While I doubt adding depth were Sakurai's intentions, I think tripping adds depth to smash brothers, by giving a reason to choose walking over running.
Tripping balances between overpowered running, and walking. While in Melee the only advantage you had when walking is that you could smash or tilt instantly, in Brawl you are also risk-free of tripping.
The game now rewards you for recognizing situations where running isn't necessary, adds some technical depth (e.g: Falco's chaingrab is harder but better when walking), and maybe something else that I've missed.
All that without mentioning the aspect of punishing tripping which is another technical aspect added to the game.
Discuss.
Tripping balances between overpowered running, and walking. While in Melee the only advantage you had when walking is that you could smash or tilt instantly, in Brawl you are also risk-free of tripping.
The game now rewards you for recognizing situations where running isn't necessary, adds some technical depth (e.g: Falco's chaingrab is harder but better when walking), and maybe something else that I've missed.
All that without mentioning the aspect of punishing tripping which is another technical aspect added to the game.
Discuss.