Milos
Smash Lord
Let me start off by saying this. I really do like Brawl. I think it's intriguing and fun and entails a lot of thought and dedication to be good at. The reason I created this topic was to examine how a game that was clearly not geared towards a competitive scene can still be fun for someone who enjoyed playing Melee in a competitive style. There are three main points I will cover in this topic.
Sakurai and his developing affiliates obviously went into this game with the mindset that everybody who played this game, whether they were new to it or not, would end up at the same or a similar level very quickly. They ended up being sort of successful with this. On one hand, one can pick up Brawl and play with talented players and do quite well. However, without advanced techniques, and the lack of mindgames, the winner in my experience has ultimately come down to who holds the proper mindset to win consistently.
This brings me to my second point. Brawl is a game that does take a lot of concentration. As a fighting game, party game, whatever you would like to call it, there is and always will be an element of punishment. Yes, DI is more extreme in this game, but anybody with half a brain can read where their opponent will go next. You can follow them with a projectile or high priority move. When you're in the right mindset, you will easily be able to punish whatever move your opponent makes. The game is also clearly slower, which gives, from Sakurai's perspective, both players time to think. But what it ends up coming down to is who can think farther and farther ahead. You end up treating Brawl like a game of chess, you can't think of it by the move, you think of where your opponent will be 5-10 seconds from now. YES, you can also do this in melee, but this is a Brawl thread not a comparison.
Lastly, I honestly believe that Brawl will be played competitively, due to this basic element of punishment. The game is fun, people will gather and play. Sometimes, admittedly, gameplay does get monotonous, but that is inevitable in a game that boils down to concentration and does not really focus on AT's.
And another thing....
The metagame has been broken, those who don't believe that are in denial. The game is nearing it's peak already. I don't want to hear comments about how I should "Wait a year or two, then we'll know for sure". Brawl is almost at it's limit, and if competitive, it won't be about who can discover the next 0-death with Falco, 0-death combos won't exist in the future due to the fact that we will have a more complete understanding of the DI in Brawl. Set combos will not exist to go past 20 or 30%. "Competitive" Brawlers will have to rely on their minds to win matches.
This was just a thought that I threw together into a topic, and I'm aware that it's pretty disorganized and sometimes unclear. If there's anything I should fix just tell me and if it's reasonable I will.
Also, for the whole mindgames in Melee vs. Brawl debate, even though this isn't a Melee vs. Brawl thread, I think it's necessary to remind people what the definition of mindgame is. This is from the Melee section of SWF, in AlphaZealot's term thread.
Mind Games: One of the most misunderstood terms within the community. Mind games are first were used to describe a single trick used against an opponent, but have since come to describe how a player thinks during an entire match. The only real difference between the top level players in the country are their mind games, in other words, the level at which they think and predict their opponents. Mind games are essentially a synonym for the less used term metagaming.
- The even playing field created by Sakurai and Sora in order to make Brawl fun for everybody.
- The fact that when I play Brawl "competitively" (I use this term loosely, referring to playing to win) I find myself in an extreme state of concentration remeniscient of my days playing melee as such.
- How Brawl will create a "competitive" (same meaning as before) scene because there will be people who play the game to win, or for money.
Sakurai and his developing affiliates obviously went into this game with the mindset that everybody who played this game, whether they were new to it or not, would end up at the same or a similar level very quickly. They ended up being sort of successful with this. On one hand, one can pick up Brawl and play with talented players and do quite well. However, without advanced techniques, and the lack of mindgames, the winner in my experience has ultimately come down to who holds the proper mindset to win consistently.
This brings me to my second point. Brawl is a game that does take a lot of concentration. As a fighting game, party game, whatever you would like to call it, there is and always will be an element of punishment. Yes, DI is more extreme in this game, but anybody with half a brain can read where their opponent will go next. You can follow them with a projectile or high priority move. When you're in the right mindset, you will easily be able to punish whatever move your opponent makes. The game is also clearly slower, which gives, from Sakurai's perspective, both players time to think. But what it ends up coming down to is who can think farther and farther ahead. You end up treating Brawl like a game of chess, you can't think of it by the move, you think of where your opponent will be 5-10 seconds from now. YES, you can also do this in melee, but this is a Brawl thread not a comparison.
Lastly, I honestly believe that Brawl will be played competitively, due to this basic element of punishment. The game is fun, people will gather and play. Sometimes, admittedly, gameplay does get monotonous, but that is inevitable in a game that boils down to concentration and does not really focus on AT's.
And another thing....
The metagame has been broken, those who don't believe that are in denial. The game is nearing it's peak already. I don't want to hear comments about how I should "Wait a year or two, then we'll know for sure". Brawl is almost at it's limit, and if competitive, it won't be about who can discover the next 0-death with Falco, 0-death combos won't exist in the future due to the fact that we will have a more complete understanding of the DI in Brawl. Set combos will not exist to go past 20 or 30%. "Competitive" Brawlers will have to rely on their minds to win matches.
This was just a thought that I threw together into a topic, and I'm aware that it's pretty disorganized and sometimes unclear. If there's anything I should fix just tell me and if it's reasonable I will.
Also, for the whole mindgames in Melee vs. Brawl debate, even though this isn't a Melee vs. Brawl thread, I think it's necessary to remind people what the definition of mindgame is. This is from the Melee section of SWF, in AlphaZealot's term thread.
Mind Games: One of the most misunderstood terms within the community. Mind games are first were used to describe a single trick used against an opponent, but have since come to describe how a player thinks during an entire match. The only real difference between the top level players in the country are their mind games, in other words, the level at which they think and predict their opponents. Mind games are essentially a synonym for the less used term metagaming.