@vatususreturns said:
@Maroxad said:
@vatususreturns said:
Most of those combos not only require "several consecutive frame perfect button inputs" but also enemy and environement awareness, combo memorization and tool management
If you ask me, thats deeper than mastering jumping
No, they really don't. Do you even know what is meant by frame perfect button inputs?
Who knows though, Maybe GoW Ragnarok will actually attract the speedrun/challenge run community. But GoW'18 didn't while SMO did.
The thing is... a game having a low skill floor doesnt mean the skill ceiling cannot be high. Blizzard Entertainment used to operate on the same philosophy. Hence games like StarCraft.
Yes, its right there in the name. Button imputs at the precise timing. You cant do combos like those only by mashing buttons. Timing is just as essencial there, and if you say otherwise, you're wrong
Likewise, high level SMO play usually requires mastering movement of not only mario, but also cappy.
Oh, please every damn game will have its level of depth. Mastering jumping and hat throwing for the sake of speedrunning isnt exactly what I would call depth. If you ask me I find more impressive and skillful what the combo guy did with the GoW combat than a couple of jumps that are hard to achieve. There's minimal depth in there.
Who knows though, Maybe GoW Ragnarok will actually attract the speedrun/challenge run community. But GoW'18 didn't while SMO did.
wait, what? Now you're implying a game has more depth because it attracts the "speedrun community"? what? That has little to do with depth. There's no "speedrun communities" for the likes of DMC or Bayonetta, there's plenty of COMBO communities though so please, dont imply its the "speedrunner communities" that show that a game has depth or not.
You do realize what a buffer is, right? Because last time I checked, GoW had one.
In less technical terms, frame perfect means that you have to press it exactly within a window of 0.017 seconds. This is a technique that took many of the best players around the world weeks to be able to do properly, many even flat out gave up, they didnt just have to press it once, perfectly, they had to do it around a dozen times in a row. Failure meant falling to their doom and starting from scratch.
Every game has some level of depth, but others have more depth than others. Super Mario Odyssey for instance has more depth than Super Mario Galaxy, which is fairly basic in terms of moveset. Super Mario Odyssey however, has a ton of ways to traverse the maps, you can pick your own objectives, and how to get there. Where you might find a single path to an objective, a skilled enough player may have found a dozen. High level players are STILL even to this day, are discovering new techniques.
Speedrunners and challenge runners tend to be attracted to games with a good ammount of depth and technical play.
When a game gives you strong enough tools for enough emergent gameplay. people can do all sorts of absurd runs and still beat the game. Like beating Breath of the Wild while the entirety of hyrule is under the Death Mountain temperatures. and there is no counterplay to it, potions and armor don't work.
The jump I am referring to, isn't even a speedrunning technique, it is a challenge run, min cap technique.
Either way, Apples and Oranges. But from what I have seen of gen 8 in general, Super Mario Odyssey and Celeste were the two most popular games, for high end play as far as Single Player games are concerned. Be it Speedruns, challenge runs or otherwise.
Edit: Of course there are ways to measure depth and technicality without speedruns. But for single player games, the time taken to beat the game is by far the best measurable metric we have. Super Mario Odyssey's is deep, because of how its traversal gives you MANY viable options are available to you at any given time.
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