Jaedrik
Man-at-Arms-at-Keyboard
- Joined
- Feb 18, 2009
- Messages
- 5,054
If we were actually willing, but we're not, we want a competitive game where skill is earned through progression.
fire, I don't think that works for me because I hate Street Fighter with the passion of a thousand burning suns. The argument comes "Why can't I just start getting good at the game already?" You shouldn't have to learn something just to start getting good. And to learn things like wavedash (Or how to Shoryuken, for that matter) takea days or even weeks just to get it right. Especially when you go in with a mindset like mine, all techs are unbelievably hard and their only purpose is to keep newer players from becoming good. How do you even do the Z motion of the dragon punch!?
Your entitlement astounds me. Sometimes, work is require to be good. If you want a game that levels the playing field for you and has a minimal learning curve, go play Tic-Tac-Toe. (I honestly couldn't think of any other examples.) To say you do not like Street Fighter shows your unwillingness to change your mind, so I urge you to instead look at the argument as analogical, as it is, not the superficial detail of the named game "Street Fighter". Replace "Street Fighter" with generic game x, and all the mumbo jumbo with random terms, and it will still make sense, SF is merely used as a point of reference, don't let that bog you down from seeing the argument for what it truly is.I'm gonna make an example of why I don't disagree with all kinds of technical skill, of course there needs to be some sort of input gap between good players and bad players, but the way Street Fighter and Melee do it is the wrong way to do it. Technical skill shouldn't be called a technical barrier, it should work more like a technical slope.
I'm gonna use Champion's Road from Super Mario 3D World as an example, that level is TOUGH, it challenges all the platforming skills you've learned up to that point and the level design forces you to learn some new tricks, but since the level's divided in segments, there's always a feeling of instant gratification when you achieve something, like you've thwarted a challenge. Fighting games with input barriers don't do that, because they throw a bunch of annoying techs at you all at once and expect you to learn them on your own right, without any feeling of gratification when you actually manage to do them. The bottom line, if you don't keep the players entertained, they're not going to keep playing anytime soon. When gratification comes after a long string of 'learning' and 'practicing', most people just don't want to suffer and struggle all the way through just so they can get beaten into a pulp by a "better" player.
Maybe if there some challenges in-game that required those advanced techniques, or maybe the game having little tutorial sections with thorough explanations of them and the way they should be used...then I'd be OK with advanced techs, but figuring out EVERYTHING on your own and then having to actually start getting good just isn't fun.
And JediLink, yes, learning should be extremely easy, getting good's the hard part.
Both execution and application are one in the same. What is execution? The application of one's abilities to manipulate the controls of a given ruleset to a desired outcome. Pressing buttons is execution, using ones ability to move their fingers to manipulate an input permutation into the given [controller] to a desired effect on the screen. This can be applied to a higher level. What is winning a game but execution? Using one's ability to perceive the changing environing factors of the opponent's control, and adjust the inputs of lower ordered executions to suite the higher ordered execution of spacing, zoning, comboing and so forth, which are in turn applied to the highest ordered execution: winning the game.
. . . Which then many be applied to higher ordered executions which turn out to show the motivations and the desires of the individual on a more noble scale, like what they want to do with their life etc., but that's a whole 'nother discussion I suppose.
So to say that one should be easy and the other should be hard is absolutely ridiculous as you say, "Learning should be extremely easy, getting [good should be] the hard part." You contradict yourself.
You pose "Why can't I just start getting good at the game already?" as a rhetorical question, but I have the answer. One who does not get better is simply undedicated. I refuse to accept the supposition that there is anything too difficult for the human will. There are no two ways about it, and there is no other alternative as all actions imply judgments of value between two or more courses, and one is committed the other is left aside, it's not an insult: it's a principle and law of human action just as the laws of execution and application beforehand. To say that others must bow to your whims and play on the same level as you, either explicitly, or here as you have done, implicitly, is arrogant, and I hope you realize this. Heck, a bunch of people tried to get me into SF because they thought I'd be good at it. I politely refused, I did not want to dedicate myself to learning all that stuff, and I did not think I would be good at it.
Learning curves are misappropriated in fighting games, and Mario games always have near perfect learning curves, the comparison is unfair. Fighting games are geared towards "do or die", that is not to say we cannot change it, but I would hesitate to say that it would be easy or that it would be a fighting game afterwards. Also, the very fact that you use the phrase "Instant Gratification" in a positive light disgusts me.
As for tutorials, we have many excellent fan-made tutorials all over the internet, the fact that one does not have the dedication to search them out and acquire appropriate feedback on their execution is telling. Further, there is no such thing as a hand-holding tutorial, it's a contradiction in terms as a tutorial is designed to teach while another is designed as an artificial prop of player skill, hence we use the terms 'leveling the playing field' and 'welfare' and 'low skill ceiling'. How well the tutorial teaches is another story altogether. Heck, Project: Melee has done almost exactly as you should want: it provides a feedback mechanism when one appropriately executes an L-cancel (flashes white), what more could you ask for? Well, of course that would be what you want, but don't take that as me being snark snark jerkface haha at you, I want you to see that your argument from degrees does not work. The fact that games don't have explicit hand-holding tutorials or masterfully designed and expert learning curves may be part to developer ignorance. The entire metagame cannot and will not be worked out by the time a game is released, it allows for discovery and adventure, and I'd say those are more noble than so-called equality. In some cases, a tutorial wouldn't cut it either. Sometimes no matter how well you teach, bad won't change, but I admit those cases are exceedingly rare. I just remembered, Street Fighter 4 HAS TUTORIALS! A LOT OF THEM! I, who am bad at games, found them easy! Why do you overlook this fact?
Besides, who are you to arbitrarily decide when learning ends and getting good begins? Are they not one in the same? If so, you contradict yourself by saying it should be both hard and easy. Tell me, what makes an execution easy enough? I cannot hold them to your standard, don't make me. It's a subjective notion that reflects one thing and one thing only: the dedication of the player. Further, if you supply the proper design for a more simplified input for advanced techniques, then I commend you and eagerly would promote your ideas, but it entails reducing all types of skill required to have a desired affect, and such is very difficult for every designer ever after a certain point.
Look, I like equality, but you are saying that games should be perfectly designed from the get-go with masterful learning curves, which is nigh impossible, and that all tech skill must be made easy, to which I would say that at some point it becomes impractical or impossible to improve it further without making sacrifices in other realms.
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