What you are leaving out is the reward for dedication.
But this is
exactly why execution barriers are toxic; they only reward dedication and improvement at a shallow, binary level!
Ralph Koster gives an amazing talk "Games are Math", in which he applies complexity class to gameplay.
Something like Palutena's Lightweight glitch is O(1), strictly binary. You read about it on smashboards, and then you can do it. That is the end of the improvement added to the game by this secret barrier.
When you have to sit down and master l-canceling or roll-cancelled grabs before you can play the real game, that is a shallow, boring avenue of "improvement"--particularly when improving in the real game underneath is
much deeper. We could add countless random execution and knowledge tests to the game in the name of giving players endless things to improve upon, but that would be stupid:
- Press a jump button during smash attacks to do more damage
- Rotate your control stick 360 degrees during a grab for more range
- Tap shield button in rhythm with multi-hit attacks to SDI better
- Memorize an exact percentage that each character in the game takes double knockback at
- Answer a trivia question about Andrew Jackson during stage select to spawn with a laser sword
- Bake the TO a cake between bracket rounds for an extra stage ban
There's no shortage of random bullcrap we can make up to give people something to practice.
But all of these things are insular and exclusionary distractions from the real, meaty,
NP-hard gameplay decisions like dynamic spacing, yomi, and complex evaluation.
Not all skill tests are created equal, and we want the
highest density possible of
NP-hard gameplay: things humans can literally improve themselves at
forever.
This conversation makes David Sirlin a really, really sad panda.
http://www.sirlin.net/posts/podcast-sirlin-on-game-design
The grand finals of the first playable alpha version of my fighting game went down to Chris G vs a kid who loved fighting games but could never play them because he had trouble with basic inputs. And you know what? That grand finals went amazing. Proof of concept for my design philosophy. But the difference between that kid and other people like him is that he spent literally the entire day before the tournament at this convention playing my game. He could do things no other person could despite having a low traditional tech skill. He was rewarded for playing the game more because he could move in interesting ways and utilize the game's inherent mobility options very well.
Wait, this sounds like you are arguing for my side. Give people REAL stuff to practice with ACTUAL DEPTH, rather than make them practice inputs.
In a game focused on difficult inputs, Chris G would always beat random No-Tech Timmy.
Bringing the discussion back to Smash, THAT is what Smash actually lacks. The game does not have inherent options that, when utilized to their best capacity, provide a reward for continued playing. The issue with Smash 4 and Brawl is that players simply do not feel their own progression as players as heavily as they do vs something like Melee.
I can't disagree more. I felt infinitely more satisfaction and growth when all I had to focus on was yomi, dynamic spacing, and option evaluation.
Practicing l-cancelling and wavedashing was
boring as hell. (So was practicing DACUS)
Fighting games are just not interesting enough without execution challenges, they've always been a unique mix of decision making and execution. There are much better games for just decision making. As soon as you remove execution, your game just became inferior to chess or Starcraft.
No, fighting games excel in using a real-time interface to compress an incredibly high density of yomi decisions. The idea that we need super tough button inputs is Cocaine Logic.
If we wanted execution tests, we'd go bowling. Or just play Beatmania.
I swear, everyone would benefit from playing a year or two of street fighter. You never hear people in the competitive community say, **** like your wall of text on AT and tech, because those are foundational and indentured into fighting games, but Smash is so isolated from the rest of the scene that you guys have no scope of reference and make these broad, wrong statements about intention of design and what's "right" for a game.
I'm just sitting here talking to David, sharing the deepest of sighs.