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Is hard to perform tech good for Smash 4?

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1MachGO

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It's fairly well known that repeated execution of Melee's ATs (to say nothing of numerous other precisely-timed quick inputs in other games) is physically bad for your hands over time, moreso than regular techniques.

But either way, it is what it is. Sakurai thinks a balance can be stricken, and a lot of people prefer it that way. A lot of others prefer it other ways, and y'know, not one Smash game has been objectively bad.
Please, playing guitar in repetitive ways can be bad for your hands. PPMD, one of the best melee players in the world, has never had hand problems. Its really just a matter of practicing in ways that don't damage your hands/performing other hand exercises.

And no, smash games can be objectively bad. Pretending we can't be objective about these types of things is how we prevent true progress. Mechanics like tripping is completely unacceptable and I don't think its mysterious that Brawl's competitive scene has more or less died out.
 

erico9001

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I'm hoping we're not going to see much more tech. A skill based game is more fun than a memorization based game to me. The more memorization a skill based game has, the less fun I find it/the more pointless I find playing it. Actually, Smash 4 has not been bad.

Nobody truly knows if the game will have much more tech arise. Some people are optimistic about there being tons of tech in this game, although I have no reason to use this wishful thinking based from what I previously said.

And no, smash games can be objectively bad. Pretending we can't be objective about these types of things is how we prevent true progress. Mechanics like tripping is completely unacceptable and I don't think its mysterious that Brawl's competitive scene has more or less died out.
... I was considering making a point that it's impossible for something like a video game to be objectively bad, and then you come out saying Brawl is.
Objective: "not influenced by personal feelings, interpretations, or prejudice; based on facts; unbiased:"
Your view of Brawl is influenced and biased by your competitive take on Smash Bros. Your hatred of tripping is a personal feeling deriving from that. However, most people don't play Smash Bros competitively.
 

1MachGO

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... I was considering making a point that it's impossible for something like a video game to be objectively bad, and then you come out saying Brawl is.
Objective: "not influenced by personal feelings, interpretations, or prejudice; based on facts; unbiased:"
Your view of Brawl is influenced and biased by your competitive take on Smash Bros. Your hatred of tripping is a personal feeling deriving from that. However, most people don't play Smash Bros competitively.
Even at I casual level, how does one defend a mechanic that randomly punishes you for dashing?
 

Orngeblu

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Perfect Pivoting looks hard, but I've never tried it yet, and I can't really do it consistently on my 3DS, neither will I try to. (It might even break my Circle Pad)

When Smash Wii U comes out, I'll practice it and try to get it consistently.

The problem is, I never could do a consistent Dash Dance in Brawl, but I could do a couple in a row. That's probably the minimal required for this tech, but I HAVE TO DO IT EVEN FASTER, and I'm afraid I won't be able to get it down. I'll try.

I can Wavedash in Project: M easily. In my opinion, this tech wouldn't be easier than wavedashing, I find wavedashing incredibly easy.

I think I saw a Greninja player do a perfect pivot into Water Shuriken, I was like "What is that tech!?!?".
 
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Raijinken

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Please, playing guitar in repetitive ways can be bad for your hands. PPMD, one of the best melee players in the world, has never had hand problems. Its really just a matter of practicing in ways that don't damage your hands/performing other hand exercises.

And no, smash games can be objectively bad. Pretending we can't be objective about these types of things is how we prevent true progress. Mechanics like tripping is completely unacceptable and I don't think its mysterious that Brawl's competitive scene has more or less died out.
Competitively poor mechanics do not amount to a bad game. It sold excellently, was well-received by virtually anyone who didn't play it competitively, and even some who do (for its moddability).

I won't continue to go into the hand problems, as it's a known issue with all rapid hand motions and grip-based actions like Smash. It's also known that less strenuous movements are less likely to cause such injuries. Take that as you will.

Perfect Pivoting looks hard, but I've never tried it yet, and I can't really do it consistently on my 3DS, neither will I try to. (It might even break my Circle Pad)

When Smash Wii U comes out, I'll practice it and try to get it consistently.

The problem is, I never could do a consistent Dash Dance in Brawl, but I could do a couple in a row. That's probably the minimal required for this tech, but I HAVE TO DO IT EVEN FASTER, and I'm afraid I won't be able to get it down. I'll try.

I can Wavedash in Project: M easily. In my opinion, this tech wouldn't be easier than wavedashing, I find wavedashing incredibly easy.

I think I saw a Greninja player do a perfect pivot into Water Shuriken, I was like "What is that tech!?!?".
Thing about DashDancing in Brawl is that it wasn't really a very useful tech to begin with. Wavedashing is, but how much of its utility (or even its existence) did you discover on your own? At least in Smash4, there are tips that cover things like pivot attacks. A perfect pivot still feels like an oversight, but it's just a pivot turn. It's not advanced, just tricky (and if that trickiness exceeds an individual's capabilities, that's far different from an edge case of airdodges).
 

1MachGO

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One bad mechanic doesn't ruin a whole game. Crouch cancelling didn't ruin Melee. That mechanic punishes you for successfully hitting your opponent.
lol crouch cancelling and tripping are not a 1:1 comparison. Tripping is random whereas crouch cancelling requires input from both players to create a situation where its useful.

Competitively poor mechanics do not amount to a bad game. It sold excellently, was well-received by virtually anyone who didn't play it competitively, and even some who do (for its moddability).

I won't continue to go into the hand problems, as it's a known issue with all rapid hand motions and grip-based actions like Smash. It's also known that less strenuous movements are less likely to cause such injuries. Take that as you will.
Bioshock Infinite also sold well and got great reviews, but that doesn't mean it lacks huge flaws in its mechanics or storytelling.

To be fair, Brawl isn't trying to be some work of art like Infinite but we shouldn't be so unwilling to criticize it and call it out on bad game design like random tripping or random input delay.
 

ZephyrZ

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As I newcomer to the competitive side of Smash, I can say that this AT does nothing for me but intimidate me.

Most of Smash's mechanics are easy to figure out; it's learning when and how to use them that I think is important. Short hopping, fast falling, rolling...those are all things I've known how to do for a while. All I need to do is learn to use them well.

Perfect pivots, though...they aren't like that. They're supposedly a pivot, but learning to do them takes so much more practice then short hopping does. I can't really say if it's "healthy" or not, but I can say that I find it very annoying.
 

