Sub-question: "How many meaningful decisions does a game need to have in order to be interesting?" I'm a big fan of street fighter in spite of being really really poor at the game. The game is lots of fun but it often gets frustrating that most of the actual strategy is hidden behind this big wall of stuff that I can't do. Like combos - it probably seems pretty pathetic but I can't do a combo to save my life and if I end up on the right hand side of the screen then I'm in real trouble. Anyway, despite being terrible I am at least aware that, at any given moment during a game, you have a huge range of options but only a few of them are actually sensible. e.g. I am playing Abel and you are playing Ryu. We are 3/4 of a screen apart. At this point I could do almost anything. I could attempt a throw, throw a punch, advance, focus attack, marseilles roll, backdash... anything. However, most of those options are crap. If I attempt a throw, punch, or special move then I am out of range and just make myself vulnerable to being hit by a fireball (ok, I can gain meter). Backdashing only puts me further out of range so thats obviously bad too. My options at that point are pretty much: advance. If you throw a fireball then suddenly my options blossom but, since I can react to the fireball and I'm out of range with all my attacks, advancing is pretty much the only sensible thing I can do. Ryu, meanwhile, has a whole heap of valid options. He could chuck a fireball, advance, remain stationary, or maybe dance around a bit for positioning. However, he still has heaps and heap of useless stupid options. Like, he could elect to jab or something. A jab wouldn't be terribly detrimental but it achieves pretty much nothing (I guess it could unnerve me) so we can rule it out as being pretty much a bad option. A parallel in Yomi would be Midori holding a 3, 4, 8, 10, Q. Obviously he could play any side of any of those cards and potentially get a hefty benefit. However, he would be stupid to play the 10 throw or the 4 attack because there are other options which are better in every way. Heck, it would be a misplay to lay down the 8 block so we can rule that out as a "real" option even if it would only be a tiny mistake. (incidentally, Yomi is impressive because most of these non-options have niche uses that should be played about 0.2% of the time or something, depending on game state) I want to know how many times you think a fighting game gives you a real decision to make. I'm also curious how many options you feel it gives you each time. If you know how many times it expects you to make an important decision (risk eating a big combo) then that would be handy too. Then there is also the sub-question, which seems like it almost needs its own thread.