3rd May 2004, 12:49 PM
Well that's fine for people who enjoy 'simulator' type software. But it's a pretty far cry from a 'video game' where the point is 'ease of interaction and playability for the purposes of fun'. The fun in Virtua Fighter for example is learning the complex moves and then being able to pull them off. The fun in SSB:M is that you get to fight Dragonball style with such perfect interaction that a newbie player can think "I want to throw them over there and then kick them" can easily pull it off, while a master player can do some insane things to you before you can move.
I mean most of the time which would you rather play, Mario Kart, F-Zero, etc or Gran Turismo, flight sims, or one of those incredibly detailed spec games where there's a billion ways to win or lose? I like simple in racing games: Go faster than everyone else OR be a dirty bastard and use weapons and shortcuts to piss off the better players. :D And simple fighting games: Strategize your attack patterns and K.O. your opponent. I dont want to lose just because I forgot the 13th button input in the 14 button combo move. There's no skill there nor is there skill in the game's programing. If I want to do a major combo on you, it should (IMO) be intuitive and seamless from my hands to the screen in a logical translation of controller moves to character actions, memorization should play only a small part. Just like real fighting - You have to think on your toes and change up your attacks and defenses.
I mean most of the time which would you rather play, Mario Kart, F-Zero, etc or Gran Turismo, flight sims, or one of those incredibly detailed spec games where there's a billion ways to win or lose? I like simple in racing games: Go faster than everyone else OR be a dirty bastard and use weapons and shortcuts to piss off the better players. :D And simple fighting games: Strategize your attack patterns and K.O. your opponent. I dont want to lose just because I forgot the 13th button input in the 14 button combo move. There's no skill there nor is there skill in the game's programing. If I want to do a major combo on you, it should (IMO) be intuitive and seamless from my hands to the screen in a logical translation of controller moves to character actions, memorization should play only a small part. Just like real fighting - You have to think on your toes and change up your attacks and defenses.