Raijinken

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lol crouch cancelling and tripping are not a 1:1 comparison. Tripping is random whereas crouch cancelling requires input from both players to create a situation where its useful.



Bioshock Infinite also sold well and got great reviews, but that doesn't mean it lacks huge flaws in its mechanics or storytelling.

To be fair, Brawl isn't trying to be some work of art like Infinite but we shouldn't be so unwilling to criticize it and call it out on bad game design like random tripping or random input delay.
I don't go out of my way to hide Brawl's flaws, but nor do I try to cover any other Smash game's flaws. At the same time, I don't pick on my least favorite games just to sing the praises of my favorite. They all have pros and cons, some dependent on the player's own perspective and preferences.

And to emphasize your point, virtually every game Valve ever made is riddled with bugs and issues (some from Source, some from other issues), and yet they're almost universally praised. There is no perfect game, but it takes a lot of effort to make an objectively bad game.
 

1MachGO

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I don't go out of my way to hide Brawl's flaws, but nor do I try to cover any other Smash game's flaws. At the same time, I don't pick on my least favorite games just to sing the praises of my favorite. They all have pros and cons, some dependent on the player's own perspective and preferences.

And to emphasize your point, virtually every game Valve ever made is riddled with bugs and issues (some from Source, some from other issues), and yet they're almost universally praised. There is no perfect game, but it takes a lot of effort to make an objectively bad game.
You've missed the point. You are more or less arguing that games cannot be assessed objectively which is a completely unproductive and cliche mindset. Being "accepting" of media we dislike may be politically correct but it accomplishes nothing for games as a medium or smash as a franchise.
 

Raijinken

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You've missed the point. You are more or less arguing that games cannot be assessed objectively which is a completely unproductive and cliche mindset. Being "accepting" of media we dislike may be politically correct but it accomplishes nothing for games as a medium or smash as a franchise.
You cannot objectively call a game bad because it fails to appeal to your subjective tastes. No one makes you be accepting of media you dislike. I play all of the Smash games because I like them all and believe they are all good (but distinct and different) games.
But we have digressed far from the original topic.

Hard-to-perform tech in itself is neither good nor bad for Smash4. It's against Sakurai's design, but appeals to a certain subset of the playerbase. Ultimately, if it grows the playerbase (over all, though competitive is nice, since we're currently a tiny niche esport), it may have been beneficial, and if not, then it may have been detrimental. One reaction to pressing certain buttons quickly will not decide the fate of the game.
 
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Raijinken

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Not only did we get off topic, but you've changed your opinion significantly.



But earlier you said...



So which one is it?
You got me. ATs themselves are neutral, but in my opinion, obstruct entry to competition, and are thus unhealthy for the game's growth as an esport.
 
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KlefkiHolder

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Quick question, but what's wrong with a barrier? Yes, I know it stops some from getting into the game, or slows the pace of others in the process, but we're competitive players. The vast majority of smash players play time, FFA, items on, etc. They don't necessarily play to win like we do, so that makes me question why a barrier is inherently bad.

Personally, I think boosting spectator value is the way to cause growth. One key part of this is making something people want to learn, which is my way of saying, having a game with a lot of depth. Melee, right now, is a very spectators healthy game largely due to how deep it is. It's also very flashy, which helps, but back to depth. ATs are one way to increase depth, sure, but I think the reason for that isn't that you must learn ATs, but that they create options. Options, imo, are the driving force for depth.

Let's take rock paper scissors. You have 3 options, only 3. Due to that, you can master the game very quickly. Reads are a big part of RPS, yes, but at the end, still, 3 choices. The game lacks any actual depth, thus killing its spectator base. Its an extreme example, but I think it gets the point across.

Now, as for ATs, like I said earlier in the thread, I think a case-by-case evaluation is best. I wont lie, Melee is my favorite game in the series to play and watch, but there's still issues with it. L Canceling, for example, is not a good mechanic. You have no reason not to do it. Its not hard, no, but its pointless. Crouch canceling can punish you for getting a hit off. I'm not totally opposed to CCing, but I'm not a big fan either. Still, many other options in Melee like wave dashing/landing, dash dancing (that isn't useless), crouch canceled dashes, etc are great because they give you options to tighten up your game.

Tl;Dr depth is best to increase expansion of a game, and ATs help with that because they create options. When saying when an AT is good or not, going case-by-case is best instead of calling all ATs good or bad.
 

Raijinken

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Quick question, but what's wrong with a barrier? Yes, I know it stops some from getting into the game, or slows the pace of others in the process, but we're competitive players. The vast majority of smash players play time, FFA, items on, etc. They don't necessarily play to win like we do, so that makes me question why a barrier is inherently bad.

Personally, I think boosting spectator value is the way to cause growth. One key part of this is making something people want to learn, which is my way of saying, having a game with a lot of depth. Melee, right now, is a very spectators healthy game largely due to how deep it is. It's also very flashy, which helps, but back to depth. ATs are one way to increase depth, sure, but I think the reason for that isn't that you must learn ATs, but that they create options. Options, imo, are the driving force for depth.

Let's take rock paper scissors. You have 3 options, only 3. Due to that, you can master the game very quickly. Reads are a big part of RPS, yes, but at the end, still, 3 choices. The game lacks any actual depth, thus killing its spectator base. Its an extreme example, but I think it gets the point across.

Now, as for ATs, like I said earlier in the thread, I think a case-by-case evaluation is best. I wont lie, Melee is my favorite game in the series to play and watch, but there's still issues with it. L Canceling, for example, is not a good mechanic. You have no reason not to do it. Its not hard, no, but its pointless. Crouch canceling can punish you for getting a hit off. I'm not totally opposed to CCing, but I'm not a big fan either. Still, many other options in Melee like wave dashing/landing, dash dancing (that isn't useless), crouch canceled dashes, etc are great because they give you options to tighten up your game.

Tl;Dr depth is best to increase expansion of a game, and ATs help with that because they create options. When saying when an AT is good or not, going case-by-case is best instead of calling all ATs good or bad.
I agree, but only when the ATs create options. L-canceling is a well-known one that doesn't make options. You always want to L-cancel. That's not depth, it's a barrier.

And as ATs aren't the only source of depth or complexity, I simply don't feel that they're needed.

Why add depth with a barrier when you can add it with something else? The sport can grow faster with fewer barriers, which in turn keeps the spectator experience refreshing.
 
