oh hey it's this discussion
alright, so let's just get something clear: fun and competition are not mutually exclusive. I personally get a great deal of enjoyment out of breaking a game's mechanics right down to the fundamentals and figuring out the best way to play. I'd say that I don't enjoy playing games casually but I think that's more to do with the lack of challenge in casual play than anything else.
the point is that if one person exists who enjoys the game the more competitive it is, then surely others exist as well. perhaps we're a minority, but so too are the people who scrub it up and refuse to use comp tech against comp players. if you want to play casual, play casual; I'm sure that once the matchmaking settles down the only people in the average casual player's skill bracket will either not know what they're doing with techs (so you can just beat them) or they'll also not use said techs.
but that's not even the key thing here. tech skill in smash meant wrestling with analogue shoulder buttons and an imprecise stick, as well as often using multiple inputs for a single action. tech skill in most shooters involves learning effective movement (which in this game looks mechanically straightforward and you don't even necessarily have to learn it judging by how weak these techs look) and knowing how to aim. the difference is enormous when it comes to learning; you don't spend hours in the labs, you spend a few minutes learning some basic tech and the rest is on your ability to adapt.
as for the people on the other end of the spectrum: more tech isn't always a good thing. tech changes the way the game plays in a way that the devs would not have balanced for, at which point it comes down to luck whether we're left with a fun game or a game that's one-dimensional and boring. note that I'm not saying we shouldn't try and discover tech, just that the more tech exists and the more it changes the game, the more deviation there is in how the game's balanced. if there were some way to instantly charge chargers or maintain a charge in ink, then a key balancing mechanic disappears. maybe it offsets some other tech, maybe it doesn't, and that's the point.
anyway I'm not gonna say too much more beyond this post (mainly because I've been seeing the same arguments for 14 years and they aren't getting any less stale) but I feel like people who have only been exposed to melee (which is a massive outlier in terms of comp tech for its very high amount of inputs per action) might not realise just how over the top the tech in that game is compared to basically every other game under the sun
alright, so let's just get something clear: fun and competition are not mutually exclusive. I personally get a great deal of enjoyment out of breaking a game's mechanics right down to the fundamentals and figuring out the best way to play. I'd say that I don't enjoy playing games casually but I think that's more to do with the lack of challenge in casual play than anything else.
the point is that if one person exists who enjoys the game the more competitive it is, then surely others exist as well. perhaps we're a minority, but so too are the people who scrub it up and refuse to use comp tech against comp players. if you want to play casual, play casual; I'm sure that once the matchmaking settles down the only people in the average casual player's skill bracket will either not know what they're doing with techs (so you can just beat them) or they'll also not use said techs.
but that's not even the key thing here. tech skill in smash meant wrestling with analogue shoulder buttons and an imprecise stick, as well as often using multiple inputs for a single action. tech skill in most shooters involves learning effective movement (which in this game looks mechanically straightforward and you don't even necessarily have to learn it judging by how weak these techs look) and knowing how to aim. the difference is enormous when it comes to learning; you don't spend hours in the labs, you spend a few minutes learning some basic tech and the rest is on your ability to adapt.
as for the people on the other end of the spectrum: more tech isn't always a good thing. tech changes the way the game plays in a way that the devs would not have balanced for, at which point it comes down to luck whether we're left with a fun game or a game that's one-dimensional and boring. note that I'm not saying we shouldn't try and discover tech, just that the more tech exists and the more it changes the game, the more deviation there is in how the game's balanced. if there were some way to instantly charge chargers or maintain a charge in ink, then a key balancing mechanic disappears. maybe it offsets some other tech, maybe it doesn't, and that's the point.
anyway I'm not gonna say too much more beyond this post (mainly because I've been seeing the same arguments for 14 years and they aren't getting any less stale) but I feel like people who have only been exposed to melee (which is a massive outlier in terms of comp tech for its very high amount of inputs per action) might not realise just how over the top the tech in that game is compared to basically every other game under the sun