Or maybe it's time for the fighting games to ditch their decades-old and antiquated control paradigms, which were neither designed for modern control inputs nor are not the least bit accessible. But if they did that, then the fighting game community would have to get used to battles having an emphasis on strategy and timing over blunt memorization of convoluted Move Lists and input strings.
lol i trol u
Real talk though, I still agree with you that fightin' games shouldn't have ridiculous execution requirements. I just think we have different ideas about where to draw the line. I don't think motions need to be harder than a shoryuken or a half circle, really. I think you will benefit greatly from reading this:
http://shoryuken.com/2012/07/16/lost-strategy-series-the-role-of-execution-by-james-chen/and then this
http://www.sirlin.net/blog/2012/7/16/execution-in-fighting-games.html bottom line is that moves *need* more than like, one-button inputs or the game actually becomes stupid. Can you imagine living in a nightmare world of one button shoryukens, and walkup flash kicks and SPDs? (WELL I GUESS 3DS OWNERS CAN LOL)
However, horsepoop like one-frame links actually does exclude people if you need them to play a character well.
But if they did that, then the fighting game community would have to get used to battles having an emphasis on strategy and timing over blunt memorization of convoluted Move Lists and input strings
This is terribly disingenuous, though. Do you think anybody who plays a character for more than a day doesn't know all the moves? Do you think all those tournament matches came down to who memorized the moves better? Most 2D fighter characters have like, 3-5 special moves and maybe as many super moves. I believe that you can handle that much.
It's interesting that just about every gaming genre has adapted over the years to new audiences and new ideas except fighting games.
Fighting games have evolved, you just refuse to see it. How are they so popular now? I gloat regularly of their success over point and click adventure games.
Well, if BlazBlue is any indication, I get the feeling there will be some kind of Hyper Cancel into the Instant Kill Moves that doesn't allow the opponent a chance to get out of the way in time.
Correct me if I'm wrong, but in BlazBlue, you can only do it on match point, opponent <35% life, full meter, have a burst, and only on Tuesdays and Thursdays? That kind of offsets things. I seriously wouldn't get too spooked about being instant killed in Persona. Maybe just in HnK