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KlefkiHolder

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I agree, but only when the ATs create options. L-canceling is a well-known one that doesn't make options. You always want to L-cancel. That's not depth, it's a barrier.

And as ATs aren't the only source of depth or complexity, I simply don't feel that they're needed.

Why add depth with a barrier when you can add it with something else? The sport can grow faster with fewer barriers, which in turn keeps the spectator experience refreshing.
Yes, they are not the only way, but they are a splendid way.

Basically, ATs give a great blend of what you want in something from a spectator standpoint. First off, like I outlined before, they create something foreign to you. ATs can lead to something that you look at, something far different than what you've seen in your own experience in the game, and make you want to learn how to do that. I can speak from personal experience that this is what happened with me and Melee. I had been playing it for years casually before I had seen a competitive match, and once I saw one, my mind was completely blown by what they were doing with Fox, Peach, Falco. I wanted to learn how to not only understand their insane movement and attacking, but also to master it. Since I've taken the time to understand the game, I enjoy it tremendously. Watching high level play if like watching art take place, something not nearly as beautiful if you take out all, or most, of the cool stuff taking place. So, from a spectator point of view, and from personal experience, ATs can make something enjoying to watch and tempting to learn.

Also, you need at least any sort of barrier to generate competition. For there to be a serious competition, you have to have a divide between the top and the bottom. Generally, the larger the spread, the more competition there is because even though the top will destroy the bottom harder, the bottom will want to strive to overcome the top even more. Now, how large of a barrier there should be is something that is certainly up for discussion. Too much and you might cause so great of a divide you drive out newcomers, but too little and you might prevent newcomers from being interested at all. ATs do create part of the barrier, but, at the same time, in learning the ATs, you put an investment of yourself into the competition. You've taken the time to learn how to play, and you must take that investment and make a profit, apply the techniques. Once again, you do not want too many so as to not drive away newcomers completely, but you also want some. You need a healthy amount of them, or at least want a healthy amount.

Finally, there are plenty of barriers in any game. In Smash you have to know how to control neutral, how to edgeguard, how to read, apply pressure, escape pressure, get back to the stage, etc. There is and will always be a barrier, as there is and will always be skills that one has to learn to do well. To throw in a few advanced button presses isn't that tall of an order (depending on the tech of course, which is why I've been saying case-by-case).

So... with all of this, I'm not saying ATs are good, but rather that they are not bad.
 

Raijinken

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Yes, they are not the only way, but they are a splendid way.

Basically, ATs give a great blend of what you want in something from a spectator standpoint. First off, like I outlined before, they create something foreign to you. ATs can lead to something that you look at, something far different than what you've seen in your own experience in the game, and make you want to learn how to do that. I can speak from personal experience that this is what happened with me and Melee. I had been playing it for years casually before I had seen a competitive match, and once I saw one, my mind was completely blown by what they were doing with Fox, Peach, Falco. I wanted to learn how to not only understand their insane movement and attacking, but also to master it. Since I've taken the time to understand the game, I enjoy it tremendously. Watching high level play if like watching art take place, something not nearly as beautiful if you take out all, or most, of the cool stuff taking place. So, from a spectator point of view, and from personal experience, ATs can make something enjoying to watch and tempting to learn.

Also, you need at least any sort of barrier to generate competition. For there to be a serious competition, you have to have a divide between the top and the bottom. Generally, the larger the spread, the more competition there is because even though the top will destroy the bottom harder, the bottom will want to strive to overcome the top even more. Now, how large of a barrier there should be is something that is certainly up for discussion. Too much and you might cause so great of a divide you drive out newcomers, but too little and you might prevent newcomers from being interested at all. ATs do create part of the barrier, but, at the same time, in learning the ATs, you put an investment of yourself into the competition. You've taken the time to learn how to play, and you must take that investment and make a profit, apply the techniques. Once again, you do not want too many so as to not drive away newcomers completely, but you also want some. You need a healthy amount of them, or at least want a healthy amount.

Finally, there are plenty of barriers in any game. In Smash you have to know how to control neutral, how to edgeguard, how to read, apply pressure, escape pressure, get back to the stage, etc. There is and will always be a barrier, as there is and will always be skills that one has to learn to do well. To throw in a few advanced button presses isn't that tall of an order (depending on the tech of course, which is why I've been saying case-by-case).

So... with all of this, I'm not saying ATs are good, but rather that they are not bad.
Different players prefer different skillsets, I suppose. My reflexes are mediocre, my tactics are somewhat better than that, so I prefer a game where I don't have to be as finger-fast to still pose a legitimate threat, so long as I can make up for reflex with strategy - an option not feasible in games with too-great a focus on executional technique.

I feel like a lot of ire is directed at people who oppose ATs because there's some sort of perception that if you can't be faster and more accurate at these techniques, then any little kid can walk up and beat you because there aren't enough ways for you to be better than them to ensure victory. I think that's false across the board, as far as Smash goes. Especially in normal tournament scenarios with stage selection and other knowledge-based factors in play, I personally think there are more than enough ways for a better player to prove their superiority without making the game an incomprehensible blur of fast and (as I so love to note about things like wavedashing) unknown techniques to a beginner. There's enough sensitivity to timing and spacing to allow a technically superior player to have a distinct advantage, but not so much that a smarter but slower player would be at an insurmountable advantage.

With the options for offstage play, techable on-stage spikes, tricks with footstooling, pivots, and so on, I feel like we've got an appropriate level of technical differentiation without going overboard. Especially since most of these techniques are mentioned in tips, and thus can reasonably be discovered in regular casual play (not positive on perfect pivots, but I've seen the rest). That makes a noticeable divide between a technically skilled player and a technically poor player, without making it so great a divide as to really discourage players who struggle at the techniques (at least not in the meta we've observed. That could very well change).
 

KlefkiHolder

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Different players prefer different skillsets, I suppose. My reflexes are mediocre, my tactics are somewhat better than that, so I prefer a game where I don't have to be as finger-fast to still pose a legitimate threat, so long as I can make up for reflex with strategy - an option not feasible in games with too-great a focus on executional technique.

