@noelveiga said:
Street Fighter 3 is a horrible game that almost single-handedly killed the genre. Like, not just the franchise, the entire genre of fighting games.
Street Fighter 3 is a game built for the experts. It superficially feels like it plays like the other games in the series, but then is full of hard-to-execute stuff that concedes an impossible to compensate advantage to the more skilled player. This will cleanly divide the community in two: players who can do this stuff and players who don't. Players who don't will go play something else and players who do will enjoy their time. And then they'll notice that SF3 was a really, really expensive thing to make that didn't do very well on either dwindling arcades or consoles and that they totally need the accessibility to continue funding their hobby.
That's a bit exaggerating. The Street Fighter III games just came at a time when the genre was more or less irrelevant, culturally, outside Japan. Personally I assume that the SF/Mortal Kombat clones as well as the overblown coverage of Street Fighter in the 90s are more of a catalyst in the genre's weakening at the time. The SFIII games were just in the middle of it, like a crying child in a crowd of adults that don't care.
Surely SFIII isn't SFII or Alpha. If I want to be specific, SFII superficially plays like the original SF. I can also say compared to SF, SFII is full of hard-to-execute stuff that concedes an impossible to compensate to the more skilled player. Joke aside, there is a something to 3rd Strike when it's still being played to this day over in Japan, especially with special events like Tougeki and Cooperation Cup. There is also something to it when a community, with a majority of folks coming post Street Fighter IV-boom in 2009, would want to have 3S available on modern consoles with no changes done. No doubt, SFIII is designed to be harder to play and is more or less for experts but I can guess it was developed with the assumption that players, at least in Japan, were familiar with things like footsies and can execute stuff in a snap.
Judging by how you iterate your statement, a lot of fighters have apparently "killed the genre." Guilty Gear, Blazblue, The King of Fighters, Super Smash Bros. Melee, even Street Fighter IV, etc, etc. They have precise, and hard to execute, mechanics/quirks that give advantage to the most skilled player. Sure there is struggle for folks but if the person is still motivated to keep playing, they will try to learn it and become part of the crowd who can perform this maneuvers. Everyone starts off not knowing but they can get educated and apply in practice.
I play The King of Fighters XIII and the idea of doing super moves with motions like half-circle-back to quarter-circle-forward was very intimidating and challenging to me. I wasn't able to do these properly for a while but I wanted to keep on going since I acknowledged that these provide necessary damage to normal situations and during HD combos, a core mechanic special to KOFXIII. I never gave up on it and I can do em consistently.
In this sense there is no black and white. If a player wants to keep on going despite originally not being able to take advantage of various things, then the player will learn and apply so he can dominate. I don't want to be grim on it but if a player can't, they can't. It's not necessarily a bad thing. They can play another game that's fine. If they don't want to give up on learning it, that's something.
Here's another one: I love the blue shell. Not even the MK8, actually avoidable blue shell, just the concept of the blue shell.
This is unfashionable, but it's true. It's a great design decision. It bypasses everyone in the middle of the race and lets the guy in the back suddenly have agency about the very front of the pack. It's genius.
"But it lets the less skilled win!" shout the haters. This is not true. The blue shell is a random chance. It's balanced. There's the same likelihood of being hit by a blue shell by anybody running first. And MK competition is played on a series of races, not just one. I've played enough hours of every MK ever to be able to tell you this: if a person in a group is better than the rest at the game, they'll win every four-race GP. Not every race, if they get unlucky with the items on the last lap, but definitely every four race GP. That is fantastic balance. It means you can play with a guy who's better than you and still hope to beat him... once. But if you want to win championships you need to get good.
It's a great design decision in the sense it caters to non-competitive play. In the other side of the spectrum, it's a flawed product.
If a player is better, then he/she is better. They worked hard to get there and they deserve a victory. That's how it is but add an artificial element that can dramatically punish him for his status? That doesn't make sense in the competitive realm. I might as well force Daigo Umehara to handicap his health to 1% since he will likely get a perfect on me 99% of the time.
We don't have blue shells in shooters, fighters (aside from the topic at hand: tripping), RPGs with PvP elements, racing games, probably even MOBA. Not in real life we have a blue shell in regulatory conditions. If I hope to beat a player in most things, I need to learn and do better. I need to do good as you said; Contradictory don't you think?
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