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William F. Edwards's avatar

Part of what makes Smash's controls work is that the system is universal, some characters have unique inputs (Samus getting different variants of missile based on tilting vs flicking the stick, Inkling having a vital move on shield + special), but you always know what to press to use your core moveset. While in other fighting games it's hard to figure out what you need to press, you can maybe work backwards if you see the move, but that requires watching somebody else do it, and most arcade FGs don't throw you into a mirror match right away if at all.

Also Smash Bros came up with its input system in a time where arcade fighters had pretzel and pentagram inputs, modern no motion input games are making them in a time where the shoryuken motion and a 360 are the most complex input a contemporary fighting game will ask of you. And League of Legends is pretty standardized last I checked in terms of how many abilities someone has, so it'd make sense to copy that standardization, which would lead to the same solution Smash already invented.

I wish developers would stop beating up the largely misblamed motion inputs and put that effort into making tutorials that are good.

Also total side note, but there's an indie game called Motionsickness that makes fun of the motion control debate by going out of its way to have as many overly complicated motion inputs as possible. Because let's be real, what major fighting game these days doesn't offer 'simplified controls for new players making the game easy to learn hard to master'.

Interested Party's avatar

good write up. I think the systems thing applies to rts games too. the failure of most modern rts games is because they fail to categorize effectively.

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