Mechanics that you would like to add?

In vanilla Fire Emblem you have low% strategies where you reset over and over again to get the desired outcome. In action command Fire Emblem you have frame-perfect strategies where you reset over and over again to get the desired outcome.

Except, if you cared to read, I didn't propose such a mechanic.

I don't know what to say, man. You're so incredibly wrong.

I don't know what to say either. This seems rather... narrow-minded, I guess?

You haven't solved FE8 just by copying the speedrun strategy. The speedrun strategy can still be improved.

But it hasn't for an entire year, just going off Vykan's WR.

You've defined the broad scope of difficulty by one specific metric, which is how easy it is for one player to copy another player's strategy to complete the game.

No, I defined it as each of the two individual racing variations as being simplistic in their difficulty compared to others racing games out there when you actually race them. LTC planning requires planning for the future and is rather simple. One could understand the framework within a few plays of the game. Speedruns are mindless inputs for faster times that work like clockwork. Speedrun planning and LTC recording are a combination.

Almost all single-player games can be solved in such a fashion

You are wrong. Off the top of my head there's Skyrim, Dishonored, Borderlands 2, Binding of Isaac, and Binding of Isaac Rebirth. There are glitches that are hard to execute, there is creating on-the-fly strategies, or there is even being good at reacting to movements that you do not control are working around them (this is my definition of reaction-based movements. You misinterpreted me.)

I wouldn't be resetting recording attempts 50+ times to get the best recording possible.

There is also the issue in you reseting for the favorable RNG, as in you not missing, the enemy having the correct states, the enemy not proccing small % chances to kill you.

In my proposed system, don't you see the warrant? This game adds too much RNG where it shouldn't be. Casual play means will lead you to resetting because of bad RNG. RNG is the overall crippling factor in this game; there is too much you cannot directly control. In my proposed system, there will be less RNG to conflict. One can look at them losing and say "Gee, I fucked up" and not be able to have to blame it on the RN.

/r/fireemblem Thread Parent