This gets a bit long and debate style. I want to make sure that you know your work is appreciated and i am really excited it's getting off the ground. That said, i feel pretty strong about this still and hope i can use the arguments below to convince you:
Before i get started, that screenshot for the controls side looks amazing. thanks for all you're doing. this is one of the games that got me in to saturn.
Alright, here it goes:
i don't remember there being locked out moves in S. i think that was a thing that started in G or D. there are definitely hidden characters/wrestlers that unlock, and the same goes with style techniques (Giant, Panther Vicious), and you get more edit points, but i'm fairly certain all the normal moves are available from the start, so line numbers shouldn't change much, if at all.
UPDATE: re-read the kagura guide and he mentions that some counters are locked out until you beat everything. I think what was meant was counter style, and not counter moves, which coincides with the styles that were locked out and why the move list doesn't mention missing or unlocked moves.
Pros to using move list line numbers and critical type:
- gives a consistent look,
- provides good info that replaces a move list guide or can turn a move list into secondary info
- isn't redundant or wasted potential space. (move names have a bit of redundancy considering you have a visual performance of the move).
- helps make the process of creating edits or following templates faster and easier/less prone to mistakes
- factual and objective
- not as vulnerable to character space limitations based on your recent work
- - The longest amount of characters would be five:
- - - up to three for the move number in 001 format,
- - - two more for if the move crits: one for the crit symbol (!) and one for what category of crit.
- - - for a cleaner look one could put a space between the (!) and the crit type.
- could be formatted in such a way so that the leading zeros provide even more information for the user:
- - if there are 0 - 9 moves in the list, skip the leading zero. (1-9)
- - if there are 10 - 99 moves in the list, add a single leading zero (01-99)
- - if there are 100 moves or more in the list, add a second leading zero (001-229)
- allows 6ms's Edit mode to avoid criticism and negative comparisons to Returns or World.
Negatives to using move list numbers and critical type:
- the list becomes a lot less descriptive (but the move preview speaks MUCH louder than words could anyway)
- It's kind of boring to look at if you're reading the list (and move lists on the internet are much better for consumption like that anyway, and you don't spend a ton of time in the Edit area if you aren't working on an edit).
Pros for what you've created:
- Snazzy looking. Seriously, it looks great.
- People don't HAVE to watch the preview to know what the move is.
- You like it better, and you're the creator, so this is a big plus.
Negatives for putting up move names in the list:
- Move names are subjective, and not objective
- - Debates about what a move should be called could erupt
- - should a case be made that is valid for a different move name or abbreviation, you'll have to decide if you'll update or not
- - Only you ultimately decide if a name makes it to the translation or not. people may not agree with your choices here
- - Even if you strive to be 100% accurate with the name of a move, researching it to know you're right, you still likely need to abbreviate anyway.
- Not all the proper names will fit in the space, so you're going to have abbreviations anyway.
- - Abbreviations means someone has to know how you think or look at a guide to learn the abbreviations, so we can't get rid of it
- - adding a few line numbers gives an inconsistent look to the list, even if it helps.
- 6ms's Edit mode hasn't aged well, and the move list with names can't look good compared to move lists in Returns or World.
- If there are no move numbers in the list and the move names are different from the documents out there, templates become harder to follow
Arguments:
Subjective vs Objective lists
as cool as the names would be to have, a lot of the name aspect is subjective. You're the only one who'd get to decide what each move is called, and people would have to pick your brain or have some sort of guide to how you chose to name things. If someone corrects your naming or provides a better option for the name of a move, you'd be put into a position where you'd have to decide if you like their name AND if you're willing to put in the correction. If multiple people have arguments about different names, you're still the only one who decides. How much research are you willing to put into the history of each move to get a 100% authentic and accurate name for a move, and then find the best possible way to squeeze that name into the space 6ms provides?
Now compare that to this:
Move line numbers don't change. the lists have been the same for 23 years. What moves can cause criticals and under what categories are also set in stone (unless you find the pieces to manipulate that, in which case i suppose you could do further tweaks beyond just a translation). Once done in a line number/critical ability manner, there's nothing open to interpretation or subject to opinion. within the game itself, everything for the move list is 100% factual and not up to debate. Once done, it will never need to be touched again.
Purpose of the list, and time spent there:
The move list is a utility for the creation of characters. People don't spend a lot of time in edit area because making edits in 6ms TEDIOUS. They get in, they make their edit or follow their template, they save, and they go. Not many want to hang out in the move list all day, they would rather get out and see their edit in action. seeing all the move names in a list is cool, but once they've made their character, they're done and out, and likely won't visit again unless they're making another character, which again is a TEDIOUS process. no matter how much time or effort or thoughtfulness or cleverness you put in to that list, it will get used for a short while and not really appreciated beyond that.
This is a section of the game where doing as much as you are leads to diminishing returns.
Changing or abbreviating the name without having the number makes it all that more difficult to look up if someone wanted the proper name. if someone really wants to know what a move is called, they can cross-reference a much more robust move name in an updated guide...by the line number! The updated move list/guide would have no limitations on the name. As far as the game itself is concerned, there will be no need for compromises or abbreviations because of long names, and you won't be subjected to people trying to tell you that you should name a move something else.
Going against established norms
Creating your own names for moves, regardless of how much more "correct" your version of a move name may be, you literally break 21 years of established precedent based entirely on what you like more and how much space you have. the move list i uploaded here gives names of moves to consider for an Edit, sure, but most importantly it gives a number to count to find said move so one can get there quickly and get this part over with. Templates put out since 6ms came out include a number and a move name next to it. on screen, If you don't include the number but instead leave it with your own move name, the templates can't be as easily followed.
If the move list is left in japanese, you count a certain number of presses of down on the d-pad and you should be at your move even if you can't read it. If it is translated but doesn't match the guides, you still count the presses, but instead of a language you can't read, you're faced with another interpretation of the move name, affected by limitation of character spaces in the game (abbreviations, short hand renames, etc), but still in english. confused, you check the guide and think you're not in the right place because the guide doesn't match the game and there's no guiding number to tell you that you're on the right move. This is a VERY poor user experience, and we should always be thinking about the user experience first when designing or changing UI elements.
The move list is pretty established so the fact that you can't match it exactly in game, and the fact that it isn't 100% correct, means that you're essentially making one of the biggest established reference pieces for 6ms obsolete...except you can't really do it justice because of the lack of letter space, so it doesn't do away with the need for a guide anyway, even if you're building out from a template.
Imaging having to deal with 200+ templates like the snippets below using the named list:
Can you see how potentially painful this becomes?