04-21-2011, 10:45 PM
Creating a vast array of moves has many complications:
- Time and effort to create and balance
- Consider possible combos
- May end up in one single powerful move always being used, defying the purpose of combos
In games with many specials you often see people abusing one or two strongest moves instead of favoring medium/long combos consisted of 3-5 moves known. Why is that bad? Because it turns the game into "who has the strongest single power", switching from "who's skilled" to "who uses the move first". The greatest challenge in fighting games is effective linking of moves, and huge move lists goes opposite of that direction.
- Time and effort to create and balance
- Consider possible combos
- May end up in one single powerful move always being used, defying the purpose of combos
In games with many specials you often see people abusing one or two strongest moves instead of favoring medium/long combos consisted of 3-5 moves known. Why is that bad? Because it turns the game into "who has the strongest single power", switching from "who's skilled" to "who uses the move first". The greatest challenge in fighting games is effective linking of moves, and huge move lists goes opposite of that direction.