately, stuff like the new Pikachu lock (which I really thought was discovered a long time ago) encourages camping, because one is more prone to make a defensive error, and if this results in auto-death, then it's not worth the effort to attack. This is one major reason I hate fighitng ICs.
 

Nixernator

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I was also an avid player of magic (way back when) and I know what you are talking about. Playing against a lockdown/Land destruction deck was mental, you sit there hoping to god you eventual have some form of mana output.
I have nothing against non-interactive true combos. So what you get hit by a move at a certain percent and get smacked around a bit till another percent, whatever it adds strategy, you are forced to adapt your playstyle in a certain percentage range. These (20-50%) combos encourage creativity, adapation and ingenuity around certain percentages, you have to avoid certain moves and play a different game.

What is ********, is non-interactive infinites. I have nothing against people playing campy for 20-30% to avoid the mental combo or CG to spike, but having to play like that for a whole game just to survive? Hell no, it destroys the metagame. You can say "Don't get hit" all you want but to not get hit in brawl does not mean outwitting your opponent and responding with a interactive combo. It means camp, camp on a platform, camp on a ledge etc etc. And once you get hit that's it bye bye one stock. The only half decent non-interactive infinite is IC, where you actually have a strategy (stay out of grab range and Nana ****), the rest have no answer other than camp.

Non-interactive combos provide an adapting and changing player mindset, non-interactive infinites provide a safe, camping and overall one tracked mindset.
 
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