TiZ
[10] Knight
I hear this argument all the time, and it's very flawed in that it implies that a fighting game is made only for the tournament players, and this is simply not true. Tournament players aren't the only ones playing this game. In fact, they're not even the majority. They're a small minority. The casual players who struggle with the subtleties and nuances of high-level play want to enjoy this game too. And balance is something that impacts that. Lower-level players aren't easily able to figure out counters to tactics that appear powerful. I don't even mean the guy who just picked up the game and mashes attack buttons once you start hitting him to try and get out. I mean a green player who has grasped the basics of what they're supposed to do. Block to prevent damage and find openings. Throw/low when they block. Step verticals. Crouch highs, throws, and lows. Hit them when they miss. Try to hit them when they're grounded. These are the most basic fundamentals of how to play Soul Calibur.Actually, no it's not. It's a perfectly fine argument, and to it's effect, very true. What would be the point of releasing a balance patch if balance isn't necessary for tournaments because no one is going?
I personally believe that a very powerful tactic that requires knowledge of a very specific counter in order to defeat it is not balanced. The problem is that a low to mid level player usually can't figure this out intuitively. They can't figure it out during the match or even if they watch it over and over during a replay, which means that tactic is free to be exploited on them endlessly. If you don't know what to do about it, that's just tough shit. Tekken is literally *all about* this kind of thing, and that is why I don't play it. It punishes people who don't have the time or commitment to be a student of the game, and unjustly rewards someone who simply knows how to abuse something exploitable. That's terrible game design.
The reason I bring that up is because that is where balance for the low level must be made. The guy who is getting nuked by the exploitables isn't having fun since the other guy's mashing out his powerful moves and getting all this reward without him being able to do anything about it. Maybe he doesn't know what his own exploitable tactics are to spit back, or maybe his character just doesn't have any (more on the problem with this later). But at this point, he is not having any fun. If he has to deal with this day in and day out, he's very likely to just not play. We just lost a player who, with enough sustained interest, potentially could have given life to the tournament scene, because we didn't care about balance at the low level.
This could have been prevented in many ways! For one, the counter to that exploitable could have been made more obvious... or it could have just been something that would have been easier to figure out. I don't know about the rest of you, but I don't see any harm in making a game less studious. If the difference between a tactic being broken and manageable is simply knowing or not knowing, then why not make it easier to know for the sake of the playerbase's enjoyment? I really don't think there is a good reason not to.
Alternatively... that player could have had exploitable tactics at his own disposal to fire back... but that's a terrible alternative. This dilutes and cheapens the metagame to firing broken shit back and forth at each other. It takes away the players' need to think and makes it just about whose shit is more broken and who can deal with the other person's shit better. The other layers of the metagame become less accessible (or even completely inaccessible!) because you've got your hands full dealing with stupid shit. At this point, we're basically just playing Marvel. I hate that fighting games these days err toward making the characters as stupid good as possible. Aren't fighting games supposed to be about prediction, reaction, adaptation, and outwitting?
Holy shit did I go off the rails. Anyways. What was the point I was getting to? Basically, balance matters for casual players just as much as tournament players, because casual players are potential tournament players. If they're not having any fun at the low level, then there's no way they'll support us at the high level. An imbalanced game could be so unfun that they could stop playing entirely, let alone venture out to tournaments.