El Duderino
Smash Ace
- Joined
- Aug 21, 2011
- Messages
- 570
For those of you that don't know, Sakuari actually gave two Game Developers Conference (GDC) talks, the straightforward Brawl talk about the characters fitting together, and another more esoteric talk on game design. Given the amount of hogwash typically associated with interpreting Sakuari's quotes, I thought it might be beneficial to better understand his underlying game design philosophies when discussing Smash 4:
Sakuari on Risk vs Return/Reward (post Melee)
Paraphasing relevant info (bare with me, it is a lot of broken English from one of the translators):
-'Space invader's fire position trailing movement was a bug, but positively impacted the risk vs reward'
-'Kirby's Adventure was designed for beginners after noticing Mario was difficult for some, though Mario was ultimately more refined' (again relating to risk vs reward)
-'If the risk is greater, the game is more stimulating, however it will be more difficult and challenging'
-'SFII's grab, high, mid, low attacks have separate risks and rewards'
-'Many players and SFII clones mistakenly assumed mashing punch and firing (hadukens) is all there is to a fighting game'
-'Simply attacking is not the only essence, how you understand the tactics and the fight is very important'
-'Randomness is one way to avoid otherwise dull processes' (using card games as an example)
-'Game playability can be important to the fun of the game, but it is not everything to the game'
More direct-ish Quotes:
-"As I mentioned earlier, the difference between a beginner and experienced game player is very large. Of course people used to playing games can do it well. But people who are good and people who are beginners should both still be able to enjoy the game and I think it is extremely important to make the game have that type of enjoyment for both beginners and advanced players."
-"Smash Brothers does not have a health gauge, the enemy will become easier to blow away when they receive more damage. This is because we are trying to lower the (initial) risk as much as possible and at the end still feel really great about it."
Q&A
-After Kirby's Adventure, Sakuari added Kirby's copy ability because he wanted the games to appeal beyond the initial 'beginners' audience.
-"If it turns out there are a lot of games being made for beginers, I might turn around and create something for the very advanced players"
-In repsonse to how thoroughly tested Melee was (question included wavedashing) - 'After a certain point of testing we decide the fundamentals are finished (and move onto content creation), sometimes I have regrets and touch things up when I can' (followed by explaining Melee's changes across regions) Basically he dodged wavedashing, but of course addressed it later.
Anyways, there is a lot I did not include, feel free to add to it. I hope this sparks some good discussion because it is by far the largest peak we have into his underlying thought process.
Sakuari on Risk vs Return/Reward (post Melee)
Paraphasing relevant info (bare with me, it is a lot of broken English from one of the translators):
-'Space invader's fire position trailing movement was a bug, but positively impacted the risk vs reward'
-'Kirby's Adventure was designed for beginners after noticing Mario was difficult for some, though Mario was ultimately more refined' (again relating to risk vs reward)
-'If the risk is greater, the game is more stimulating, however it will be more difficult and challenging'
-'SFII's grab, high, mid, low attacks have separate risks and rewards'
-'Many players and SFII clones mistakenly assumed mashing punch and firing (hadukens) is all there is to a fighting game'
-'Simply attacking is not the only essence, how you understand the tactics and the fight is very important'
-'Randomness is one way to avoid otherwise dull processes' (using card games as an example)
-'Game playability can be important to the fun of the game, but it is not everything to the game'
More direct-ish Quotes:
-"As I mentioned earlier, the difference between a beginner and experienced game player is very large. Of course people used to playing games can do it well. But people who are good and people who are beginners should both still be able to enjoy the game and I think it is extremely important to make the game have that type of enjoyment for both beginners and advanced players."
-"Smash Brothers does not have a health gauge, the enemy will become easier to blow away when they receive more damage. This is because we are trying to lower the (initial) risk as much as possible and at the end still feel really great about it."
Q&A
-After Kirby's Adventure, Sakuari added Kirby's copy ability because he wanted the games to appeal beyond the initial 'beginners' audience.
-"If it turns out there are a lot of games being made for beginers, I might turn around and create something for the very advanced players"
-In repsonse to how thoroughly tested Melee was (question included wavedashing) - 'After a certain point of testing we decide the fundamentals are finished (and move onto content creation), sometimes I have regrets and touch things up when I can' (followed by explaining Melee's changes across regions) Basically he dodged wavedashing, but of course addressed it later.
Anyways, there is a lot I did not include, feel free to add to it. I hope this sparks some good discussion because it is by far the largest peak we have into his underlying thought process.