The whole "game is nothing but guessing" is a fallacy for the competitive players. The way a competitive fighting game plays is that a more "experienced" player ends up finding ways to give themselves a "Competitive advantage" whether it's through positioning, zoning, or even comboing. These advantages allow a competitive player to get a one-up on the non-competitive player. However, should you put two competitive players with equal competitive advantages together it really comes down to the guessing. Yes, even in Street Fighter. Once the players are able to overcome the competitive advantages they typically still have to "guess" at what the opponent is going to do, as they don't have any competitive advantages over the other competitive player.
This works well in Street Fighter because the competitive advantages typically are dexterity based: Technical combo strings maximizing on difficulty, damage, spacing, or any combination of them. Once you eliminate the technical dexterity qualifier you are just left with mind games (guessing/yomi/reading your opponent). Dead or Alive has always had a bad rap against this because the designer sought out to eliminate the technical dexterity portion of the meta game, thus more dominantly showing off the "guessing" game. It became very difficult to find and use any sort of competitive advantages for experienced players to defeat novices relatively easily, sometimes just out right losing. Most of the advantages were just in experience on what the opponent's launch capabilities were. However, the breaking down of the game led to many easily blowing it off as more "guessing" due to the triangle system.
It's really a unique puzzle. I keep reading how everyone has a "solution" to the hold system - it's not the only problem but the most vocally exclaimed. However, everyone's solution is entirely different, and I think Team NINJA knows that the game needs to have a unique quality to set itself from the rest of the pack: Big tits, Dangerzones, etc.
So what do you guys think? Is there a way to give fair competitive advantages to players in the Dead or Alive series? Dead or Alive 2 and Dead or Alive 3 were (so far) the closest of reaching this goal I believe. However, they weren't perfect and could be tweaked, but in which way?
This works well in Street Fighter because the competitive advantages typically are dexterity based: Technical combo strings maximizing on difficulty, damage, spacing, or any combination of them. Once you eliminate the technical dexterity qualifier you are just left with mind games (guessing/yomi/reading your opponent). Dead or Alive has always had a bad rap against this because the designer sought out to eliminate the technical dexterity portion of the meta game, thus more dominantly showing off the "guessing" game. It became very difficult to find and use any sort of competitive advantages for experienced players to defeat novices relatively easily, sometimes just out right losing. Most of the advantages were just in experience on what the opponent's launch capabilities were. However, the breaking down of the game led to many easily blowing it off as more "guessing" due to the triangle system.
It's really a unique puzzle. I keep reading how everyone has a "solution" to the hold system - it's not the only problem but the most vocally exclaimed. However, everyone's solution is entirely different, and I think Team NINJA knows that the game needs to have a unique quality to set itself from the rest of the pack: Big tits, Dangerzones, etc.
So what do you guys think? Is there a way to give fair competitive advantages to players in the Dead or Alive series? Dead or Alive 2 and Dead or Alive 3 were (so far) the closest of reaching this goal I believe. However, they weren't perfect and could be tweaked, but in which way?