Dingding123
Smash Journeyman
This is a steam convo I just had with a half-listening friend (playing BL2). What I discussed is something very significant in SSB; in fact, I feel it's at the heart of it. Also, the guy I talked to is is the same guy that made my avatar, and I know how grateful you are of that.
That being said, I feel that it was important to post this.
Completely unedited, just for you.
Dingding: Dude games
Dingding: er, more like gameplay
Dingding: have overtaken my thoughts
Dingding: like a tidal wave
Dingding: of tidal waves
Dingding: You know that stuff that SSB has, that other games don't?
Dingding: I made up a word for it
Dingding: good stuff
Dingding: jk
Dingding: tangible flexibility
Valentine: oh
Dingding: - the idea that
Dingding: uhh
Valentine: more like words
Valentine: but yeah
Dingding: >_>
Valentine: lol
Dingding: - the idea that umm
Dingding: - scratch that
Dingding: - the amount of real-time options at a player's fingertips while playing a game
Dingding: I'll probably come up with a better definition later
Dingding: or maybe you can
Dingding: but like, DI in smash
Dingding: perfect example of tangible flexibility
Dingding: being able to cancel moves
Valentine: yeah ik what you mean
Dingding: also tangible flexibility
Dingding: k ya you're a fellow smasher, of course you would
Dingding: becuase we're the master race
Dingding: ?
Dingding: idk
Valentine: lol
Valentine: yeah
Dingding: anyhoo,
Valentine: but the definition to describe it is still pretty good
Dingding: the options a player has at their fingertips
Dingding: that aren't controllable in-game, or in real time
Dingding: but rather before the game happens
Dingding: that's intangible flexibility
Dingding: or something I'd rather call 'dress-up'
Dingding: /professor
Dingding: LoL is a perfect example of this
Dingding: in league
Dingding: you can mess with your character like crazy before matches even start
Dingding: with runes and masteries
Dingding: you're practically given a half-baked character and you're forced to dress him up before games start past lvl 30
Dingding: or else you get stomped by good players, unless you're something like a support and don't really need stats
Dingding: While tangible flexibiltiy is amazing and hardly ever seen in a caliber that can rival melee's,
Dingding: there's a such thing as too much
Dingding: it can break a game in the long run, if it's competitive
Dingding: best example of that is Gunz
Dingding: there are so many exploits it's ridiculous
Dingding: while good players will probably develop carpel tunnel, they ruin the game rather than enhance it
Valentine: yeah there always needs to be a limit
Valentine: giving the player the freedom to controller many variables can backfire if not done right
Dingding: Example: 2 shotties are mandatory in Gunz, or a shotty and a revolver, because you can swap out weapons and fire them one at a time MUCH faster than 1 weapon's firing speed
Valentine: control*
Dingding: so it breaks the game, shotties > all even though their stats aren't ridiculous
Dingding: yeah. In order for there to be balance there needs to be lines drawn
Dingding: you get me
Dingding: (not a question)
Dingding: Well that's one piece of the puzzle that is the ideal PvP game for ya
Dingding: IMO the most importantttt
Dingding: but yeah RTS games like Starcraft have that definition of tangible flexibility but playing it is nervewrecking and feels like a chore rather than fun
Dingding: I gotta put into words whyyy
Dingding: I just gotta
Valentine: yeah some genre's feel like they have a better grasp on it then others
Valentine: None of them feel perfect to me though
Dingding: DAS OUR JOB
Dingding: MANG
Dingding: Ah. I gets it
Dingding: RTS games have tangible flexibiltiy, but MANDATORY tangible flexibility
Dingding: you HAVE to use the money you get constantly
Dingding: if you wanna be da bess
Dingding: doing nothing to mess with the other guy's head is a complete non-option; they feel more like a race against the clock rather than a PvP game, minus the micromanagement of units in battle
Dingding: which only makes players more anxious
Dingding: ^^they being RTS games
Maybe this phrase won't stick, but the concept is something that I'm sure will improve one's understanding of what makes good PvP games good.
