I think there are still potentially important discussions to be made regarding L-Cancelling. However, just about all of the discussions so far seem to get too bogged down in never-ending arguments that only consider the specific question of its mechanical usefulness. In my opinion, each side of this particular debate has valid arguments, but it's at a point where it's largely inconsequential to high-level play. There is potential for missing L-cancels and subsequently changing how the interaction would have progressed, but it happens so rarely in high-level play that the inclusion or removal of the mechanic, and the arguments supporting either, boils down to a design decision that ends up having a relatively negligible effect on high-level gameplay either way. Since there hasn't really been any headway in either direction about this design decision, I think we should now focus on considerations that lie beyond its simple role as a gameplay mechanic.
Now, some of these considerations have been mentioned previously in the thread, but they usually get glossed over amidst the chaos of the aforementioned discussion. I'd like to draw attention to a few key posts among these that I feel provide particular insight into questions that are more important towards the game's growth.
You will never get a defining conclusion about L-cancel should be in or not, because game design is not an exact science. Even if something makes the perfect sense, including or excluding a mechanic will always make the game more fun to some people and less fun to others. A game might run on a computer but we're ultimately talking about subjective matters, fun, and people.
Defining the path of progression that players have to go through to improve and reach higher heights and he or she trains is important, and many techniques and aspects of the game contribute to that. And L-cancel's contribution to that process is undeniable, even if it just means that you're gonna spend some more time playing until you get it down, integrate in your gameplay while you learn other, harder, more important things that need time to learn and are the actual objective. Risking throwing your players into the abstract realm of gameplay where "fundamentals matter the most" too early, and it might be like throwing the final boss in the first stage. L-cancelling is just one of the small mechanics that help it to not fall in that trap.
Could achieving these small positives L-cancel adds to the game be done the same way with a better mechanic, certainly yes. But would I ask Project M to remove L-cancel? I wouldn't ask Street Fighter to remove motions, it's part of the identity of that gameplay, even though they're much bigger and intrusive artificial barriers for new players.
To blindly defend or attack L-cancelling is a clear showing of bias towards one or more games. There's no problem for supporters to admit that L-cancel's existence is arbitrary, as it is, and there's no problem for it to be that way. Videogame are arbitrary.
Automatic L-cancel or its removal would make the competitive aspect of the game more accessible, a negligible amount though. Not enough to justfify modifying (and possibly risk ruining through an unexpected error) a key part of what constitutes player's muscle memory in the game, gameplay identity and player progression process.
We'd see no problem to provide a toggle for auto L-cancel in the future however, more options are great to have, and also great to keep having these thought provoking discussions here with actual concrete data. But the manual one would not leave its place as the default option.
Cheers, and keep discussing. That can only contribute to the development of the community.
The points I want to bring up from this are:
1)
The effects on newer players' progress with breaking into competitive play
2) Identity of the game/gameplay
For 1), I agree that there are potential benefits of L-Cancelling during players' progression in learning the game. It can serve as a specific action which players can put time into mastering, and thus derive satisfaction from having done so. It can also be a measure of showing improvement, as players will continue to feel better about their gameplay as they realize they're missing their L-Cancels less often. However, this puts a focus on only one side of the story. As @
Foo
mentioned (among others), it can serve as a frustrating barrier for many people, especially if they already realize how arbitrary the mechanic is, and it probably persuades some to give up on learning the game before they truly get into it. Some of you might argue that if they give up on L-Cancelling, then they would eventually give up on the game anyway because of other technical skills that are required to play at a higher level. I would argue that these people would be much less likely to quit due to tech requirements if they already had understanding of and experience with the fast-paced gameplay that we love from this game, which is just not possible to achieve WITHOUT L-Cancelling. However, there is plenty of other tech skill that newer players can work on developing but that isn't such a possible barrier to newcomers gaining more interest in the faster gameplay. Special mention to @
platologic
for bringing up an excerpt from David Sirlin about easier controls for Super Street Fighter 2 HDR which I feel exemplifies some logic to support removal of this barrier (I can't link to his post, so here's the direct excerpt):
Making Street Fighter more accessible is good for everyone, in my opinion. Experts aren't really affected, but new players can get past the awkward beginner phase faster and into the intermediate phase where the interesting strategy starts to emerge.
