Street Fighter has always been a series that I pick up every now-and-then determined to try my hardest, have a good time, and love it. I always go in with a great attitude, and yet time and time again, I leave disappointed. I just recently rented Street Fighter 4, thrilled by how awesome it looked and excited for some intense, lightning-fast matches. Several hours later, I was so depressed from losing for like the 50th time in a row that I never wanted to look at it again. To clarify, I am neither bad at games in general, nor am I a sore loser. I don't mind someone beating me in a game when I feel like its a fair fight. In every single Street Fighter game I've ever played, however, I've absolutely hated the control style. The whole system of making specific motions with the joystick seems finicky and easy to screw up, to the extent where the character doesn't do what you want them to do even if you know the input. It drives me crazy when I'm actually TRYING to spam hadoukens like a newb, and I can't even succeed at that, because one quarter-turn-forward-button worked and another did something completely different. I enjoy playing fighters on a higher level than mere button mashing, making it only more infuriating when you THINK you know what you're doing and the characters act randomly anyways. I can accept that I am "Bad at the game", but the issue is that I never feel like I'm learning from my mistakes or getting better, based on how random the game feels. I can't figure out what input does what moves, because they seem to almost keep changing, right in the middle of fights. All I can do is think, "Boy, it'd be really nice to use this move right now", knowing it won't happen. Sometimes I wonder if everyone in the entire world except me innately knows how to control Street Fighter characters. Personally, however, I don't see why the whole control scheme of wild joystick-twists and strange button combination ever got popular. Games like Smash Bros proved that having every single move in a game only require one single button and one single direction can work, and can still be deep and involved. I feel that Street Fighter could very well have similar controls, and would be funner for it. I could actually tell my character what I want him to do, and he'd do exactly that. But in all seriousness, my goal is not to hate. Quite the opposite, as I've mentioned that I really want to love Street Fighter games. They... just don't love me back.SouthpawHare
The controls aren't any simpler in Street Fighter for one simple reason: if they were, the game would not work like it is supposed to. As has been mentioned, CvS2 EO on the GameCube demonstrated this point in full.The blanket assessment that controls in all games should, in the name of "good design," be as simple as possible is short-sighted and ambiguous. For one, Street Fighter's controls are, arguably, as simple as they can be in order for that game to work the way it's supposed to. Any simpler, and the game does not improve, it gets worse. And second, the notion of "simple enough" is entirely subjective, so the only way you could be satisfied is if the controls met your standards, even if it meant the rest of the fighting game community, by and large, rejected the new "simplified," (but allegedly "better by design") scheme. That has already happened, by the way. Two letters. E and O.
Street Fighter is precisely as "complicated" or "simple" as it is because that's what it is supposed to be. I don't know how to make this any clearer. How about analogies? In baseball, we don't limit the types and speeds of pitches a pitcher may use in given situations in order to "simplify" the game, because if we did, we'd take out a key element of the game. As a more tactile example, we don't ask that fields be reduced in size so that batters don't have to be as precise and well-practiced to score home runs either. Again, that would deteriorate an entire element of the game. It is the way it is because it's supposed to be that way, and "simplifying" it wouldn't make it "better" in any objective, measurable sense, even though it might make things more interesting for those who can't cope with the game's core design.
Giving examples of games that have very simple control designs and also happen to be kickass games does not suffice as evidence that all games would be better if they had "simple" controls. If anything, that's a logical oversimplification that, again, is categorically short-sighted.
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