Even if Sirlin has a point, Chen still has one. Especially with certain moves such as reversals. To paraphrase Mike Z (the same person who stated that anything past a quarter circle motion is unnecessary, unless you're somehow out of available inputs for moves) "reversals should be hard". In other words, things like Shoryuken's, Flash Kicks, etc. shouldn't be so easy to pull off that you can expect to see them every time where a person can reversal out. This is why he's such a big critic (as are alot of people) of the Persona 4 Ultimat/Arena series where you're given two button reversals - since it means that players just end up mashing reversals and anytime that they can reversal out, they do it.
At the same time, part of what Chen is talking about is the fact (as Sirlin acknowledges) that move motions do imbue certain properties to moves. Easiest example, you don't expect Guile to toss a Sonic Boom at you when he's walking forward.
Again..... did not factor execution into the equation..... its easy to just say "counter with this or that".... but you need to understand that some people are physically incapable of using a technique they know would have been a good counter in a particular scenario. And actually the argument was originally about the six button layout..... not about Multiple versions of the Specials.... other Developers seemedcto have found a way around this problem.... like Christie's Charge Multi hitting Strikes in DoA.... you could control its strength and speed by holding the input.
Because you keep bringing up this shit about fireballs being unfair.
At the same time, I already did mention how the different versions of specials, which is inherrent in the 6 button system gives additional depth to the system - one that is integral to Street Fighter.
At the same time, holding down buttons to control strength and speed, isn't that just yet another form of execution, one that might cause even more mistakes since more timing is involved? Especially when you factor it in for 6 regular normals, plus 6 or more extra command normals, including command crouching normals, and that's even before we get to special moves. Imagine getting jumped in on because your standing anti-air normal, let's say a back + heavy punch, didn't come out because you couldn't hold the button long enough before you got hit by the jump in.
Oh yes I'm a scrub.... I never said I wasn't.... now pray tell.... how is an Execution Barrier a self-imposed rule..... you think I'm deliberately sucking at Kara Cancelling or Zangie'f 360's ? I didn't make those inputs... Capcom Did.... they are imposing the barrier... not me.
This particular part of the argument has nothing to do with execution. You were just flat out complaining about fireballs and about people using them, and other good tactics.
Anyway Arcade Sticks I'm pretty sure there are different types of Arcade Sticks.... namely the ones with different Directional Gates.... Korean Sticks (I don't even know what that is but appearently it makes a difference to some people). And some appeatently just feel different despite having a similar layout..... The Difference between an Xbox Controller and a PS Controller have a similar ratio of differences, namely the Positioning of the Perphirals on the Left Side and the shape of the Triggers and Sticks and Buttons..... they have more similarities than they do have differences. Atleast for me they are.
And this is one point where you are absolutely wrong. Don't even try to argue with someone who is as deeply involved with the arcade stick scene as me.
The basic Sanwa JLF + OBSF buttons is so ubiquitous that it's pretty easy to find one and borrow it at any tournament, regardless of console. Heck, I've done this myself at majors when I didn't want to have to take my own stick with me on the plane.
Yes its pressing specific buttons in a specific order within a very specific window of time..... just because it isn't as convoluted as Hayate's Raijin doesn't mean simpler inputs like Akira's JFK are not notirously Difficult.... sorry I couldn't use actuall SF examples.... I can't actually perform the inputs and the game doean't have a tutorial (no the trials are not tutorials)
That very Meta Game you just described the is same one I strive to be a part..... Tier List Meta Game is something else all together.... if finding away to beat a cheap strategy involves switching characters then your game is Broken.... well broken for every unviable matchup... if that makes sense.
Counter picking and switching characters is a valid part of competition.
Good and bad matchups will always be part of fighting games as long as they have diverse casts. Taking that out would simply result in more boring game.
To quote from one of Seth's Dom101
articles.
Because fighting game characters (as individuals) lack the complexity of a set of chessmen, establishing a background of "sameness" in fighting games is for these reasons, usually a disaster. Witness games like the later Mortal Kombat installments, KI2- true dogs of the fighting game world. In an MK-style game, even though you have a lot of characters, they all play in a depressingly similar fashion. Everyone has the same basic moves and options. The difference between them (aside from their different heads, and cool "personalities") boils down to some characters simply having better versions of that same set of moves. Whee! They also mix it up with "different" specials. Of course, these also fall into depressingly similar categories (the crummy projectile, the teleport punch, etc.), and of the ones that arent uselessly suicidal, there are some that are just obviously better than the rest. The characters that end up being the winners are the ones with the best versions of what everyone else has too. This leads to a terribly flat game, and while it may seem "balanced", its not actually an improvement- everything is just dumbed-down. Ironically, these simplistic attempts at balance, while intended to help the game, end up hurting it by making all the characters that much less interesting. It merely forces you to play in a far more restricted manner, to squeeze that tiny margin of superiority out of your remarkably similar moves.
