(I just looked a few pages back and saw that Random6669 responded to my comment)

In a game where the control is such a big part of the game that you need to be so extremely precise to perform even a relatively simple action (SHFFL'ing, for example), that's bad.
In a game where you spend more focus on pressing your L-button at every opportunity than looking for opportunities to press your attack button, that's bad.
In a game where there is no rock, paper, scissors structure (shield/dodge >attack > grab); only a combo structure (Marth: Nair, Fair, Fair, Fair, Fair, Dair spike, game!); that's bad.
In a game where technical skill and dexterity (Being able to SHFFL the aforementioned Marth combo, for example) overshadow strategy, that's bad.
Melee was very combo-heavy (just so everyone's on the same page, I define a combo as a sequence of attacks wherein, if the first attack hits, all of the attacks hit). I was trying to make this an argument that Melee suffers from Slippery Slope, but each player gets four lives, so I guess it isn't as much of a problem in Melee than in some other games. That's one for you.
Also, DI exists in Melee. That sort of counts as a "combo breaker," so I guess that's another point for you.
In the end, Melee, much like Street Fighter 2 and Marvel vs. Capcom 2, was "a very good game, completely by accident."
Got any other arguments? I love to debate, so bring 'em on.
Point taken. However, and this was my original point, if a fighting game was more like chess, it would be more competitive.One point that needs to be stated, my "Control Factor" hypothesis was developed to help try to explain the fighting game genre only. Relating it to chess and real time strategies is irrelevant because it does not apply. I did not do my analysis on any other style of game so it has no link to other styles.
Point taken.This write was not a traditional research paper. This article was an exploratory essay where the goal is not to form a thesis statement and do research on it but to question a current belief so much that in the end you find a thesis statement, and that is exactly what I did.
Point taken.This was not written originally with Smash Boards as the intended audience. It was after I completed the paper that friends of mine wanted me to post it here, so I did. This was originally written with an audience in mind that may or may not even play video games. The paper also has a double point. It makes a prediction and at the same time it shows my thought process which is another aspect of exploratory essay.
That actually was my exact quote just to clear that up. The person I was talking to was SamDvds so she can confirm this. Minor point but I feel I needed to clarify that.
Okay, you want serious discussion of your "control factor" theory? Let's go.I was hoping for more discussion and responses arguing for or against the "Control Factor" which is ultimately the main point. Attacking the writing style and my writing ability (which I won't claim to be anything special) doesn't do anything but argue small unimportant qualities of the medium that the information was conveyed on. It doesn't argue the information. The response by G-X is not entirely focused on the writing, only somewhat. He makes some points that I am glad he brought up. Anyone could read even a Harvard Law School professor's writing and flaw it because it's not written the way you want to read it. Writing is different across the board depending on the writer and the audience for each individual instance. So, for future posts I hope to see more about the subject less about the structure.
In a game where the control is such a big part of the game that you need to be so extremely precise to perform even a relatively simple action (SHFFL'ing, for example), that's bad.
In a game where you spend more focus on pressing your L-button at every opportunity than looking for opportunities to press your attack button, that's bad.
In a game where there is no rock, paper, scissors structure (shield/dodge >attack > grab); only a combo structure (Marth: Nair, Fair, Fair, Fair, Fair, Dair spike, game!); that's bad.
In a game where technical skill and dexterity (Being able to SHFFL the aforementioned Marth combo, for example) overshadow strategy, that's bad.
Melee was very combo-heavy (just so everyone's on the same page, I define a combo as a sequence of attacks wherein, if the first attack hits, all of the attacks hit). I was trying to make this an argument that Melee suffers from Slippery Slope, but each player gets four lives, so I guess it isn't as much of a problem in Melee than in some other games. That's one for you.
Also, DI exists in Melee. That sort of counts as a "combo breaker," so I guess that's another point for you.
In the end, Melee, much like Street Fighter 2 and Marvel vs. Capcom 2, was "a very good game, completely by accident."
Got any other arguments? I love to debate, so bring 'em on.