That's an issue I take with online game mentality, if every game you play online is meaningless then there's all the less reason for people to behave like human beings and for them to improve on their skill. No, every game which is fair should be treated as important. If you just wanna mess around you don't need human foes to do so but if you go online you should go with your honor on the line and play as you would a real life foe who will laugh at you and talk shit if you do stupid stuff.Bad Jim said:It would be meaningless anyway. It would be a game against someone you didn't know and would probably never see again. Who wouldn't be anything special if he was in the low ranked "handicap league".
But it would be fun. It would be less disheartening for noobs, which would result in more of them playing, which would reduce the need for handicap, as there would be more terrible players to draw against.
And if you really care about a meaningful victory, you could just turn it off whenever it favoured you. You need never suffer a hollow victory if it bothers you.
Noobs still have venues of getting better in less disheartening ways. They can go online and seek help or tutors to show them how things work. Back in my day there was no online populace to train you and in my country (Greece) there was no arcade scene so you had to work by yourself and hope you stumble into something. Noobs have it easy nowadays and don't you forget it.
Here's the main problem with handicaps though, if the other guy uses it, I can reasonably claim that even if I do lose it still only was due to the handicap. This, in turn, removes all the negative elements from losses and if losing isn't bad then winning also isn't that special any more since it's the unavoidable consequence of facing someone who already KNOWS you would win in a fair fight and picks a handicap. It would be like "meh, we both know I'd win, why bother playing this dude any more". That sort of mentality is seriously detrimental to the way fighters are supposed to be played.
You said "tricky combo", not BnB. Yeah, sure, that's all true but you forget that people who get hype over games like in my description seldom do so from amazing reads or really high level mindtricks. They get hype from highly flashy stuff like that full super parry Daigo did in third strike. It's more about execution as far as the spectacle goes. The mindgames and yomi are indeed the most fun parts for the player but for the spectator noobs the part that makes them want to be good is the high level execution and that one combo that only this one guy is good enough to consistently pull off under pressure. Granted, in games like Blazblue or Guilty Gear you have more of these combos than in games like SF, so it also kinda depends on which game is on.No, no, no, that's not how it works. Executing moves and combos consistently is just the first step towards being an epic strong player. Then there is learning the appropriate times to execute your combos/specials/misc moves. Then you work on mind games. The second and third steps are fun and interesting. The first, unfortunately, is not fun and usually far too hard and long.
Being able to execute tricky combos is not the point of the game. It's just frequently mistaken for the point of the game because you have to spend so long learning it before you can play the real game.
Blazblue sorta had this kind of thing, they allowed you to just randomly mash one button and get the same combo over and over regardless to your timing. You know what's the thing...when it's like that you're always too predictible, you can't actually pick the moves you want to use to punish something and most importantly you never improve at all.You don't need to cover every possible combo. You could just use the really powerful ones that make a big difference like infinite juggle combos, kara throws etc. And you could assign them to any kind of input sequence eg quarter circle forward + left trigger = fireball + FADC.
They wouldn't make your execution as good a pro, but they would make it much better.
Seriously, people who used that method of play (beginner mode it's called) could indeed play better than they would, back when it was their first day, but beyond getting accustomed to blocking stuff a bit better and learning when to do which of the 5~ pre-programmed combos they didn't EVER develop any of the characteristics you list above such as mindgames or mixups or the ability to read their foes. The reason for that is the simple fact that they got high rewards in the combo automation for 0 work therefore the amount of work they'd have to put in the game to get the much slighter rewards of knowing when to bait a DP and when to just mash, for example, never seemed all that appealing to them. It basically cultivated this negative attitude that while at first was helpful towards their having fun eventually led them to being bored at the game and finding little reason to seek improvement, which is one of the worst things a core feature of a fighting game could ever do.