This leads into the main purpose of ATs. If I am using ATs, and my opponent is using ATs, then it is up to WHO USES THEM BETTER, MORE EFFICIENTLY, AND SMARTER. We both have EQUAL ACCESS TO ADVANCED TECHNIQUES. So, it is bull**** that you're comparing the casual's view of ATs to the competitive's view of items. Competitives dislike items because they add a possibility of a match being won by pure luck. Casuals dislike ATs because they add a possibility of a match being won BY THE FACT THAT THEIR OPPONENT HAS PUT MORE TIME INTO LEARNING AND PRACTICING THE MORE COMPLEX NUANCES OF THE GAME. WHAT A CRAZY ****ING CONCEPT.
What I'm gathering from this and the rest of your post is that ATs tend to lead towards the dissatisfaction of the casual/average player after playing. Now, this is why I asked "do ATs enhance the average player's experience with the game?", because I think that's a big part of whether or not they should be in.
Sakurai said that he wants the game to be aimed at "a wide variety of people." Keep Sakurai's direction in mind.
With that said, he can put ATs in, or he could not.
Let's say he does. The players like us who attempt to push the game to its limits are satisfied. The casual/average players won't notice or care about these ATs until they meet someone who uses them and, most likely, stomps them. The average gamer will most likely be fed up at losing to ATs they didn't know about. This will be an unenjoyable experience for them. This is my answer to the OP on how ATs affect average gamers: they tend to lead towards a less enjoyable experience for them, and they don't improve their experience in any way.
This idea is nothing new though, and it has been discussed and argued against already in this thread. Plenty of people have already pointed out that average players will get stomped with or without ATs anyway, so their inclusion makes no difference.
However, casual/average players getting stomped is not the point. The point, in my eyes, is whether or not ATs are
conducive to them having an enjoyable experience.
I think most of us can agree that casual/average players will be neutral to ATs, aka either won't know about them, or never play against someone who knows them. ATs have a
zero percent chance of improving the casual/average player's experience.
On the other hand, they definitely have a chance of making a casual player have a less enjoyable experience. Edreeses mentioned infinite drillshining someone across FD vs. throwing them off and shine spiking them. They average/casual player loses in both cases, yes, and neither will be enjoyable for the most part. The ATs didn't change whether or not they lost,
but they also did not aid in making the experience enjoyable for the casual player.
If ATs only have the possibility of hurting the main audience, why put them in?
But what about the competitive player? They enjoy the technique, and they matter too, right? Sakurai thinks differently.
His goal is to make the game target a wide variety of people. The competitive community is the:
Sakurai said:
very small, passionate group of sort of maniac players
in his eyes, and he specifically wants to avoid anything that might turn the game into "a situation where it becomes a game sort of like other competitive fighting games, where it's only apreciated by a very small, passionate group of sort of maniac players."
What's something that's only appreciated by a very small, passionate group?
Advanced Techniques, and I've just pointed out that Sakurai has said that he doesn't want situations in which only a small group appreciates something, so the depth that competitive players gain is meaningless to him
.
Also note:
Sakurai said:
Essentially, the incorporation of the Smash Balls and the Final Smash was something to accommodate, or to counter a situation where in a game you'd have a strong player and without those things, you would have a situation where clearly always the strong players would come on top. And so we wanted to add a little bit of some accidental or random elements to help sort of narrow the possibility of who would come out on top in a match."
It's really ironic that you said this peeup
Casuals dislike ATs because they add a possibility of a match being won BY THE FACT THAT THEIR OPPONENT HAS PUT MORE TIME INTO LEARNING AND PRACTICING THE MORE COMPLEX NUANCES OF THE GAME. the stronger players. WHAT A CRAZY ****ING CONCEPT.
because that's the exact element that Sakurai has explicitly attempted to counter through game mechanics. ATs only serve to promote the stronger players coming out on top, so why would ATs be in the game when one of the game's very goals is to reduce the chance that the stronger player always comes out on top? Sakurai has no reason to put them in.
Sorry for typos