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Notes -
In fact, I would argue that perfectly optimized play is almost always the enemy of fun. Given the opportunity, gamers frequently choose to optimize the fun right out of a game.
Absolutely! I've been playing the Marvel vs Capcom Fighting Collection that just came out and the game there most were waiting for was Marvel vs Capcom 2 (MvC2)
The main selling point of MvC2 was its gigantic roster (like 50 characters). Competitive play over the like 24 years the game existed identified that there are like 5 actually viable characters. That meta is stronger than in other fighting games, there is only one competitive player known to be able to beat it and yeah, he's been playing 24 years so no one's catching up to him. Other than him, forget about situations like happened at EVO this year for SF3 Third Strike: forget about a cheeky Hugo or Elena making it far into the finals.
The community had to create the norms to resolve it. Picking a meta team when your opponent signaled he was not going to play a meta team makes you an asshole in the eyes of the community. People have to purposefully play suboptimally and run low tier teams otherwise the competitive meta sucked all the fun out of MvC2.
The ratio system has helped keep MvC2 interesting. You have to resort to banning characters or super arts in 3S to mix things up.
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That's really interesting. Good on the MvC2 community for not letting the fun die from the game!
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