I feel like a lot of ire is directed at people who oppose ATs because there's some sort of perception that if you can't be faster and more accurate at these techniques, then any little kid can walk up and beat you because there aren't enough ways for you to be better than them to ensure victory. I think that's false across the board, as far as Smash goes. Especially in normal tournament scenarios with stage selection and other knowledge-based factors in play, I personally think there are more than enough ways for a better player to prove their superiority without making the game an incomprehensible blur of fast and (as I so love to note about things like wavedashing) unknown techniques to a beginner. There's enough sensitivity to timing and spacing to allow a technically superior player to have a distinct advantage, but not so much that a smarter but slower player would be at an insurmountable advantage.

With the options for offstage play, techable on-stage spikes, tricks with footstooling, pivots, and so on, I feel like we've got an appropriate level of technical differentiation without going overboard. Especially since most of these techniques are mentioned in tips, and thus can reasonably be discovered in regular casual play (not positive on perfect pivots, but I've seen the rest). That makes a noticeable divide between a technically skilled player and a technically poor player, without making it so great a divide as to really discourage players who struggle at the techniques (at least not in the meta we've observed. That could very well change).
Yes, at the end all it just comes down to differences in perception. That's why we're having this discussion in the end, because we just see it differently.

As someone who is arthritic (and its from just genetics, then further expedited by sports injuries; completely unrelated to smash), I prefer Melee as it requires quick but thorough decision making, and the engine punishes you for not knowing what to do. Yes, a lot of the hand movements can become physically draining for me (as a Falco player, I might add), but breaks, stretching, other exercises make it really a nonissue. And I also just deal with it because I love the game so much.

Really it just ends up being what type of game you prefer to play and watch. We actually have a blessing that we have two radically different types of games in the series that are both very popular and prosperous (or so it seems it will be in Smash 4's case) that you can choose. You don't have to go to one, or the either, or both. You can do what you want and still be fine. Some people might get hung over with how Melee is as popular as it is even though the skill curve is so insanely high, and others who come from a more Melee mindset might dislike how simple Smash 4/Brawl is in comparison, but at the end of the day we can choose.

And I just want to touch on the whole thing about using strategies like wavedashing that beginners don't know about. I'd reckon that they don't know about perfect pivoting, very few about teching, but they don't care enough to use it. I really do not care if some person playing casually doesn't know about the techniques simply because they either A) are not in the audience to which competitive play appeals to, or B) they are and they'll learn soon enough. I do see some danger in this opinion of mine, but I really don't see why its wrong.

One final thing, a lot of people in Melee get so caught up on being technical that they don't learn fundamentals. They still do just as poor. Getting fundamentals is far better than getting technical. If someone can wavedash, moonwalk, whatever, that's fine and all, but they can't effectively do it without knowing how to play well first. Look at Melee where Borp, a Midwest player, I believe, who uses virtually no ATs, does decently well at tournaments because he has phenomenal fundamentals. I hear he's also sort of big in the reddit group, but that doesn't really matter. :)
 

Raijinken

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Yes, at the end all it just comes down to differences in perception. That's why we're having this discussion in the end, because we just see it differently.

As someone who is arthritic (and its from just genetics, then further expedited by sports injuries; completely unrelated to smash), I prefer Melee as it requires quick but thorough decision making, and the engine punishes you for not knowing what to do. Yes, a lot of the hand movements can become physically draining for me (as a Falco player, I might add), but breaks, stretching, other exercises make it really a nonissue. And I also just deal with it because I love the game so much.

Really it just ends up being what type of game you prefer to play and watch. We actually have a blessing that we have two radically different types of games in the series that are both very popular and prosperous (or so it seems it will be in Smash 4's case) that you can choose. You don't have to go to one, or the either, or both. You can do what you want and still be fine. Some people might get hung over with how Melee is as popular as it is even though the skill curve is so insanely high, and others who come from a more Melee mindset might dislike how simple Smash 4/Brawl is in comparison, but at the end of the day we can choose.

And I just want to touch on the whole thing about using strategies like wavedashing that beginners don't know about. I'd reckon that they don't know about perfect pivoting, very few about teching, but they don't care enough to use it. I really do not care if some person playing casually doesn't know about the techniques simply because they either A) are not in the audience to which competitive play appeals to, or B) they are and they'll learn soon enough. I do see some danger in this opinion of mine, but I really don't see why its wrong.

One final thing, a lot of people in Melee get so caught up on being technical that they don't learn fundamentals. They still do just as poor. Getting fundamentals is far better than getting technical. If someone can wavedash, moonwalk, whatever, that's fine and all, but they can't effectively do it without knowing how to play well first. Look at Melee where Borp, a Midwest player, I believe, who uses virtually no ATs, does decently well at tournaments because he has phenomenal fundamentals. I hear he's also sort of big in the reddit group, but that doesn't really matter. :)
Terminology aside, I was referring to running into techniques that arise as situational cases (like wavedashing being unused by computer players, for instance) that aren't really likely to be discovered by your average player.

I guess this is coming from spending my childhood where the Smash "scene" that I was aware of was basically my brother and I and a few friends (middle and highschoolers basically), but things that get mention in the manual or tips (like regular pivot attacks and grabs) or that the computers do (like meteor canceling in Melee) are far more... accessible, I suppose, than tricks like Wavedashing that, even being left in-game deliberately, aren't available to players in a more closed environment to learn. If it can be seen (virtually all of the "casual" players in my circle, which ranges from about half of us to all of us depending on your definition since none of us go to tournaments on anything like a regular basis, know how to tech, even if they get confused when I call it that), it's more likely to prompt someone in that sort of environment to experiment on their own and learn it. It feels less like an exploit and more like a technique, I guess, if a player can be expected to learn it playing alone. But again, that's coming from my personal upbringing playing Smash. The internet's a more generally open place now to go to learn about games like that.

Really, part of the issue debating this is that we only really have a polar classification of "casual" versus "competitive", without being able to account for in between (which is where I'd say a lot of players, and certainly most of my friends, sit). At the furthest extents, an extreme-end competitor will learn everything regardless of cost or learning curve (or find a different game that suits them better), and an extreme-end casual really just won't care and will just play a bit and go on to another game. It's the players in between, who play Smash a lot and strive to learn, that I could most see (as one myself) disliking these "easter egg" techniques that become so meta-defining. It can change the journey from fan to competitor from something challenging to something outright daunting.
 

KlefkiHolder

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Terminology aside, I was referring to running into techniques that arise as situational cases (like wavedashing being unused by computer players, for instance) that aren't really likely to be discovered by your average player.

