Sedda
Smash Champion
How is MajinSweet's interpretation of depth simpler than yours?
MajinSweet's = more buttons add depth as long as they offer players a mental workout (i.e. should I do it in this situation or not)
Yours = more buttons add depth
I think you're not getting the point because you're applying the decision making aspect of the game (options) to your Lcancelling argument (never optional), which doesn't work. You say that once you short hop, you don't have any more options because you're already short hopped, so short hopping is the only option at that point. That's true, but that's a different angle that nobody is talking about.
When we say "option" we mean that we have to make a decision between short hopping or not. Should I short hop in this situation or just full jump? That's a decision. There's never a point when you shouldn't L cancel.
You can always wavedash right or left, and even into the stage, plus you have the option of not wavedashing in certain situations. There's fast falling, but you shouldn't always do it because it's a bad habit that can be punished.
"So I am not going to list all the possible forms of "depth" in a game (I am not smart enough anyway) but I am to go ahead and say that execution difficulty and execution requirements adds depth to the game."
You can't just say that like it's nothing and build your whole argument on what you think depth means. It's been said before, but why then not make jumps more difficult by making them 4 inputs instead of 1? How about every time you jump, you have to press a button or else you trip. Every. Time. That is not depth. That is technical complexity added to make the illusion that the game possesses a lot of technical depth, but its only real achievement is making the game more difficult than it needs to be to be playable.
Imagine if a soccer player had to poke themselves in the chest every time they took three steps, or if a chess player had to wink after pressing the button on their timer. It would be unnecessary. Soccer is more technical than Melee, and Melee is more technical that chess, but they're all as technical as they need to be so that they can be played by human beings, but none of them add unnecessary technicalities except for Melee. I don't know if that train of thought makes sense, but basically I'm against games that have mechanics to make them playable, AND THEN developers go steps further just for the lolz to make them overly difficult.
Truth is, tech skill doesn't add depth. If you gave a noob near perfect tech skill (near because perfect would be gamebreaking) plus the ability to control the character with their mind, m2k would still be able to beat them with a controller. Depth doesn't come from technical complexity. Technical complexity, however, can be the vehicle that gives a game real depth by offering its players a lot of CHOICE and SITUATIONAL OPTIONS.
L cancelling never gives players that. It's a bad mechanic. It could be GOOD with some tweaking, but currently it's terrible.
MajinSweet's = more buttons add depth as long as they offer players a mental workout (i.e. should I do it in this situation or not)
Yours = more buttons add depth
I think you're not getting the point because you're applying the decision making aspect of the game (options) to your Lcancelling argument (never optional), which doesn't work. You say that once you short hop, you don't have any more options because you're already short hopped, so short hopping is the only option at that point. That's true, but that's a different angle that nobody is talking about.
When we say "option" we mean that we have to make a decision between short hopping or not. Should I short hop in this situation or just full jump? That's a decision. There's never a point when you shouldn't L cancel.
You can always wavedash right or left, and even into the stage, plus you have the option of not wavedashing in certain situations. There's fast falling, but you shouldn't always do it because it's a bad habit that can be punished.
"So I am not going to list all the possible forms of "depth" in a game (I am not smart enough anyway) but I am to go ahead and say that execution difficulty and execution requirements adds depth to the game."
You can't just say that like it's nothing and build your whole argument on what you think depth means. It's been said before, but why then not make jumps more difficult by making them 4 inputs instead of 1? How about every time you jump, you have to press a button or else you trip. Every. Time. That is not depth. That is technical complexity added to make the illusion that the game possesses a lot of technical depth, but its only real achievement is making the game more difficult than it needs to be to be playable.
Imagine if a soccer player had to poke themselves in the chest every time they took three steps, or if a chess player had to wink after pressing the button on their timer. It would be unnecessary. Soccer is more technical than Melee, and Melee is more technical that chess, but they're all as technical as they need to be so that they can be played by human beings, but none of them add unnecessary technicalities except for Melee. I don't know if that train of thought makes sense, but basically I'm against games that have mechanics to make them playable, AND THEN developers go steps further just for the lolz to make them overly difficult.
Truth is, tech skill doesn't add depth. If you gave a noob near perfect tech skill (near because perfect would be gamebreaking) plus the ability to control the character with their mind, m2k would still be able to beat them with a controller. Depth doesn't come from technical complexity. Technical complexity, however, can be the vehicle that gives a game real depth by offering its players a lot of CHOICE and SITUATIONAL OPTIONS.
L cancelling never gives players that. It's a bad mechanic. It could be GOOD with some tweaking, but currently it's terrible.