Originally Posted by
Quor
The basis of having things on a separate button is to differentiate between people who have the ability to hit the appropriate button at the appropriate time and those that don't. It also gives people a goal to attain, another challenge to overcome as they constantly drive for that "perfect" execution. If you remove the fail state from video games, then you remove the fun from video games. A huge part of the satisfaction from a job comes in performing it correctly, hitting stuff at the right times, both cooldowns and your combo. If I clip my GCD's on E3S then I end up missing Solid Barrel on my GNB right before the first Maelstrom, but if I do it right I'm able to sneak that last Solid Barrel in and come out with a cartridge primed and ready to go into Renzokuken as soon as Levi gets back.
It's a simple thing, but it's a good thing. Nailing my GCD's and oGCD's just right gives me a satisfaction that I wouldn't get otherwise, and having the implied fail-state of dropping my combo means I feel a sense of accomplishment by performing correctly. Having a one-button-does-all approach removes (or drastically increases the margin for error of) the fail-state. If you can't lose in a video game, both on a micro level and a macro level, then the game ceases to be fun as there is no longer a sense of having "earned" a victory.