I guess this is coming from spending my childhood where the Smash "scene" that I was aware of was basically my brother and I and a few friends (middle and highschoolers basically), but things that get mention in the manual or tips (like regular pivot attacks and grabs) or that the computers do (like meteor canceling in Melee) are far more... accessible, I suppose, than tricks like Wavedashing that, even being left in-game deliberately, aren't available to players in a more closed environment to learn. If it can be seen (virtually all of the "casual" players in my circle, which ranges from about half of us to all of us depending on your definition since none of us go to tournaments on anything like a regular basis, know how to tech, even if they get confused when I call it that), it's more likely to prompt someone in that sort of environment to experiment on their own and learn it. It feels less like an exploit and more like a technique, I guess, if a player can be expected to learn it playing alone. But again, that's coming from my personal upbringing playing Smash. The internet's a more generally open place now to go to learn about games like that.

Really, part of the issue debating this is that we only really have a polar classification of "casual" versus "competitive", without being able to account for in between (which is where I'd say a lot of players, and certainly most of my friends, sit). At the furthest extents, an extreme-end competitor will learn everything regardless of cost or learning curve (or find a different game that suits them better), and an extreme-end casual really just won't care and will just play a bit and go on to another game. It's the players in between, who play Smash a lot and strive to learn, that I could most see (as one myself) disliking these "easter egg" techniques that become so meta-defining. It can change the journey from fan to competitor from something challenging to something outright daunting.
At this point, I think we (you and I, not this thread) have sort of fleshed out where we stand enough that we see what each other means and that I really don't have much else to say.

Just to put a cap on it all, I do think the internet allows for ATs to be more expected and commonplace. If there were no Mecca of information like the internet, then I would agree with you wholeheartedly, but it really just does change everything. But I really do understand where you're coming from and at the end its just a difference of opinion.

Good talk. It's been a pleasure. :)
 

1MachGO

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You got me. ATs themselves are neutral, but in my opinion, obstruct entry to competition, and are thus unhealthy for the game's growth as an esport.
I mean, you're entitled to your opinion... but what exactly justifies it? Can you explain the following phenomenons?

1. How do you explain so many people joining the Melee scene after 10+ years or how Melee overtook its less technical sequel in competitive popularity? I mean ****... it still remains to be seen if Smash 4 will even have more entrants than Melee at Apex 2014. (To be fair, I'd be surprised if Melee did since smash 4 is the new game after all). Also, how did this game last so long if ATs are bad for growth?

2. Why is P:M, a game which utilizes Melee ATs and technical characters (Lucas, Lucario, etc.), able to get so popular and garner new players? Shouldn't the ATs inhibit popularity?

3. How do you explain players such as myself who got into competitive Melee because L-cancelling, wavedashing, and videos such as shined blind were alluring?

4. Shouldn't a game with technical and mental facets cover more demographics? You're saying that ATs limit entry, what about the mental game? Does the fact that players like Borp (zero tech skill) and Dark (totally flashy, excessive tech skill) can exist concurrently in Melee mean anything to you? Players are able to pursue many different avenues.

5. Watching players perform crazy, unexpected, and impressive technical feats can be good for viewership. This is ubiquitous throughout most games (see: infamous parry in 3rd strike). Things which are good for viewership is good for growth, right?

6. Starcraft is wayyyyyy harder than Melee or any smash game for that matter. Entry into smash can be boiled down to a 2 button fighter/platformer with directional inputs. Sc2 demands some baseline understanding of macro before you can even apply strategy which takes far more time than learning the most basic levels of smash. If difficulty is bad for growth how did starcraft get so popular in South Korea? To the point its basically their national sport?

7. You cannot say that all ATs create barriers before admitting that they add options (primarily techniques such as wavedashing/wavelanding, jump canceling shines, double jump cancelling, dash dancing, etc.). The more options a game has, the more time it takes to figure out. Wouldn't this mean that some ATs contribute to longevity and meta progression? Melee in 2003 is wayyy different than 2013.

In short, I just don't understand how you can arrive to the conclusion that ATs are nothing more than entry inhibitors or that its bad for growth; essentially nothing but the contrary exists in actual esports. (particularly with the examples I gave with Starcraft)

Something you should understand:
A game can be enjoyed at many different levels of play. Yes, if you want to be the best at melee, you've got a hill to climb, but this is a testament to its depth and duality as a technical AND mental game (an a 13+ year old one at that). You wouldn't scoff at chess which is hundreds of years old for the same reasons.

Furthermore, ATs don't exist as technical barriers, they exist as options which give you new degrees of control to your character and allow you express yourself in countless ways (do you emphasize tech? Do you focus on movement? Do you focus on combos? Do you focus on outsmarting your opponent?) these options contribute to emergent gameplay (http://en.wikipedia.org/wiki/Emergent_gameplay) which is honestly the best thing a game can hope to achieve. More ATs = more options = more depth.
 
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MegaMissingno

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I'm not really a huge fan of execution barriers, but I feel that the end justifies the means here, they do far more good than harm. I think automatic L-cancels would be preferable to manual, but I'd still rather have something there than just always being stuck with full landing lag that can cripple aerial approaches. I'll take anything to help fix mobility in this game.

Honestly most techniques are really not that hard to learn, people make them out to be a much bigger deal than they truly are. They may look intimidating, but if you take a little time to practice it's not that difficult to commit to muscle memory. Taking the time to practice things is always important no matter what the game, you can't just expect expertise to be handed to you on a silver platter without any effort involved. The skill ceiling would still be pretty damn huge even if you tried to take out every technique, and Mew2king will still kick your ass, so attempting to dumb the game down and rip things out is not going to save those too lazy to learn - a bad mindset holds scrubs back far more than the existence of ATs does.

Besides, in no way does any of this detract from or affect casual/low-level play at all. It's not taking the "easy to learn" out of "easy to learn, hard to master." Even Melee was a pretty big hit with casual audiences back in the day. And if anyone's actually objecting to the "hard to master" part, well I don't even know what to say to that. Maybe tic-tac-toe would be more your speed?
 

KlefkiHolder

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For the record all auto-L Canceling would do is just lower the standard of what full landing lag is.

All landing lag would just be half of what it used to be. Semantics, I know, but you're not changing whether or not you undergo full landing lag, you're changing what full landing lag is.

This is also another reason why I feel its a bad mechanic as since you will always want to do it, all the mechanic does is pointlessly make landing lag a dynamic value.
 

