It’s a real shame; Irvine has lots of great food, and it’s another large east-Asian population center within the LA-OC metro area, but it’s also so staunchly Republican that I can’t stand to watch local news down there.
That’s nothing against the university, though. I have family who got their degrees there, and I even took summer classes on campus once. I dig the school and it was my fallback when I applied for colleges (back when it was possible to have a fallback).
Aggression should be part of a game, but shouldn’t be the only way to play it. Obviously, when a game is optimized, it may be the best way to play (Monster Hunter and HAME speedruns come to mind), but a lot of great games try to design so that different archetypes can coexist and play off one another.
Street Fighter 6 encourages aggression. The Drive Meter system makes it so that turtling and blocking forever will end with you in blowout, taking chip damage and having worse frame disadvantage, as well as removing your ability to use Drive moves and opening you up for stuns. However, also hidden within the Drive System are some of the tools to deter mindless aggression. Drive Impacts are big moves with armor that lead into a full combo, so if you can read a braindead attack sequence, you can Drive Impact to absorb a hit, smack them, and then combo them for 35% of their life total. There are also parries, which can refill your drive meter.
Magic: The Gathering has tried to balance the various archetypes (Aggro, Midrange, Control, and Combo) so that every format should have at least 1 competitively viable deck in each meta archetype. Typically, Aggro will be too fast for a Control deck to stabilize and kill them before they can get their engine set up. But Midrange will trade just efficiently enough (with good 2-for-1 removal or creatures) to stop the aggression, and then start plopping out creatures that Aggro will have difficulty overcoming. And Combo often has nothing to fear from Aggro, since Aggro oftentimes can’t interact with the game-winning combo pieces. And because of this system, Aggro decks have to have sideboard plans ready for whatever meta they expect at an event or tournament. Removal or protection to get over or under Midrange, and faster speed or other types of interaction to take down or disrupt Combo. Magic’s systems (Mana/lands, instant speed removal, and even the variance that comes from being a card game) don’t punish aggro directly, but they make sure that there are usually answers out there.