Artsy Omni
Smashified Creator
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Link to original post: [drupal=4509]An SSB4 Story Proposal: Going back to basics.[/drupal]
This is from a thread I posted on Nsider2's Smash Forum It has some added parts (marked with *) as a result from some of the discussion that followed.
So I was playing Subspace Emissary today with one of my co-workers, and being able to play through it a second time made me realize how much of a pile of nonsense it is. To start with, the level design is horrendous. But the thing that bothers me the most about it was the enemies and the plot. I touched on this in one of my other threads, but I think the plot aspect of Smash Bros is in dire need of simplification. So I got to thinking on the drive home...
I think Smash needs to return to this general premise. Back to the basics of what makes the game so amazing in the first place. Brawl was a celebration of Smash Bros gameplay, but I think SSB4 ought to be a celebration of the very nature of Smash Bros as an idea. My own proposal is to not try to create a typical antagonist that is behind all of the conflict, where all of the other villains are just pawns (Tabuu -_-). I think they should simply return to Master Hand, who is just as much a protagonist as he is an antagonist.
The story should be about Master Hand, or the creative spirit, simply doing what he does best: playtime. Like a child with a collection of figurines, he takes all of the heroes and pits them against all of the villains. He imagines the unique and varied worlds of Nintendo colliding. He imagines the characters running through their own worlds and the worlds of their newfound allies to help people they've never helped before. There would be segments where you play as heroes against the villains, and villains against the heroes, because a child plays both parts in his mind. In that sense, we are Master Hand, playing with the characters. Then at the end, the paradigm shifts: we become the character, fighting against Master Hand to claim our status as more than a hero in a child's fairy tale: to become a legacy. And perhaps Crazy Hand can reprise his role as the one who comes along if you play exceedingly well up to the end: the sign that you went above and beyond expectations leading up to the final battle.
* Now I'm wary of going further into specifics of story ideas, but this came up during the discussion. Perhaps to move beyond a simple revival of the original SSB's story, we could go beyond the metaphor of the Child's imagination and have a deeper evil that is the child's fears? Before fighting Master and/or Crazy Hand, a penultimate boss could be the child's fears, objectified in some new, original character. This would symbol the child overcoming his own fears. Some people would be content with a pure revival of the original premise, but just as an unexpected element, there's a story suggestion for you. Personally, I would keep Master Hand as the final final boss, but that's my own personal taste.
So that explains the premise. How does this apply practically to gameplay? Well, my proposal is to make the adventure mode two-fold: Hero story and Villain story, with a united story at the end as the characters strive together to obtain "legacy status." * However, I'm aware of the fact that the playable heroes will likely far outnumber playable villains, so in that case, the adventure mode can just be one big story, where every now and then, you play using the villain characters, seeing the story from their perspective.
All of the adventure stages should be famous levels or places from the franchises represented in the game. No subspace, no ambiguous castles, space stations, bases, or jungles. Adventures through the actual different worlds of Nintendo, with perhaps some optional levels from third party games. No Primids, Feyesh, Floows, or Jyks. Just famous enemies from the franchises. The stage premises themselves should simply relive story moments from the various games that have an eternal place in our hearts.
* Perhaps to really highlight the premise as the game being a figment of the imagination, the Game Over screen could be the player's character trophy/figurine/doll falling onto what starts as a collection of stage assets from the various levels, but then it fades into a table with some household items, as it awaits the player's choice to Continue or Quit. It would be a great shoutout to the original Intro scene.
Some example level premises (nothing too specific):
Now I mentioned roster in the Blog Title. However, I'm not going to actually list characters. Instead, I'm going to propose a general idea:
Include more villains from each franchise! This is necessary for this "Hero/Villain" mode to work. Now some franchises have no real villain (Ice Climbers, for instance), but as state above, those characters can still play a role in the Hero's story as a means to further progress toward whatever villain there is. And those villains can fight against those heroes.
THAT is what Smash Bros is all about. The simple joy of loving Nintendo franchises and wanting to pit them against each other. The story premise is simple, yet has a deeper layer of meaning that can truly be appreciated by the kids who are now grown up and see life for all of its complications, yet look back on the simplicity of childhood.
As always, your feedback is much appreciated.
This is from a thread I posted on Nsider2's Smash Forum It has some added parts (marked with *) as a result from some of the discussion that followed.
So I was playing Subspace Emissary today with one of my co-workers, and being able to play through it a second time made me realize how much of a pile of nonsense it is. To start with, the level design is horrendous. But the thing that bothers me the most about it was the enemies and the plot. I touched on this in one of my other threads, but I think the plot aspect of Smash Bros is in dire need of simplification. So I got to thinking on the drive home...
Think back to SSB64. While the game's extremely light on story, it wasn't nonexistent. The opening cutscene outlined the basic premise: Master hand, the representative of a child's creative spirit, pulls out a few dolls and arranges a few objects on his desk. 1, 2, 3, SNAP! Suddenly, the desk becomes an arena, and the dolls come to life; we are now seeing the world through the imagination of the child, objectified in Master Hand.
As the players progress through the 1-player mode they eventually reach the "polygon team." This is essentially the objectification of the child saying "Sure, Mario can defeat anybody, but can he defeat.... MARIO!??!?" We've all played with our toys and came up with the same matchup in our playtime.Eventually, the character defeats Master Hand himself. What does this represent? It represents the character becoming something more than a figment of the imagination; in essence, the character has realized his own legacy, which transcends imagination entirely, and becomes part of the real world.
