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The thing about mechanics barrier is not that bad players can defeat better ones: good players will defeat consistently newbies, be the game hard or simple. Fortunately, otherwise it would be unfair.
Advantages of simple games:
- They are about who reads better his opponent, and adjust its gameplay. In harder games it's about who can performs complicated inputs faster with no mistakes.
- Newbies don't find them so overwhelming, so they can learnt to play the real game much faster.
- The time you would spend in long combos and boring stuff may be used to learn the strategical intrincacies of the game, which for most people is more fun.
- The skill ceil is not necessarily lower than in complex games. The skill floor is much lower.
Although I understand complexity fans:
- If combos and weird stuff are hard to learn, they can have an advantage spending time on it that others aren't ready to spend.
- They are used to it anyway, so the effort for them is lesser, and they also find it less boring.
- Mechanics can affect to the feeling of the game.
What happens:
- Most people find more fun easier FGs, so most developers are making them more accessible, and the tendency will continue.
- There will be during next decades players who prefer mechanically complex games, so they will still have their space.
- Anyway, Guilty Gear is a fraquise where Arc Systems has put the most resources, so they have tried to keep it accesible to get profit from the investment. Apart from that, it was a game who frighten most people, and still had a reputation of a good game, so Arc Systems considered that it was ideal to atract new people.
Thing is, there are a lot of people like me who always wanted to play Guilty Gear, but haven't touched Xrd because of the high execution requirements. Should we be catered to? It's a hard question: on the one hand, what made guilty gear special really was that high skill ceiling, right? On the other hand, money. This happens to a lot of franchises, but I feel like fighting games benefit from a certain balance where scrubs can feel good about hitting a simple bnb 90% of the time (we'll still drop it under pressure) and making it accessible. I think Strive's systems are definitely less complex than Xrd, but a lot of that is also tied heavily into execution. Roman Cancels aren't so bad, especially since you can macro them to a button.
Maybe, they should have done this to BlazBlue and kept guilty gear as the highly technical fighter; I feel for you OG players. I feel like my enjoyment is directly harming yours and it's not a clean feeling.
Has removed a lot of execution requirements.
Has removed a ton of moves or changed properties of iconic ones (I.e. Zato drill doesn't hit low anymore so noobs don't have to block low midscreen).
Insane damage values for the simplest of combos. Now anyone can convert any stray hit into 50% damage. More chances for noobs to luck out a win.
Defense and offense both required work. Now offense is braindead and defense is a lot more guess heavy. Kinda like SFV.
Big dumb buttons and moves like Sol 6P, Ram Slash, May dolphins that you just throw out all the time for huge reward.
And there are so many people who never played GG telling you how this was needed and why it's better. While being also completely clueless when talking about the older games. It's hillarious.
I sleep.
Give it 3 months, these trolls will mostly disappear into the shadows again, only to rear their deformed heads again when something else incredibly stupid is needed to be said.
They're not wrong though: the game is simplified and losing a lot of its identity. That's better for players like me, but there is a reason people were STILL playing accent core even when Xrd was at its height; hell, look at the steam numbers now: 171 people playing an old fighting game: that's ♥♥♥♥♥♥♥ crazy.
As I said and as these guys point out: the game has been dumbed down. The franchise they fell in love with changed too much.
It's good for us: I've been playing GG since xbox live midnight carnival (not a psone chad and we had no idea what we were doing haha), but Strive is vastly preferable to me. I want to play GG in terms of characters and general anime fighter-ness, not because of the high execution requirements of past titles.
My point is, their wails of loss are legitimate even if we can't understand why they prefer the older entries.
It's the same situation for me in terms of skill gap, but when you've tasted mastery of a complex system and then that system only exists in a game no one plays, it's easy to sympathize with those players.
Here's another datapoint: a lot of the OG GG crowd aren't even very good: like they're bad at fighting games in general to the point where they'll lose to, say, a May player spamming dolphin (TOTSUGEKIIIII!!). Still, they mastered the combos, setups, advanced systems, and more. They might lose a lot, but they still get a feeling of mastery for having mastered the systems. For a brief time, I felt what that was like in Melty Blood and it's an indescribably good feeling even when you lose: just the ability to show off what you learned both to yourself and the peanut gallery.
There's a clip somewhere on twitch when persona arena first hit stateside: new players were just meming Chie and Elizabeth without really understanding why they were winning. In comes this Aegis player who just gets bodied over and over again. Dude is clearly nervous and he's dropping opportunities left and right. Last set, he finally manages to connect a combo that looks impressive as hell and stream was like "DOOOD my man's got combos!" Still loses, but guy types out in chat "that felt amazing."
It's like that.
lol
but yeah, it feels dumped down because people was up to highly demanding mechanics and complicated excecution that "gave it's indentity"
But also, it was still a niche and no one can argue that.
So as said, the game took the path of appealing the masses to get more adepts and money, things changes over time
My gen - we used to get beat up and our masculinity challenged with that kinda talk.
For rankings and ratings the game should have a tick list it measures you by DURING the battle.
-Executes x number of X?
-Number of times combo repeated penalty
-Made good use of arena
-Time spent cornering penalty
etc
games dumbed down but HCBF still exists yeah u lost me lol