Raijinken

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I mean, you're entitled to your opinion... but what exactly justifies it? Can you explain the following phenomenons?

1. How do you explain so many people joining the Melee scene after 10+ years or how Melee overtook its less technical sequel in competitive popularity? I mean ****... it still remains to be seen if Smash 4 will even have more entrants than Melee at Apex 2014. (To be fair, I'd be surprised if Melee did since smash 4 is the new game after all). Also, how did this game last so long if ATs are bad for growth?

2. Why is P:M, a game which utilizes Melee ATs and technical characters (Lucas, Lucario, etc.), able to get so popular and garner new players? Shouldn't the ATs inhibit popularity?

3. How do you explain players such as myself who got into competitive Melee because L-cancelling, wavedashing, and videos such as shined blind were alluring?

4. Shouldn't a game with technical and mental facets cover more demographics? You're saying that ATs limit entry, what about the mental game? Does the fact that players like Borp (zero tech skill) and Dark (totally flashy, excessive tech skill) can exist concurrently in Melee mean anything to you? Players are able to pursue many different avenues.

5. Watching players perform crazy, unexpected, and impressive technical feats can be good for viewership. This is ubiquitous throughout most games (see: infamous parry in 3rd strike). Things which are good for viewership is good for growth, right?

6. Starcraft is wayyyyyy harder than Melee or any smash game for that matter. Entry into smash can be boiled down to a 2 button fighter/platformer with directional inputs. Sc2 demands some baseline understanding of macro before you can even apply strategy which takes far more time than learning the most basic levels of smash. If difficulty is bad for growth how did starcraft get so popular in South Korea? To the point its basically their national sport?

7. You cannot say that all ATs create barriers before admitting that they add options (primarily techniques such as wavedashing/wavelanding, jump canceling shines, double jump cancelling, dash dancing, etc.). The more options a game has, the more time it takes to figure out. Wouldn't this mean that some ATs contribute to longevity and meta progression? Melee in 2003 is wayyy different than 2013.

In short, I just don't understand how you can arrive to the conclusion that ATs are nothing more than entry inhibitors or that its bad for growth; essentially nothing but the contrary exists in actual esports. (particularly with the examples I gave with Starcraft)

Something you should understand:
A game can be enjoyed at many different levels of play. Yes, if you want to be the best at melee, you've got a hill to climb, but this is a testament to its depth and duality as a technical AND mental game (an a 13+ year old one at that). You wouldn't scoff at chess which is hundreds of years old for the same reasons.

Furthermore, ATs don't exist as technical barriers, they exist as options which give you new degrees of control to your character and allow you express yourself in countless ways (do you emphasize tech? Do you focus on movement? Do you focus on combos? Do you focus on outsmarting your opponent?) these options contribute to emergent gameplay (http://en.wikipedia.org/wiki/Emergent_gameplay) which is honestly the best thing a game can hope to achieve. More ATs = more options = more depth.
1. There are and always will be people who prefer the faster and more technical game. And, all technical aspects aside, Brawl's playerbase dropped the ball while Melee's went out of their way to gain new recognition. I don't deny that these games grow, but so do the even-more technical regular fighting games. I simply believe they can grow more or faster without.

2. The biggest draw to PM for me personally is its ongoing balance. I'm meh at its ATs, but it offers me a game to play with Brawl's roster plus two, one of which is Roy, a character from my favorite game series. I treat it as a better Brawl with gimmicks that I'm too slow to compete with, so I play it for fun (like I do every Smash game), and I watch tournaments (PM and Smash4, but not Brawl or Melee, because M and 4 offer more character variety which keeps me interested, while both having enough technique to let players show off). I suppose I should clarify again, ATs don't inhibit popularity, they inhibit entry to competition. I and my whole friend group won't even bother wasting our own time going to a tournament because we know we aren't nearly capable of playing well enough. Smash4, I'm not that opposed to entering Smash4, where I already know and can reliably perform everything except perfect pivots (which... I can't see application for Robin yet). I see an easier time growing into a competitive Smash4 player because it's already closer to my level of capability.

3. Some people like flashy and fast tricks. I like 'em, too, I just suck at using them, so I won't be attempting to compete in a game out of my capability.

4. Again, inhibits tournament entry. Perhaps because I don't follow Melee any more, but I've heard of neither of those players, and can't make accurate statements about them.

5. Viewership growth depends on a lot of things, and while flashy tech can help, it's not the only way. Character and stage variety, as well as good commentators (unrelated to the games themselves), also help a lot. For that matter, character and stage variety are why I don't watch Melee or 64 on a regular basis, only PM and Smash4. But I don't deny that there's a lot of fun in watching some flashy combos (but I'd like for it to be someone besides a Fox or Falco for a change, y'know?)

6. It can be argued that any athletic sport is harder than any video game due to the physical endurance and skill needed to play, and almost every athletic sport is more popular than almost every esport (outliers exist in both directions). But direct on the subject of Starcraft, while there are certainly thousands of pro SC players in Korea, a significant part of its popularity as a sport is its public support and spectator scene (tournaments being held in old Olympics stadiums, for instance). It basically IS a sport there, whereas, say, in the US or Europe, video games are... video games, to the general eye. That perception is changing, slowly, but the concept of an e-sport is still scoffed at by a lot of people as something inferior to athletics. A lot of that is attitude. ESPN3 hosted Dota2's International this past year, but right after it, some bigwig on the network basically said "It was cool but it's not a sport." If that attitude itself won't change, at least the perception of video games will have to change before any esport will gain real mainstream acknowledgement. I recommend watching Valve's "Free To Play" documentary if you're interested in esports history (helps if you know Dota, as that's how it's framed).

7. ATs add options (but aren't the only way to do so), and in doing so, most certainly can (but don't always, e.g. L-canceling) add additional depth to a game. And, while new things are learned over time, certain things haven't changed at all in Melee's history. Namely, it is Fox, and always has been Fox, and always will be Fox, who is the top character. Things below him may shift, and playstyles may vary, but the top level of Melee hasn't changed in a very long time. That sort of lack of change and balance is an issue for me that brings a lot of appeal to Project M and (depending on if Sakurai and Nandai consider found infinites and whatnot to be on their list of "glaring issues" for their future patching policty) Smash4 (though that could be because, as a Dota player, I'm very used to a balance patch every 2-3 months keeping the metagame from devolving to the same handful of top picks and bans with the occasional flavor pick, which is pretty much how I see Melee at a top tier being played).