In my opinion, this premise is far more compelling than Subspace emissary, because it has a meaning deeper than a story about trophies that come to life to defeat some Tabuu who wants to engulf the world in subspace. If offers insight into the very nature of what it means to be a character with a legacy, which is precisely what Nintendo's all-stars are.
As the players progress through the 1-player mode they eventually reach the "polygon team." This is essentially the objectification of the child saying "Sure, Mario can defeat anybody, but can he defeat.... MARIO!??!?" We've all played with our toys and came up with the same matchup in our playtime.Eventually, the character defeats Master Hand himself. What does this represent? It represents the character becoming something more than a figment of the imagination; in essence, the character has realized his own legacy, which transcends imagination entirely, and becomes part of the real world.
I think Smash needs to return to this general premise. Back to the basics of what makes the game so amazing in the first place. Brawl was a celebration of Smash Bros gameplay, but I think SSB4 ought to be a celebration of the very nature of Smash Bros as an idea. My own proposal is to not try to create a typical antagonist that is behind all of the conflict, where all of the other villains are just pawns (Tabuu -_-). I think they should simply return to Master Hand, who is just as much a protagonist as he is an antagonist.
The story should be about Master Hand, or the creative spirit, simply doing what he does best: playtime. Like a child with a collection of figurines, he takes all of the heroes and pits them against all of the villains. He imagines the unique and varied worlds of Nintendo colliding. He imagines the characters running through their own worlds and the worlds of their newfound allies to help people they've never helped before. There would be segments where you play as heroes against the villains, and villains against the heroes, because a child plays both parts in his mind. In that sense, we are Master Hand, playing with the characters. Then at the end, the paradigm shifts: we become the character, fighting against Master Hand to claim our status as more than a hero in a child's fairy tale: to become a legacy. And perhaps Crazy Hand can reprise his role as the one who comes along if you play exceedingly well up to the end: the sign that you went above and beyond expectations leading up to the final battle.
* Now I'm wary of going further into specifics of story ideas, but this came up during the discussion. Perhaps to move beyond a simple revival of the original SSB's story, we could go beyond the metaphor of the Child's imagination and have a deeper evil that is the child's fears? Before fighting Master and/or Crazy Hand, a penultimate boss could be the child's fears, objectified in some new, original character. This would symbol the child overcoming his own fears. Some people would be content with a pure revival of the original premise, but just as an unexpected element, there's a story suggestion for you. Personally, I would keep Master Hand as the final final boss, but that's my own personal taste.
So that explains the premise. How does this apply practically to gameplay? Well, my proposal is to make the adventure mode two-fold: Hero story and Villain story, with a united story at the end as the characters strive together to obtain "legacy status." * However, I'm aware of the fact that the playable heroes will likely far outnumber playable villains, so in that case, the adventure mode can just be one big story, where every now and then, you play using the villain characters, seeing the story from their perspective.
All of the adventure stages should be famous levels or places from the franchises represented in the game. No subspace, no ambiguous castles, space stations, bases, or jungles. Adventures through the actual different worlds of Nintendo, with perhaps some optional levels from third party games. No Primids, Feyesh, Floows, or Jyks. Just famous enemies from the franchises. The stage premises themselves should simply relive story moments from the various games that have an eternal place in our hearts.
* Perhaps to really highlight the premise as the game being a figment of the imagination, the Game Over screen could be the player's character trophy/figurine/doll falling onto what starts as a collection of stage assets from the various levels, but then it fades into a table with some household items, as it awaits the player's choice to Continue or Quit. It would be a great shoutout to the original Intro scene.
Some example level premises (nothing too specific):
- Link Slicing up Goombas on the way to a battle against Bowser
- Bowser beating up against cowering soldiers on the way to Hyrule Castle to kidnap Princess Zelda
- Zelda breaking out of Bowser Castle because she's not as helpless as Peach
- Captain Falcon beating up Metroids to get off of a soon-to-explode planet
- Mario punching Octoroks out of the park on the way to the Ganon's Tower
- Helping Team Star Fox defend the great fox from enemy ships
- Mario Collecting Vegetables on a snowy mountain climb to get to the Pteradactyl that will take you to the next level
- Kirby defeating wild or trained pokemon
- Zelgius fighting through soldiers and archers to challenge Marth.
- Running around, shrunken by some evil plot of Bowser, trying to survive against Bulborbs and Armored Cannon Beetles.
Now I mentioned roster in the Blog Title. However, I'm not going to actually list characters. Instead, I'm going to propose a general idea:
Include more villains from each franchise! This is necessary for this "Hero/Villain" mode to work. Now some franchises have no real villain (Ice Climbers, for instance), but as state above, those characters can still play a role in the Hero's story as a means to further progress toward whatever villain there is. And those villains can fight against those heroes.
THAT is what Smash Bros is all about. The simple joy of loving Nintendo franchises and wanting to pit them against each other. The story premise is simple, yet has a deeper layer of meaning that can truly be appreciated by the kids who are now grown up and see life for all of its complications, yet look back on the simplicity of childhood.
As always, your feedback is much appreciated.