There are some players who wrongly believe that this "dumbs the game down." Actually, the opposite is true. Experts can perform special moves already, so the changes toward easier execution of moves have very little effect on them. Experts will care about actual balance changes such as hitboxes, recovery times, new properties for some moves, and so on. Making special moves easier, however, just allows everyone else to play the "real" game without needing to develop hundreds of hours of muscle memory just to perform the moves. It's actually sad to hear that some players think that their ability to execute a 360 command throw is why they are good, as opposed to the actual strategy of getting close enough to the opponent with Zangief to land the throw.
Another wrong-headed comment I often get is that easier controls don't leave enough skills in the game to separate good and bad players. The statement is absurd. Easier special moves don't change the strategic depth of the game at all (and the actual balance changes in HD Remix increase the strategic depth). Furthermore, there's no shortage of nuance for experts. Does Cammy's dragon punch beat Fei Longs? It depends on exactly who did it first, which means that 1/60th of a second timing is just as important as ever. So is positioning, spacing, the difficulty of performing combos, and the skill of reading the mind of the opponent.
I wanted to bring up point 2) because it's a potential concern for people that are already within the Smash Bros community. Z/L-Cancelling was in both Smash 64 and Melee, and especially since Project M is generally thought of as an attempted successor of Melee, it's both easy and common to think that L-Cancelling is part of this game's identity. However, it's worth noting that regardless of opinions on Brawl and Smash 4, since they don't have L-Cancelling as a mechanic, L-Cancelling is not indicative of the identity of the Smash series as a whole. Furthermore, I would argue that Project M is and SHOULD BE still constructing its own identity, so mechanics shouldn't be retained merely because they are in melee; they should be considered on their own merits, and so I don't think game identity should have much consideration in this regard. That being said, it's entirely likely that if Project M were to remove L-Cancelling, then many melee players would avoid this game solely because of that difference, and so it's still a relevant concern for the discussion. In my opinion though, both Melee and Project M are likely to co-exist for a long time, so we shouldn't compromise good design (whatever it's decided to be) for the sake of trying to avoid putting off melee players who just aren't willing to give new things a true chance.
The next post I want to bring up:
This is the point I take issue with.
You know what makes a competitive scene better? More players. Project M's meta is still largely unexplored. There are 800 or so matchups across a dozen or so tournament-viable stages (more coming in 3.6), and it changes with every balance patch. PMDT has said that Project M 4.0 will be a stable, long-term release in order to allow the meta to develop properly. In the meantime, we need way more people working through the development meta to make sure we're on the right track. PMDT can only do so much by themselves.
Having more players means that it's easier for competitive players to find practice partners who use certain characters. More practice opportunities means more players will improve, and they'll do it faster. More strategies will develop for every single character, and players who want to reach the top level will need to stay on top of the meta and constantly adapt to those strategies. More local tournaments pop up, or Project M has more of a chance to be included in locals. More YouTube channels. More character guides. More Twitch streams. We'll have a better understanding of characters' strengths and weaknesses, and PMDT can use this data for balancing.
Having more people playing the game competitively is the very definition of growing a competitive scene. It's a tradeoff. Marginally lowering the technical barrier on a technically intense game to make it more accessible and encourage more people to play in order to grow the competitive scene and the metagame as a whole.
I'd take a vibrant metagame over L-canceling any day. But then, that's just my opinion.
To clarify, I'm still not arguing the removal of L-canceling. I'm arguing that the benefits of accessibility from removing L-canceling outweigh the benefits of the technical barrier created by L-canceling. A subtle but important distinction.
The idea here is that removing L-Cancelling increases the game's accessibility, encouraging more people to play the game, enhancing both the meta game as well as the game's real-world visibility and success. Obviously, just about everyone participating in this thread has vested interest in the game and wants this end result. And so just as obviously, the question here becomes,
does removing L-Cancelling increase the game's accessibility in a noticeable or significant manner?
It's pretty tough to answer this particular question without gathering data about it, and I can't think of a good way to do so without actually having newer players able to experience both sides of the coin to really feel the difference. Perhaps the best way to solve this is indeed to provide it as an option, but then people have already brought up potential concerns towards that as well that would need to be addressed.
I would love to hear more of the reasoning that the PMDT has used for its decision to retain L-Cancelling EDIT: or more pertinently, what benefits they must expect the removal of L-Cancelling to provide to warrant the commitment of removing it (@
FireBall Stars, if you'd like to say more?). As I said in the beginning though, I think the discussion needs to look at more than just L-Cancelling simply as a gameplay mechanic (which has been discussed in hundreds of posts by now). I think it can have more important ramifications towards the growth of the game and its playerbase.