I am all for emergent gameplay, but I firmly believe that it can be done without implementing frame-tight physics exploits into a character's metagame. A useful note about Project M is that they made a lot of Melee and Brawl's ATs easier to use (for example, Samus's "super wavedash") and more standardized in result (DACUS in 3.5). That, in my opinion, is a good approach to ATs. I'm also, perhaps nonsensically, very opposed to ATs that exist as hidden easter eggs, but it's hard to argue that the internet has made things vastly easier to discover (for those interested) than tricks used to be.

I suppose it often sounds like I thoroughly hate ATs and want them all removed. That's not true. But I want them to be a) acknowledged in in-game documentation if they are intended, b) to add depth that benefits the cast at least more or less equally to avoid imbalance (l-canceling adds no depth, and sadly, not everyone gets much or any mileage out of a wavedash), and c) to be implemented in intuitive ways (pivots are intuitive. Perfect Pivots are pretty intuitive. Airdodging into the ground to move while attacking makes no intuitive sense when considering its inputs). Unfortunately, most ATs don't follow those traits.

The bottom line is that I don't believe ATs are this absolutely-required trait that many players harp them as. They inhibit people from entering high level play, but they also can help that high level play become even higher level. There are plenty of ways to add techniques without making them abnormally difficult to execute (I will always admire the PMBR for making old techs even a few frames easier to perform), which has the result of keeping depth without sacrificing much accessibility.
 

MegaMissingno

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For the record all auto-L Canceling would do is just lower the standard of what full landing lag is.

All landing lag would just be half of what it used to be. Semantics, I know, but you're not changing whether or not you undergo full landing lag, you're changing what full landing lag is.

This is also another reason why I feel its a bad mechanic as since you will always want to do it, all the mechanic does is pointlessly make landing lag a dynamic value.
Well yeah, I want landing lag to be less, it's too much in this game right now. That's a desired end that would justify whatever means.

Namely, it is Fox, and always has been Fox, and always will be Fox, who is the top character.
Actually hasn't always been. In the early days of Melee, Sheik was on top. It wasn't until 2006 that Fox finally took her spot. And that can be attributed to the fact that Sheik is a fairly nontechnical character, when people learned what Fox could do he started to rise. I'm not sure what point you're trying to make here though, what does any of that have to do with the subject at hand?
 
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1MachGO

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I suppose it often sounds like I thoroughly hate ATs and want them all removed. That's not true. But I want them to be a) acknowledged in in-game documentation if they are intended, b) to add depth that benefits the cast at least more or less equally to avoid imbalance (l-canceling adds no depth, and sadly, not everyone gets much or any mileage out of a wavedash), and c) to be implemented in intuitive ways (pivots are intuitive. Perfect Pivots are pretty intuitive. Airdodging into the ground to move while attacking makes no intuitive sense when considering its inputs). Unfortunately, most ATs don't follow those traits.
All of your response either provide anecdotal/speculative evidence or outright strawman the questions I raise. The best example of you doing this is on point 6. You are more or less philosophizing about societal views towards esports and trying to give me a lesson on it. This does not answer my core question: if difficulty inhibits growth, how did starcraft get successful? (spoiler: difficulty isn't the factor that determine's a game's competitive success. But you don't seem to want to admit that)

Furthermore, you seem to have a very ignorant view on Melee and its ATs in general. MegaMissingno had pointed out that Fox wasn't considered top tier until several years into the game's lifespan, and even then, it wasn't until several years after that (like 2013 or something) before there was a Fox player good enough to consistently take national level tournaments. With that said, its still worth noting that Melee's top tiers are very balanced against each other, and there are plenty of people who would contend that Falco is better than Fox.

In regards to ATs, statements like "not everyone gets much or any mileage out of a wavedash" are totally uninformed. Wavedashing, and by extension, wavelanding, is useful for every character in the game. Melee and PM are the only smash games where you can seamlessly transition from air to ground movement. Wavelanding is the aerial equivalent of run>jump; it allows you to access platforms/move from the ledge in ways that all the other smash games lack. Yes, some characters get more mileage out of it than others, but every character gets plenty.

And you can't honestly say that wavedash inputs are not intuitive. The mechanics of wavedashing are extremely simple. You are transferring the air dodge momentum into your landing (no different than transferring running momentum into a jump). Citing the inputs as being non-intuitive is then moot because the inputs are ultimately subject to the limitations of the controller. The fact that you have to press L or R to airdodge and move the stick to direct it is no more arbitrary than the inputs assigned for moving/jumping. But apparently since you are doing it fast it must not be intuitive, right?

Regardless, I think the lesson learned here is that you really don't have a reason to believe that ATs inhibit growth other than the fact that you personally dislike them. However, your summation at the end seems to have expanded from: "All ATs do is add a minimum reflex/reaction time limit to the type of player who can feasibly ever hope to compete. And that is bad", so if this is the closest you'll come to pseudo-realizing you were wrong, I'll take it.
 

Raijinken

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All of your response either provide anecdotal/speculative evidence or outright strawman the questions I raise. The best example of you doing this is on point 6. You are more or less philosophizing about societal views towards esports and trying to give me a lesson on it. This does not answer my core question: if difficulty inhibits growth, how did starcraft get successful? (spoiler: difficulty isn't the factor that determine's a game's competitive success. But you don't seem to want to admit that)

Furthermore, you seem to have a very ignorant view on Melee and its ATs in general. MegaMissingno had pointed out that Fox wasn't considered top tier until several years into the game's lifespan, and even then, it wasn't until several years after that (like 2013 or something) before there was a Fox player good enough to consistently take national level tournaments. With that said, its still worth noting that Melee's top tiers are very balanced against each other, and there are plenty of people who would contend that Falco is better than Fox.

In regards to ATs, statements like "not everyone gets much or any mileage out of a wavedash" are totally uninformed. Wavedashing, and by extension, wavelanding, is useful for every character in the game. Melee and PM are the only smash games where you can seamlessly transition from air to ground movement. Wavelanding is the aerial equivalent of run>jump; it allows you to access platforms/move from the ledge in ways that all the other smash games lack. Yes, some characters get more mileage out of it than others, but every character gets plenty.