That being said, I feel that it was important to post this.
Completely unedited, just for you.
Dingding: Dude games
Dingding: er, more like gameplay
Dingding: have overtaken my thoughts
Dingding: like a tidal wave
Dingding: of tidal waves
Dingding: You know that stuff that SSB has, that other games don't?
Dingding: I made up a word for it
Dingding: good stuff
Dingding: jk
Dingding: tangible flexibility
Valentine: oh
Dingding: - the idea that
Dingding: uhh
Valentine: more like words
Valentine: but yeah
Dingding: >_>
Valentine: lol
Dingding: - the idea that umm
Dingding: - scratch that
Dingding: - the amount of real-time options at a player's fingertips while playing a game
Dingding: I'll probably come up with a better definition later
Dingding: or maybe you can
Dingding: but like, DI in smash
Dingding: perfect example of tangible flexibility
Dingding: being able to cancel moves
Valentine: yeah ik what you mean
Dingding: also tangible flexibility
Dingding: k ya you're a fellow smasher, of course you would
Dingding: becuase we're the master race
Dingding: ?
Dingding: idk
Valentine: lol
Valentine: yeah
Dingding: anyhoo,
Valentine: but the definition to describe it is still pretty good
Dingding: the options a player has at their fingertips
Dingding: that aren't controllable in-game, or in real time
Dingding: but rather before the game happens
Dingding: that's intangible flexibility
Dingding: or something I'd rather call 'dress-up'
Dingding: /professor
Dingding: LoL is a perfect example of this
Dingding: in league
Dingding: you can mess with your character like crazy before matches even start
Dingding: with runes and masteries
Dingding: you're practically given a half-baked character and you're forced to dress him up before games start past lvl 30
Dingding: or else you get stomped by good players, unless you're something like a support and don't really need stats
Dingding: While tangible flexibiltiy is amazing and hardly ever seen in a caliber that can rival melee's,
Dingding: there's a such thing as too much
Dingding: it can break a game in the long run, if it's competitive
Dingding: best example of that is Gunz
Dingding: there are so many exploits it's ridiculous
Dingding: while good players will probably develop carpel tunnel, they ruin the game rather than enhance it
Valentine: yeah there always needs to be a limit
Valentine: giving the player the freedom to controller many variables can backfire if not done right
Dingding: Example: 2 shotties are mandatory in Gunz, or a shotty and a revolver, because you can swap out weapons and fire them one at a time MUCH faster than 1 weapon's firing speed
Valentine: control*
Dingding: so it breaks the game, shotties > all even though their stats aren't ridiculous
Dingding: yeah. In order for there to be balance there needs to be lines drawn
Dingding: you get me
Dingding: (not a question)
Dingding: Well that's one piece of the puzzle that is the ideal PvP game for ya
Dingding: IMO the most importantttt
Dingding: but yeah RTS games like Starcraft have that definition of tangible flexibility but playing it is nervewrecking and feels like a chore rather than fun
Dingding: I gotta put into words whyyy
Dingding: I just gotta
Valentine: yeah some genre's feel like they have a better grasp on it then others
Valentine: None of them feel perfect to me though
Dingding: DAS OUR JOB
Dingding: MANG
Dingding: Ah. I gets it
Dingding: RTS games have tangible flexibiltiy, but MANDATORY tangible flexibility
Dingding: you HAVE to use the money you get constantly
Dingding: if you wanna be da bess
Dingding: doing nothing to mess with the other guy's head is a complete non-option; they feel more like a race against the clock rather than a PvP game, minus the micromanagement of units in battle
Dingding: which only makes players more anxious
Dingding: ^^they being RTS games
Maybe this phrase won't stick, but the concept is something that I'm sure will improve one's understanding of what makes good PvP games good.