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Project prototypes

Guilhe

Smash Ace
Joined
Jun 18, 2008
Messages
651
Location
Brazil, São Paulo
Hi. I’m currently participating in an academic project dedicated to the creation of new alternatives for low fidelity prototypes for videogame mechanics and balancing. As the use of programming and engines is banned in this project, I’m making it on paper. The problem is that game in question is an action game.

Here at Smash Boards, we do test the balancing of an action game every day through matchup discussions. Through lots of matchup discussions, it is widely mentioned that a professional smash player is capable of making decisions every tenth of a second. I wonder were this came from. If someone is able to confirm the source of this knowledge, it will help me to point out which amounts of input are past too much for an action game.

Thanks in advance.
 
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