You make a good point. I didn't really want to say real time strategy because I thought those require good execution too for micro management. I think what I really mean when I say turn-based is that if execution is too "easy", then as long as you know of the best counter you can always choose it, while in a fighting game you might choose another counter that isn't really the best, but it's easier to execute. Or you might choose the better counter, and fail to execute it, and then get punished. It adds a physical skill aspect to the game.Ivo wrote:You have valid points and know much more about fighting games than I do, but I want to correct something where I think you are wrong...
Even with execution extremely downplayed, it is never fair to compare to a turn-based game. Different skillset in making decisions under considerable time pressure (not to mention that most turn-based games are not even "simultaneous decision", which removes the guessing part out of the skillset as well). At best the comparison would be with a real time strategy game, where there is also the question of execution (Sirlin also comments on Starcraft and number of mouse "clicks" and such).
When I play Street Fighter and I see someone jump in at me, I can almost always react fast enough with a normal move to anti-air. It's harder for me to react in time with the two quarter-circle motions needed for the more damaging super move just because it takes more time to do that move. Sometimes I'll try to do the move too fast and fail to hit all the required directional inputs, so my character doesn't do the super and gets punished by the air attack. Other times I'll do the move too slow, so I get hit by the air attack during the time I'm inputting the super.
My percentage of being able to land the super goes up considerably if I'm specifically looking for them to jump in. That's kind of how the mental and physical aspects go together. The more you know about what options the opponent has with a certain character and the better you can predict what your opponent is trying to do, the better your reactions get. On the other hand, you do have to improve your execution skills as much as possible, because a player who can execute the more difficult moves faster will not have to rely so much on prediction, gaining an advantage. Or if they can execute the harder, more damaging combos, they will not have to find as many opportunities to hit you before you lose.
That's ok. I've read a lot of articles on Sirlin's site, and I've found almost all of them interesting and/or informative. I knew he had a card game but I've never played it. I should check it out some time.I'm looking like quite the Sirlin fanboy, I'm sure, but I think I should point out he has a turn-based card game published, called Yomi - simultaneous selection of "moves" and it does completely remove the execution cost as you just need to choose the card to play. It therefore focuses on the guessing and strategy parts apparently is a very, very good game and experienced reviewers seem to think despite the turn-based nature it still really feels like a fighting game.