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Again, this is a very terrible way to go about this. There are much better ways that they could have gone about this. If they really wanted players to recognize these options, having the CPU using more of these options would've greatly helped players to encourage exploring the game.It doesn't impact the amount of options, it has only helped new players recognize those options. It is the first step in becoming a threat in one's scene. By doing that it raised the general level of competition considerably and has escalated the improvements on the meta game at an accelerated pace.
It doesn't take much to figure out how new players will primarily act. In every game it's the same Rush That **** Down tactic all newbies use. It's not until later on do they realize that you just can't blindly rush in and expect to win. Then there's the problem that Brawl stages in particular are freaking huge. If you want to cover ground, you're going to want to run. Reducing stage size would make walking all the more important, especially in the zoning aspect of the game.I doubt the developers actually predicted the primary way players would interact, or even thought it was the best way at the time. Perhaps after watching the competitive scene develop and taking notes on how tripping led players down the path of walking, in turn accelerating the growth of the meta game, then perhaps next time they can refine how they encourage players to move.
Of course the benefits of walking of walking would eventually become apparent, but that would only happen over a much longer period of time. Tripping makes that process much faster, and is the reason why the general level of play has increased at such an accelerated rate. It lays the path for new players who are struggling to improve, and most likely keeps them from giving up and quitting. As for veterans it forces them to learn a more effective style of pressure as highlighting the path to improvement.
Sure there may be different ways, but considering the developers could not have predicted the value of walking, and having tripping forcing everyone to realize walking's importance, tripping does its job very well.
A catalyst which leaves a bitter taste in the mouth. Like KumaOso said earlier, a tutorial would have been much better.You can think of tripping as a catalyst.
And what if every time that I need to do it, I end up tripping? Suddenly I'm being punished for going for the the best option at that time.Tripping discourages dashing, it doesn't outright restrict it, basically use it only when you need to.
Doesn't change that it's a really ****ty catalyst. Most people just found it to be too dumb to make them want to play the game. You don't see Tekken having random tripping to discourage walking instead of learning to dash and sidestep instead. You don't see Ryu throwing out dud Hadoukens to tell him to stop zoning. The key thing is to balance out the options, not create some dumb mechanic that forces you to use other things. Same goes for stale moves.You can think of tripping as a catalyst. It highlights how to improve in Brawl, increasing the skill level everywhere immensely.
Or, you know, you could learn from your losses and analyze why the heck you're winning and losing. I may not understand top level play Brawl entirely, but I have a pretty strong understanding of high level play in other games, and I have never needed some stupid catalyst like tripping to get me to improve.You won't be tripping all the time obviously, it's only a 1% chance on a dash, however if you were to trip all the time then clearly you should be walking and walking would be the best option.
It's an amazing catalyst. Most people don't understand how top level play works. Tripping attempts to highlight that for them, it is on the individual to learn from the lessons that tripping is trying to teach us all. Whether everything is balanced or not does not have anything to do with tripping. Tripping just guides people in the right direction in how to improve within the parameters of the game's engine.
You can't say anything is bad without comparing it to something better, to make the statement that "It's not bad just because it could be better" is a passive claim. There aren't just better options to discourage dashing as a primary form of movement (I agree that that was the primary reason for its inclusion, rather than just to be something random, and have stated so before), there are myriad better ways to make dashing a situational tool and tripping was handled in an absurdly sloppy way.We can think of better alternatives sure, but keep in mind the dev team couldn't really predict what the best form of movement was going to be due to a lack of knowledge of how competitive brawl was going to develop as well as being unsure what the stage list was going to be. No one knew how brawl was going to be played in 2013 in 2008. Point is tripping highlighted the path for new and old players alike. We can't say it's bad because there might have been better alternatives. It accomplishes an incredible feat as it is, and that is without an incredible foresight.