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<section>I've always liked thee idea of giving RPGs an additional layer of interactivity ever since I first experienced Paper Mario as a kid, so I'm glad they're becoming more prominent.
As far as the general topic goes, I actually think fighting games are the best representation of this. More powerful moves are often given more complicated inputs to balance them. For example grapplers are often given half or full circle rotations as part of the input for their command grabs as a way to balance their power versus a regular grab input. If there was no difference in input complexity, players would have no reason not to just go for the stronger move, but the extra time needed to input the motion versus just hitting two buttons is itself a balancing force which makes going for the quicker but weaker option situationally worth it. You can even see this begin to break down as devs introduce "Modern" control schemes like in Street Fighter 6. Grapplers using "Modern" controls were disproportionaly strong at low ranks due to the input gap being reduced to nothing, and opponents not knowing how to effectively utilize the larger moveset complexity that "Classic" controls granted to counter it.</section>