It's really not that complex. I'll use my personal experience as an example.
I played Melee. A lot of melee. But at the time I played I never really looked online to learn ATs or anything like that. By the time I fought people who did that sort of thing it was several years into the metagame. When I saw people wavedashing and L-canceling shffling and w/e, it was honestly just discouraging. I didn't even feel like I was playing the same game as them. I felt so far behind that a) it felt pointless to try to catch up and b) the game experienced gamers were playing didn't seem fun to me.
Fast forward to Brawl. I like Brawl a lot more. I've gotten spanked pretty hard by some people, but even when I'm clearly outclassed, I never feel completely hopeless. I feel like if I learn a bit more, work on the matchups, and practice a bit, I can win, or at least be competitive. The top players are not so far out of my league that I can't learn from them, and I don't feel like I'll have to spend hours and hours practicing.
On the other hand, we have Marvel vs Capcom 3. I'm not amazing at the game, but I'm far FAR above the average player. The game has been a constant fixture at our break room at work, and only three or so people will actually play against me. It's simply frustrating for the rest to be helplessly juggled through the air for half ten seconds, to have every one of their approaches completely countered, and to be utterly confused by mix ups. I try playing random to mix it up, but it's still just not very enjoyable for them.
There is a definite link to how enjoyable a game is to a broad audience and how tech heavy it is. Between the people that will play at tournaments and the people who will mash buttons and play with items, there is a large group of people who wants to play, and wants to have competitive matches, but isn't going to invest the time to be a truly great player. For those players, tech skill is going to be detrimental for their enjoyment of the game. Seeing players that are so far above them that they can't even begin to figure out how to learn from them is discouraging.
IF these players never encounter a player that can use ATs or w/e, that's one thing, but, especially with a hopefully strengthened online mode, it will happen.
Of course, you can fall back on the good ol' "get better" argument, but that's ultimately a choice left to the developers. You can make a niche sort of franchise like Guilty Gear that focuses on ATs and such and demands a high level of knowledge and skill, and there is nothing wrong with that. Smash is designed to have a broader appeal, and keeping the game simpler is a part of that design.
I played Melee. A lot of melee. But at the time I played I never really looked online to learn ATs or anything like that. By the time I fought people who did that sort of thing it was several years into the metagame. When I saw people wavedashing and L-canceling shffling and w/e, it was honestly just discouraging. I didn't even feel like I was playing the same game as them. I felt so far behind that a) it felt pointless to try to catch up and b) the game experienced gamers were playing didn't seem fun to me.
Fast forward to Brawl. I like Brawl a lot more. I've gotten spanked pretty hard by some people, but even when I'm clearly outclassed, I never feel completely hopeless. I feel like if I learn a bit more, work on the matchups, and practice a bit, I can win, or at least be competitive. The top players are not so far out of my league that I can't learn from them, and I don't feel like I'll have to spend hours and hours practicing.
On the other hand, we have Marvel vs Capcom 3. I'm not amazing at the game, but I'm far FAR above the average player. The game has been a constant fixture at our break room at work, and only three or so people will actually play against me. It's simply frustrating for the rest to be helplessly juggled through the air for half ten seconds, to have every one of their approaches completely countered, and to be utterly confused by mix ups. I try playing random to mix it up, but it's still just not very enjoyable for them.
There is a definite link to how enjoyable a game is to a broad audience and how tech heavy it is. Between the people that will play at tournaments and the people who will mash buttons and play with items, there is a large group of people who wants to play, and wants to have competitive matches, but isn't going to invest the time to be a truly great player. For those players, tech skill is going to be detrimental for their enjoyment of the game. Seeing players that are so far above them that they can't even begin to figure out how to learn from them is discouraging.
IF these players never encounter a player that can use ATs or w/e, that's one thing, but, especially with a hopefully strengthened online mode, it will happen.
Of course, you can fall back on the good ol' "get better" argument, but that's ultimately a choice left to the developers. You can make a niche sort of franchise like Guilty Gear that focuses on ATs and such and demands a high level of knowledge and skill, and there is nothing wrong with that. Smash is designed to have a broader appeal, and keeping the game simpler is a part of that design.