The purpose of this thread is to initiate a consumer-driven sensibilisation movement in order to air our grievances to Nintendo's current approach with the Super Smash Bros. series in a "polite and civil manner". The gist of it is to inform Nintendo that we are not quite content with being marginalized and wish for them to return to making a game that is both fun for us and for party smashers. There is no need for anyone to be unhappy.
Here are some guidelines:
1. This thread has but one purpose: Discuss the organization of the consumer-driven movement and setting it up. This means that we are not here to discuss which Smash game is the best. We are also not here to bash other games, or derail the topic. You may disagree with points presented, but your arguments must be constructive. By constructive, they must be "trying to help". For example, a cosntructive argument can be "I disagree with this point, and it might lead to the letter being misunderstood. Maybe you should mention this instead". A non-constructive argument is "You just want Melee 2".
2. Anyone may propose ways to further the agenda. However, we cannot go off topic as it becomes very difficult to dig through all of the posts. Trolls should be ignored, and hopefully moderated.
3. While I'm taking charge of the topic right now, I'd like for the movement to leave my hands eventually. I think it's best if people don't necessarily follow my lead. I'd like to see people take their own initiative. I want to kickstart it, that's all.
Now, last time, we were writting a letter. I'd like you guys to comment on what you'd like to see changed. You could even make the changes yourself. For the msot part, I will ally with the majority. One thing I'd like you guys to maybe look into is perhaps fhelp me find wording that makes it clear that we like "elements" from Melee, but we are not trying to get an exact replica of it.
Added a very rough draft:
This letter was written as part of a consumer-driven movement in which we would like to peacefully air our grievances with Nintendo and all involved in making Super Smash Bros. on the general direction of the series.
Super Smash Bros. has had the amazing distinction of being playable both as party game and as an engrossing competitive experience. This is an incredible feat as it allowed two completely different audiences to enjoy a game for completely different reasons. We represent a large part of the competitive community, one that enjoys a particular kind of competitive play.
What made Super Smash Bros. Melee the most fun for us is a combination of elements. The first was having a wide range of movement options. Wavedashing, L-cancelling, and dash-dancing to name a few allowed players to move in very novel manners, space attacks, approach and evade quickly as well as combo more effectively. These techniques allow for the game to become much more offensive-oriented, rewarding taking risks over camping and biding one’s time. It becomes more exciting as a spectator sport. Of course, dodging on bad timing would need to be slightly easier to punish for it to take the desired effect. Many competitive smashers will say that Super Smash Bros. is heavily about positioning your character in the right spot. Nevertheless, this emphasis on position and movement is what set Super Smash Bros. apart from other fighters. It is what made it unique as an esport.
The second is physics variety. One thing certain people bemoan of Super Smash Bros. Brawl and Super Smash Bros U/3DS is that they feel that most characters are very slow and floaty. While it is perfectly fine for certain characters to be on this end of the spectrum like Super Smash Bros. Melee’s Jigglypuff, some like the much faster, fast-falling characters. While no one is asking for all characters to be fast and highly technical, there is demand for it. Super Smash Bros. Melee did really well in this respect, having characters on the very both extreme ends of the spectrum and many in-betweens.
The third is sharp controls. Super Smash Bros. Melee did not have forced buffer, which prevented the player from selecting an input in inadvertence. Movements were crisp and immediate, which allowed players to move their character on command.
Recoveries also play a part. Whenever recoveries are too potent, it drags out matches. Many feel that the latest games make coming back on stage much easier, which doesn’t reward risk-taking, especially off stage as much. Being able to dodge multiple times in the air also removes some of that risk-reward incentive.
Finally, and one of the most important aspects is hitstun. One of the reasons why combos don’t seem as effective and reliable is because characters don’t suffer from nearly as much hitlag, and thus can act out of being hit much quicker. This can punish trying to be bold and creative.
