ZeldaMaster
Smash Lord
Regarding Sakurai's interview with Nintendo Dream about several aspects of Smash Nintendo 3DS/WiiU, Sakurai hit the nerve of many by saying the following:
Personally, I feel that if you want to play a fighting game seriously, there are other competitive fighting games that are more suited to that, and people like that could have fun playing those. If we direct Smash ONLY at the competitive players, it will have no future.""
If I wanted to, I'm sure I could make a more hardcore Smash Brothers game. I could make the game speed much faster, increase the number of inputs...but then, beginners would no longer be able to play the game. When the game becomes more like a sport, a tool that more strictly rewards the player with more skill, the game tapers off more, like a mountain. Just like how a mountain tapers off into its peak, that area becomes more and more narrow.
My first Smash Bros. game was Melee, which is considered to be a very viably competitive fighting game. However, when I first got the game back in my childhood, I hadn't the slightest notion of this game's competitive viability and potential. To me, it was just a game I could play with my friends and have fun, or, as Sakurai has previously stated, I saw it as a "party game". Put shortly, despite Melee being fast paced and having competitive mechanics which I now know as wavedashing and L-cancelling, I never felt that the game was hard to get into and have loads of fun with. At a surface level, Melee to me was a fun game with all my favorite Nintendo characters, and none of its mechanics interfered with how much FUN I had with the game. Fast forward to the release of Brawl. I was hype as all hell. It was a new entry in the franchise with new characters and more content. Given how much I enjoyed Melee, I picked Brawl up the first day of release. I still had no idea that Smash could be competitive, I was still oblivious to it. When I played Brawl, sure, it felt different than Melee, but like Melee, I still had a lot of fun and enjoyed it as a "party game". To me, Brawl was just the next entry in this beloved franchise, and I loved it. My point, as a dude who formerly played just for fun, I couldn't tell a significant difference between Melee and Brawl. Sure, they felt different, but at the end of the day, to me, they were both Smash Bros, aka awesome fighting/party games. Melee's plethora of competitive mechanics and Brawl's lack of competitive mechanics didn't mean jack **** to me, because I couldn't tell that they existed in the first place. It was only when I was first exposed to competitive Smash a few years ago did I realize the different mechanics Melee and Brawl had. It was then that I noticed that Melee's mechanics catered to a competitive audience, and Brawl's mechanics really didn't. But at the end of the day, back in my childhood, Melee and Brawl's differences didn't do anything to negatively affect my love of both games.
Case in point, no, Sakurai, implementing increased mechanics does not alienate casuals and people who want to just have a good time. At a surface level, Smash 64, Melee, Brawl, and Smash 3DS/Wii U are all simply Super Smash Bros, an awesome fighting game with our favorite Nintendo characters duking it out in an all out crazy game. Despite its competitive mechanics, Melee DID NOT alienate me and many others who wanted to have fun and play it as a "party game". Just look at its sales! Melee was the best selling title on the gamecube! Back in the day, Melee was a "party game", and IT STILL CAN if I choose to play it that way.
Sakurai, you need to realize that the casual/average gamer will always buy Smash despite its mechanics. As long as it features all our favorite Nintendo characters fighting it out, they WILL BUY IT.
My question is, why rid Smash of its competitive potential? Why not cater to the hardcore audience? What harm is there in doing so? If anything, Smash will become more and even more popular! Keep in mind that it is the hardcore audience that are your biggest fans. Despite Brawl lacking as much competitive mechanics as Melee, we still all bought it. Why? Because we love Smash and we want to see it is a game where skill is rewarded and winners win because of their skill. Sakurai, by implementing more mechanics, you won't be alienating anyone, you'll only be pleasing more and more people and increase Smash's impact on the gaming industry.
P.S.: To all you Sakurai haters, STOP IT. Without his insight and creation, we wouldn't even have Smash. It's because of him that we are all here on this forum discussing our beloved series.
Thoughts?
Personally, I feel that if you want to play a fighting game seriously, there are other competitive fighting games that are more suited to that, and people like that could have fun playing those. If we direct Smash ONLY at the competitive players, it will have no future.""
If I wanted to, I'm sure I could make a more hardcore Smash Brothers game. I could make the game speed much faster, increase the number of inputs...but then, beginners would no longer be able to play the game. When the game becomes more like a sport, a tool that more strictly rewards the player with more skill, the game tapers off more, like a mountain. Just like how a mountain tapers off into its peak, that area becomes more and more narrow.
My first Smash Bros. game was Melee, which is considered to be a very viably competitive fighting game. However, when I first got the game back in my childhood, I hadn't the slightest notion of this game's competitive viability and potential. To me, it was just a game I could play with my friends and have fun, or, as Sakurai has previously stated, I saw it as a "party game". Put shortly, despite Melee being fast paced and having competitive mechanics which I now know as wavedashing and L-cancelling, I never felt that the game was hard to get into and have loads of fun with. At a surface level, Melee to me was a fun game with all my favorite Nintendo characters, and none of its mechanics interfered with how much FUN I had with the game. Fast forward to the release of Brawl. I was hype as all hell. It was a new entry in the franchise with new characters and more content. Given how much I enjoyed Melee, I picked Brawl up the first day of release. I still had no idea that Smash could be competitive, I was still oblivious to it. When I played Brawl, sure, it felt different than Melee, but like Melee, I still had a lot of fun and enjoyed it as a "party game". To me, Brawl was just the next entry in this beloved franchise, and I loved it. My point, as a dude who formerly played just for fun, I couldn't tell a significant difference between Melee and Brawl. Sure, they felt different, but at the end of the day, to me, they were both Smash Bros, aka awesome fighting/party games. Melee's plethora of competitive mechanics and Brawl's lack of competitive mechanics didn't mean jack **** to me, because I couldn't tell that they existed in the first place. It was only when I was first exposed to competitive Smash a few years ago did I realize the different mechanics Melee and Brawl had. It was then that I noticed that Melee's mechanics catered to a competitive audience, and Brawl's mechanics really didn't. But at the end of the day, back in my childhood, Melee and Brawl's differences didn't do anything to negatively affect my love of both games.
Case in point, no, Sakurai, implementing increased mechanics does not alienate casuals and people who want to just have a good time. At a surface level, Smash 64, Melee, Brawl, and Smash 3DS/Wii U are all simply Super Smash Bros, an awesome fighting game with our favorite Nintendo characters duking it out in an all out crazy game. Despite its competitive mechanics, Melee DID NOT alienate me and many others who wanted to have fun and play it as a "party game". Just look at its sales! Melee was the best selling title on the gamecube! Back in the day, Melee was a "party game", and IT STILL CAN if I choose to play it that way.
Sakurai, you need to realize that the casual/average gamer will always buy Smash despite its mechanics. As long as it features all our favorite Nintendo characters fighting it out, they WILL BUY IT.
My question is, why rid Smash of its competitive potential? Why not cater to the hardcore audience? What harm is there in doing so? If anything, Smash will become more and even more popular! Keep in mind that it is the hardcore audience that are your biggest fans. Despite Brawl lacking as much competitive mechanics as Melee, we still all bought it. Why? Because we love Smash and we want to see it is a game where skill is rewarded and winners win because of their skill. Sakurai, by implementing more mechanics, you won't be alienating anyone, you'll only be pleasing more and more people and increase Smash's impact on the gaming industry.
P.S.: To all you Sakurai haters, STOP IT. Without his insight and creation, we wouldn't even have Smash. It's because of him that we are all here on this forum discussing our beloved series.
Thoughts?
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