And you can't honestly say that wavedash inputs are not intuitive. The mechanics of wavedashing are extremely simple. You are transferring the air dodge momentum into your landing (no different than transferring running momentum into a jump). Citing the inputs as being non-intuitive is then moot because the inputs are ultimately subject to the limitations of the controller. The fact that you have to press L or R to airdodge and move the stick to direct it is no more arbitrary than the inputs assigned for moving/jumping. But apparently since you are doing it fast it must not be intuitive, right?

Regardless, I think the lesson learned here is that you really don't have a reason to believe that ATs inhibit growth other than the fact that you personally dislike them. However, your summation at the end seems to have expanded from: "All ATs do is add a minimum reflex/reaction time limit to the type of player who can feasibly ever hope to compete. And that is bad", so if this is the closest you'll come to pseudo-realizing you were wrong, I'll take it.
I grow weary of restating things I've stated many times in other threads on the same subject, so I will conclude with this.

I admit I forgot to re-check Melee's tier history before posting. My point was that, despite people loving to call Melee's meta constantly evolving, it isn't nearly so dynamic as people try to push. The top are the top, and the rest aren't good enough. ATs haven't helped that imbalance.

Starcraft became successful because it built a reputation during Brood War of being an incredibly well-balanced game. That resulted in it gaining support and publicity, and it is now basically a sport. Video games here aren't sports, and while I'd love for them to be, it will take a while for that to change. Smash is popular, but it's only popular within subsets of the gaming crowd. To reach the extremely high popularity level that Korean Starcraft has, it will take far more than some advanced techniques to bring any game to that level of popularity in the West any time soon.

You can ignore all you want about what I've said otherwise, since my points were lost on you. I don't plan on elaborating further.

Sakurai is against adding these techniques, and sees them as unhealthy for the game's over-all success. If not even Melee's competitive and casual success can convince him otherwise, then I see little point in hoping for them, since they w on't be happening in this installment. Who knows, we might not even get to keep perfect pivots. And that'd be fine, because the game is deep enough without them.
 

1MachGO

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I grow weary of restating things I've stated many times in other threads on the same subject, so I will conclude with this.

I admit I forgot to re-check Melee's tier history before posting. My point was that, despite people loving to call Melee's meta constantly evolving, it isn't nearly so dynamic as people try to push. The top are the top, and the rest aren't good enough. ATs haven't helped that imbalance.
Wrong. Wavedashing and wavelanding are practically the lifeline of every mid tier short of Pikachu. Yeah, their a cut down, but none of these characters would stand a chance if that mobility option was removed. They would have nothing to compete with Fox, Marth, and Captain Falcon's dash dance, Peach/IC's wall, or Falco's lasers. Again, it is obvious you are ignorant to Melee and ATs in general, please stop making claims about things you don't understand.

Starcraft became successful because it built a reputation during Brood War of being an incredibly well-balanced game. That resulted in it gaining support and publicity, and it is now basically a sport. Video games here aren't sports, and while I'd love for them to be, it will take a while for that to change. Smash is popular, but it's only popular within subsets of the gaming crowd. To reach the extremely high popularity level that Korean Starcraft has, it will take far more than some advanced techniques to bring any game to that level of popularity in the West any time soon.
And again, I will restate:

(spoiler: difficulty isn't the factor that determine's a game's competitive success. But you don't seem to want to admit that)
My questions was strictly asking how difficulty didn't inhibit Starcraft's popularity. I never claimed Starcraft was popular because of its difficulty (and this couldn't be clearer in my quote above). Again, you are strawmanning.

Sakurai is against adding these techniques, and sees them as unhealthy for the game's over-all success. If not even Melee's competitive and casual success can convince him otherwise, then I see little point in hoping for them, since they w on't be happening in this installment. Who knows, we might not even get to keep perfect pivots. And that'd be fine, because the game is deep enough without them.
"If you look at the overall direction of Smash Bros., players can go in and change the setup to match whatever game style they want. You can turn all items off, etc. But really, my vision of Smash Bros. is that it's a party game, really." -Sakurai during Brawl development

His "vision" is super flip floppy and I hope you realize that "Smash is supposed to be a party game" has been used against competitive smashers for ages. It has sort of died down since Nintendo acknowledged the competitive community with GC controllers, for glory, and the invitational, but the point is that its silly to tout Sakurai's word as proof of your argument when people simply want more for the series. Casual and competitive never impeded on one another in Melee and Sakurai has never seemed to understand that.
 

Raijinken

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My questions was strictly asking how difficulty didn't inhibit Starcraft's popularity. I never claimed Starcraft was popular because of its difficulty (and this couldn't be clearer in my quote above). Again, you are strawmanning.
Please be careful to understand your opponent's stance and argument before accusing him of strawmanning your own points. Lower accessibility always hinders a game's growth, and harder necessary mechanics lower accessibility to the applicable level of play. Thus, any growth offered by increased depth and technique is countered to a degree by the reduction in accessibility. This doesn't seem to be slightly related to your goal or argument, but it's (yet another) restatement of my opinion on the subject.

I do not believe the incorporation of advanced techniques is conducive to the player-base's growth at a casual or intermediate level. Nor do I believe a game's competitive popularity and viability depend on how many or what sort of techniques are discovered. Pardon me for intruding upon your wisdom and time.
 

1MachGO

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Please be careful to understand your opponent's stance and argument before accusing him of strawmanning your own points. Lower accessibility always hinders a game's growth, and harder necessary mechanics lower accessibility to the applicable level of play. Thus, any growth offered by increased depth and technique is countered to a degree by the reduction in accessibility. This doesn't seem to be slightly related to your goal or argument, but it's (yet another) restatement of my opinion on the subject.

I do not believe the incorporation of advanced techniques is conducive to the player-base's growth at a casual or intermediate level. Nor do I believe a game's competitive popularity and viability depend on how many or what sort of techniques are discovered. Pardon me for intruding upon your wisdom and time.
Your exact words were: "it will take far more than some advanced techniques to bring any game to that level of popularity in the West any time soon." By stating this, you seem to be trying to inform me that ATs aren't necessary for elevating a games competitive success but this was never a point of contention. I explicitly said: "difficulty isn't the factor that determine's a game's competitive success. But you don't seem to want to admit that". You strawmanned, bud.

And your belief is ultimately wrong because you have presented zero evidence to suggest ATs affect the popularity/growth whereas I have presented evidence it has no effect. While you may be able to reach that conclusion through personal bias, there exists no example in esports that informs us that ATs hinder growth.
 
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