07-03-2011, 11:40 AM
(07-02-2011, 02:31 PM)Rags Wrote:Even without the intention of the developers, if it adds depth then it shouldn't matter. Some of the best fighting games around have had glitches to add an extra layer of depth.(07-01-2011, 09:03 PM)Negative-Zer0 Wrote:(07-01-2011, 08:15 PM)Rags Wrote:(06-30-2011, 12:35 AM)DrSlouch Wrote: i hope you're not implying glitches are not a legitimate thing to use in competitive games because then you're literally discounting the entirety of capcom's combo system in 2D fighting games (and probably a lot of other company's games too; anything with cancels as a function) since 1991
No. Not at all. I'm very well aware that glitches and such made a lot of fighters a while back. I'm just saying that's not depth. at least not intentional depth.
Intentional or not, depth is depth. You can't pick and choose which ones are actual depth becuase from the very same post you quoted me on, you excluded MvC2, which was more accidental than Melee was.
Actually didn't noticed the MvC2 part WHOOPS.
MvC2 is in the very same boat Melee is.
Any game, fighting or not, isn't deep if it's just glitches. Yeah. glitches made MvC2, but it was still decently deep if you got past the glitches. And it probably still be well known without said glitches.
But saying that Brawl or MvC3 can't hold up to their predecessors because they're not as deep (which is bullshit) is really dumb.
Combos in SF2 as rarely as they were used (at the time of release around 91-93, when entire games were pokes and counter pokes.)
Unfly, tri-jumps, loops, all of which made there way to MvC3 in some way, shape, or form because though they were unintentional, they actually didn't break the game and added some layer of depth to the game.
Kara canceling in 3rd strike, which made it's way to CvS2, which also had roll canceling, Kara then made it's way to SF4.
Glitches or unintentional engine exploits can be bad, but they can also be the best thing to happen to the game. It's important to not see all glitches as glitches and sometimes to see them as something more. Sakurai failed to do this and couldn't even capture the fun of knocking your opponent around the stage in a combo. He simply did everything in his power to make it not competitive, which blinded him completely making a product that is still fun to play 20 min after unlocking everyone.
Brawl was made specifically to get rid of all of the glitches in melee/64. Not saying it isn't deep, but it is very linear to play.
And I never mentioned MvC3, that game is still being dug into.