So i was thinking about general game design (mainly thanks to magic the gathering) and the concept of "don't add things your game doesn't need" stood out to me in guilty gear. Does the Roman cancel system serve a meaningful purpose? like, does it fix a problem that GG would have had without it? IE skullgirls's pushblocks give a chance to escape pressure without completely stuffing it, otherwise, the defender literally only has good blocking to defend a block string and offensive pressure would be a million times better/more important than it already is. Seems like the RC's only purpose is to add extra use to your meter by extending damage or making things less punishable
EDIT: not saying that RCs are bad and i hate them because WHY DID THEY MAKE FRCs SO HARD WEEEEH YRCs ARE TOO GOOD (which at least that i can understand), but i'm just asking if anyone else might have an idea behind the design
and yes, i know you guys aren't ASW or Daisuke. just some food for thought
It depends on what you consider what a game doesn't need I suppose. When I say RC, I mean the system in general, not specifically RRC, FRC, YRC, or PRC. Some people feel that RCs add creativity and utility to complement character movesets, although some RCs were absolutely core in order to compete, especially with certain FRCs. Does it fix a problem that GG would have had? Looking at things now: I would say yes, although the system did bring in some problems of its own, especially with Xrd's RC system. Though, it's difficult to say with an objective point of view what the problem would be. It's easy to just say things like "Remove RCs in general, who cares if Robo Ky doesn't get anything off ground combos without 5H FRC or I-no confirms with HCL FRC, that's just how fighting games are, you can't get everything you want." But at the same time, it's just as easy to say that with anything that involves balance, including Skullgirls pushblock imo. "Remove pushblock, you can just block all the things you want anyway. Play a better neutral next time so they don't get in on you first."
RCs are rather ingrained within the game's system that it's a bit impossible to simply state "This doesn't really add anything to our game," remove it, and leave everything else the way it is. It's a fundamental core in the series' current state. If the game gets restructured around the idea that RCs aren't a thing, then yeah, sure, Guilty Gear doesn't necessarily need it. But similarly with Skullgirls, if offense or defense gets changed and balanced around the idea that pushblocking isn't in the game, then you could very well remove pushblocking. But that's not exactly the goal when people say "don't add things your game doesn't need."
When I see that phrase, to me, it means something along the lines of "If we left everything else just exactly how it was, would people be forced to play differently if we removed X design?" I feel that if people are forced to act differently, then yes, the thing that was removed or changed was something the game needed. I feel that removing RCs from GG would change how lots of characters play out like I said above. It's more than just extending damage or making things safe. It's creating pressure and adding mixups as well. Jam 2D FRC, I-no STBT FRC, Johnny 6K FRC, etc. all help create mixup that engages the opponent to react/read properly. Likewise, Johnny KJ FRC, I-no HCL FRC, Robo Ky 5H FRC, can all help to continuously add pressure on the opponent. The system definitely isn't just a "extend damage or make yourself safe." Even in Xrd, you can see that it's not just that by doing things like Gunflame YRC, Stun Edge YRC, or even Zato drill YRC just to get a puddle out. Removing RCs in general would change how these matchups interact - I don't think anybody can truly say otherwise. (yes, I realize there are issues with YRCs in Xrd, I really have issues with the slowdown for example, but I do like the general idea of it as being a slightly more lenient and more used RC that's in neutral or in some pressure situations).
What is something that Xrd at least doesn't need? Danger Time. There are no gameplay mechanics that are hindered or hurt if we were to completely remove Danger Time in its current state and leave everything else alone. None of the characters or their movesets, to my knowledge at least, were balanced around Danger Time being a thing. And I don't know of anybody who does an action in the game with the intent of triggering Danger Time.
Something like unblockables are debatable I suppose. I know that people are quite polarized on this issue - mainly with high/low unblockables and some also on complete unblockables like ABA's kick or a misted Mist Finer. But I suppose this is also related to how characters are designed and balanced around as well. Is Eddie balanced around unblockables? I would say no. Is someone like Johnny balanced around unblockables? Considering how Ensenga (and especially Xrd Zweihander) function along with his coin count, I would be more inclined to say yes.
But RCs I feel are rather core to the game, and removing them would change how many characters function, and thus do not fit under "don't add things your game doesn't need" mantra, at least according to my interpretation of it.