It'd be so dope if Capcom had the artistic sense to make the background objects such as tables and chairs, or traffic cones, etc., wobble or even topple over from the shockwave associated with a character initiating instinct. This has to happen.
I'm a programmer.
Currently I work FT for Lab Zero Games, although it's still a contract position. I've been doing work for them on and off for the past one and a half years.
My position in that post probably has more to do with me seriously taking aim at making a FG before I started doing work for L0, though. I was part of an indie group of mostly post-grads from the university I attended, though that eventually went south. Currently I want to wait a few more years and get more experience at building and understanding video games before trying again.
Yeah, I figured you had to be. Only a programmer would break a fighting game's depth down to inputs/actions per frames per second. But that's what true depth/complexity is, in competition and games, right? What are the potential set of possible outcomes in a given time interval?
Analog movement is more complex that digital movement (Smash WiiU vs. Street Fighter IV) while not necessarily being an aspect contributing to a more complex design, overall.
(We really need a fighting game not called Smash that utilizes analog controls, btw).
But yeah, I think that post actually moves the discussion forward a bit. Great stuff.
I don't believe that we're at the point where these players fighting the controls is why they give up. I believe that these players move on because they don't know what they're doing right/wrong and how to get better in a way that doesn't overwhelm them. I do believe that fighting games need to find a way to communicate to an audience with shorter attention spans why sticking with the genre is enjoyable.
Also, this sooooo much. Dumbing down your design isn't the answer. You want to show people the
value in investing time and patience (and in some cases, money) to grow within the medium of playing your game. Social factors like money, power, and status, are all motivating factors, which is why highlighting the competitive scene is so important. Committing yourself to something is an emotional sell; ostentatious single player modes and tutorials won't do this.
As has been said before, I expect SFV to find a way to push this forward.