This is a waste of time, and is at odds with the basic motivation for having had different characters in the first place. Why have a lot of characters when they all play the same way? Better to simply have a few (or even one) far more developed characters. Chess trades multiple characters for incredible depth in one, and though theres nothing wrong with that (ask me about my idealized "All Ryu v Ryu" SF4), thats not what the scrub actually wants, nor is it commercially viable.
Down to your last wish, scrubby! If he wises up here, he should realize that he shouldnt be wishing for "balance" (in any simple sense of the word) at all. What he should wish is for truly varied characters, none of whom is so weak so as to necessarily lose in boring ways. You dont need to focus on avoiding powerful characters- you just want to keep everyone interesting. I call this "meta-balance".
SSF2T provides an excellent example of this type of meta-balance. In a "normally balanced" game, the possible opposing sides are identical, or at least functionally very similar, and of course, everyone has a roughly similar chance to win. Does everyone have a roughly equal chance to win in ST? No way. Are there stronger and weaker characters? You bet. Theres quite a bit of distance between first and last place on the rankings chart. However, look at what you get in the trade: the characters in ST are genuinely different- very few play in ways that are at all similar. Each has distinct strengths. This is cool on its own (real variety is more fun), but adds even more in another way- the relative importance of each of their individual strengths varies from matchup to matchup. This is how genuinely different characters really repay the effort that their design requires- with real depth. Being good at a meta-balanced game doesnt entail just mastering some characters gimmick, then repeating it all day, come what may. Instead, you have to understand their strengths *in relation* to those of the other, different characters. Youll often need entirely different tactics against different opponents, even though youre playing the same character throughout. Chun Li, under some circumstances is best played as a keep-away turtle, in others wants to rush you down, doing anything she can to avoid being pushed back, and in still others, somewhere between these two extremes. This is how you get a game that stays interesting and becomes deeper with time, instead of a quickly-won race to discover whos stupid version of the same generic attack cant be retaliated against, and is therefore the champion.
Now it's good that he mentions Super Street Fighter III Turbo because that game has some horrible match ups. Ryu vs E. Honda is 9:1 in Ryu's favor.
Yet the game still has good meta-balance because the playstyles and match ups as still interesting.
To bring in yet another point. Here are a couple of quotes from an old
Sonic Hurricane article by Maj on balance.
How are designers supposed to tackle this issue? Every experienced player will tell you that concrete strategy is all about matchups. If you start with two characters, you’ll want to give them a complex array of options with the ultimate goal of staging dynamic battles while ensuring that the most skillful player wins consistently. Whenever you upgrade one move, you’ll have to match it with the appropriate adjustment on the opposite side.
When you introduce a third character, the number of matchups triples. Now when you institute an upgrade, you have to cautiously strengthen two potential rivals to that exact same degree, then compare them with each other to make sure their matchup doesn’t suffer. Every minor tweak can snowball into a series of adjustments echoing back and forth. We’re still talking about three characters here. Well, if you have a cast of 56 diverse characters to balance, you’re basically screwed. Nobody’s that smart.
Clearly, demanding 20+ evenly matched characters is an unrealistic expectation. What would be considered a reasonable number? Looking through
the Classics, i’d say any “good” fighting game with a legitimate top tier of four or more characters is perfectly acceptable.
As stated, and supported by the link to his other article, having a top tier of only 4 characters, regardless of the total number of characters is generally good enough for a game to be tournament viable.
What matters is not the total number of characters you see in a tournament, but the quality of the match ups of the characters you do see in it.
Look at a game like SFIII 3rd Strike, despite having a well defined top 4, with a clear bias towards 1 character, the game still gets massive tournament play in Japan. This is because the game system and the match ups are enough to keep the players interested.
How does input that doesn't have a risk of Failing "Solve" the game ? If thats your final point on the matter then its a stupid one..... I'm pretty sure when developers were talking about about Solved Games they were talking about solved games they were talking about in game features not about the the physical execution of those features....
Sports don't deliberately have random elements to prevent the game from being "solved" chess does not have a piece that will spontaneously do something outside of the games rule set to Miraculously Solve The Game..... the entity thats suppose to stop you from proving that your strategy doesn't is an opponent..... not the very system you both play the game in....
Besides.... the game is already solved.... if two people have the same knowledge of what beats what then guess who's going to win.... The Guy who can do them faster.... thats not a mind game thats a solved game.
Ita just like Star Craft and its infamous Zerg Rushing.... the game was solved now it was just a matter of who can the most APMs.... in other words it became a game of execution.
Solved means that a known strategy for beating the game exists that works almost 100% of the time. Chess is actually close to this state already (it's partially solved), and white has a clear advantage over black due to this. It's only the complexity
With execution as a concern, both at low and high level play, you still get the risk that either player cannot execute their strategy perfectly, which leads to openings for the opposing player to be able to overcome it.
In any case, the point you're forgetting is that fighting games take place
in real time. This means that speed and timing, aka execution will always be a factor on top of strategy. It's part of what makes games like this unique. They require a combination of both a winning strategy and the execution to be able to pull it off.
If you want to totally focus on strategy alone and remove the execution requirement, then you'd have to make them turn based.