Jesus fucking Christ. My point was that the biggest Street Fighter game to date is also the most simple one for anyone to jump into. As the series went on, and got more complex with its systems, the series fell out of favor with the (extremely large) general audience it once had.
What even is this aggressively dumb take? Third Strike is beloved and SF4 caused a whole 2D fighting game resurgence. SF2 hit it big not because it was simplistic because in 1991 all of the games that came before it were simple as shit. SF2 took it to an entirely new level of what was possible in a fighting game and it captivated people. I don't know if you're aware of this but people that want an easy-to-jump-into fighting game aren't choosing SF2. It sold well because it was a literal trailblazer for the whole genre. Stop being a goof.
Let me put this simply. Street Fighter 2 was big. Street Fighter 2 was also a pretty simple game to just pick up and play. After Street Fighter 2 Capcom made more Street Fighter games that couldn't hold on to that audience Street Fighter 2 had. These later Street Fighter games grew more and more complex, and had more and more systems on top of what Street Fighter 2 had done and they ended up losing the massive audience they once had. Capcom's Marvel related games, which in contrast had simpler move inputs and were much flashier, ended up outperforming their later Street Fighter games in the arcades.
Third Strike is beloved...by a tiny group of people. The Street Fighter 3 games, as beloved as Third Strike is, also sold for fucking shit. Third Strike is a video game masterpiece, but almost nobody played the fucking thing either. It was a huge flop for them. Street Fighter 2 was one of the most profitable bunch of video games of all time. The Street Fighter 3 games however barely broke even.
Street Fighter 4 didn't cause a 2D fighting game resurgence. It was just Capcom's return to 2D fighting games after kind of fucking off five years. At most it was maybe the reason Mortal Kombat went back to 2D after Mortal Kombat vs DC Universe. It's not like the 2D fighting game that came out around the same time as SF4 were some kind of response to SF4. KoF12 was already in the works, and Arc System Works was chugging along throughout the 2000s during Capcom's absence. Apart from Street Fighter 4 Capcom's return would've happened anyways, as they'd already made a deal with Marvel for MvC3 before SF4 even came out, Tatsunoko vs Capcom (which came out later that same year as SF4) was a test for MvC3 stuff.
When you're also trying to use MK11 to make that point, which outsold MKX, it becomes an even dumber fucking point.
Hey guy I don't know if you're aware of this but you can buy a game and think it sucks. Buying a game doesn't mean you're obligated to think it's the best thing yet. Stop being a goof.
And? What's your point? Some people complained. So fucking what. People complained but it didn't fucking matter because MK11 outsold MKX. Your point, if you've forgotten, is that going simpler is always
bad because of the reception it receives...this was in regard to me saying it'd bring more people in. Well, guess what, more people actually bought MK11 than MKX.
Street Fighter 4, which is a deeper game than SF5, is also more simplistic than 5.
Oh wow, another dumb take.
Execution is easy, enormous buffer windows/less strict timing, sacrificing defense for gorilla offense, the complete elimination of 1 frame links, Ono himself stating he wanted to make SFV a lot more accessible/beginner friendly and in doing so created a very boring and very lame SF game.
Like maybe Menat is the only character where you can point and go, "wow that was cool." Every other character you see them played once and you've seen them played period. Everything in SFV was not only designed to be simplistic but in doing so sacrificed the depth.
Street Fighter 4 has shortcuts for executions too. That wasn't some new thing SF5 added.
Street Fighter 4 is a simpler game than Steet Fighter 5 to understand at a glance. One frame links don't change that. The Focus system is far more first time player friendly than the V system stuff despite the intention behind it. In SF4 it's a universal system that does the same thing across every character, you know what it does for one character you know what it does for everyone. That's not how the V stuff in SF5 works, despite the idea behind it, everyone does different things with it, so you're going to have to fuck around with the game to find out what it does with everyone.
Who the fuck gives a shit if they still get blown away by people that know what they're doing? Are you so fucking stupid that you think that's a point in your favor? Before your dumb fucking dipshit point was that it'd be unfair to players that put in the time to learn, now you're saying the opposite thing, that it wouldn't even matter because said new players will just get blown out by a group of players they'll probably rarely have matches with if they suck as much as you're saying anyways.
Because you moron the execution is what helps make things impressive when you see it happen. If somebody lands a hard as balls optimal combo with tight windows it becomes impressive and tells you that guy knows his way around the character in addition to other factors such as match-up knowledge, optimal punishes, spacing, etc.
And I don't even think you understand what your whole point is anymore. Why do you rally so hard for simplified controls? It's because you honestly think your friend, if he had the execution required, could have beaten somebody better than him if that move came out, right? What you don't grasp about fighting games is that the execution is a big part of what separates people. Your friend getting shit on isn't due to an error in game design or archaic mindset, it's because that's how you strive to get better. The hope is that your friend gets crunched so hard he becomes determined to succeed and does that by practicing and playing more until it becomes natural to him.
If by your own admission simplified controls would see him still get annihilated by better players then guess what? Your whole experiment failed miserably but for the people that stick to the game and probably long-time fans of the series in general, they're stuck with this retard abomination you've made.
Assisted Living Godzilla, get this through your misshapen trephinated head: the results of getting better is what makes competitive things fun. For fighting games, mastering your execution is a big part of this. And I'm not even saying this as someone with the cleanest execution out there because I drop and fuck up tons of stuff, but landing it and causing a huge comeback or making a big read that pays off is why playing fighting games is inherently exciting to me. Your eventual future of everybody using macro scripts strips that fun away.
If people were doing these motions and mastering these timings in some random convenience store with a worn out stick and mushy buttons in the '90s there is no excuse why you or your friend can't do the same in 2022 when every game has eased up tremendously on the windows.
Everything you've said here is fucking stupid, and your first point doesn't even have jack shit to do with what was being talking about. Simple move inputs don't have anything to do with combo timing. They aren't the same fucking thing. Maybe if I was also talking about combo timing that tangent would have some relevance instead of being apropos of nothing.
Do you ever interact with other people in the real world and actually talk to them? People like fucking around on fighting games. Not many people are all that good at it. And lots of people couldn't give a shit about putting in
the time like its some fucking job. Simple controls will get more people into fighting game, because it'll let more people actually do things, and do that shit consistently. Do you want to play a fighting game where you can easily find matches online? Do you want to play a fighting games that's successful enough to get support and have future fighting games be made? Well, simple move inputs will probably help that. When you look at Smash Bros sales in comparison to all other fighting games I think this pretty clearly bears out. It's probably not some fluke that Smash Bros Ultimate sold more than double the second biggest retail fighting game, Mortal Kombat 11, which itself has sold almost double Street Fighter 5. You could say it's because of the characters, but it ain't like Smash Bros. is the only fighting game with huge popular characters in it. Capcom's Marvel games, NRS's DC games, that Dragon Ball FighterZ game, none of them are even hitting MK11 numbers despite having enormous franchises attached to them.