Now let us be clear: We are not asking for another Melee, nor as we demanding that this game only appeal to our sensibilities. However, there are some elements from Melee that we would like to see return. We fully recognize that the party aspect of Super Smash Bros. is an important consideration and should exist alongside the competitive side. We believe that these two can co-exist, and they already have. Super Smash Bros. Melee was enjoyed by both communities. Now, more and more people are jumping into For Glory mode in Super Smash Bros. U/3DS. There is a desire for an engrossing competitive experience, and we would like to peacefully give you our feedback. We are fans, the same as the party smashers you have recently catered to. Mr. Sakurai has once stated that the series could not cater only to the competitive scene, but this is not what we are asking for. We are asking to be taken into consideration whilst also taking the needs of the casual smashers into consideration as well.
Here are some guidelines:
1. This thread has but one purpose: Discuss the organization of the consumer-driven movement and setting it up. This means that we are not here to discuss which Smash game is the best. We are also not here to bash other games, or derail the topic. You may disagree with points presented, but your arguments must be constructive. By constructive, they must be "trying to help". For example, a cosntructive argument can be "I disagree with this point, and it might lead to the letter being misunderstood. Maybe you should mention this instead". A non-constructive argument is "You just want Melee 2".
2. Anyone may propose ways to further the agenda. However, we cannot go off topic as it becomes very difficult to dig through all of the posts. Trolls should be ignored, and hopefully moderated.
3. While I'm taking charge of the topic right now, I'd like for the movement to leave my hands eventually. I think it's best if people don't necessarily follow my lead. I'd like to see people take their own initiative. I want to kickstart it, that's all.
Now, last time, we were writting a letter. I'd like you guys to comment on what you'd like to see changed. You could even make the changes yourself. For the msot part, I will ally with the majority. One thing I'd like you guys to maybe look into is perhaps fhelp me find wording that makes it clear that we like "elements" from Melee, but we are not trying to get an exact replica of it.
Added a very rough draft:
This letter was written as part of a consumer-driven movement in which we would like to peacefully air our grievances with Nintendo and all involved in making Super Smash Bros. on the general direction of the series.
Super Smash Bros. has had the amazing distinction of being playable both as party game and as an engrossing competitive experience. This is an incredible feat as it allowed two completely different audiences to enjoy a game for completely different reasons. We represent a large part of the competitive community, one that enjoys a particular kind of competitive play.
What made Super Smash Bros. Melee the most fun for us is a combination of elements. The first was having a wide range of movement options. Wavedashing, L-cancelling, and dash-dancing to name a few allowed players to move in very novel manners, space attacks, approach and evade quickly as well as combo more effectively. These techniques allow for the game to become much more offensive-oriented, rewarding taking risks over camping and biding one’s time. It becomes more exciting as a spectator sport. Of course, dodging on bad timing would need to be slightly easier to punish for it to take the desired effect. Many competitive smashers will say that Super Smash Bros. is heavily about positioning your character in the right spot. Nevertheless, this emphasis on position and movement is what set Super Smash Bros. apart from other fighters. It is what made it unique as an esport.
The second is physics variety. One thing certain people bemoan of Super Smash Bros. Brawl and Super Smash Bros U/3DS is that they feel that most characters are very slow and floaty. While it is perfectly fine for certain characters to be on this end of the spectrum like Super Smash Bros. Melee’s Jigglypuff, some like the much faster, fast-falling characters. While no one is asking for all characters to be fast and highly technical, there is demand for it. Super Smash Bros. Melee did really well in this respect, having characters on the very both extreme ends of the spectrum and many in-betweens.
The third is sharp controls. Super Smash Bros. Melee did not have forced buffer, which prevented the player from selecting an input in inadvertence. Movements were crisp and immediate, which allowed players to move their character on command.
Recoveries also play a part. Whenever recoveries are too potent, it drags out matches. Many feel that the latest games make coming back on stage much easier, which doesn’t reward risk-taking, especially off stage as much. Being able to dodge multiple times in the air also removes some of that risk-reward incentive.
Finally, and one of the most important aspects is hitstun. One of the reasons why combos don’t seem as effective and reliable is because characters don’t suffer from nearly as much hitlag, and thus can act out of being hit much quicker. This can punish trying to be bold and creative.
Now let us be clear: We are not asking for another Melee, nor as we demanding that this game only appeal to our sensibilities. However, there are some elements from Melee that we would like to see return. We fully recognize that the party aspect of Super Smash Bros. is an important consideration and should exist alongside the competitive side. We believe that these two can co-exist, and they already have. Super Smash Bros. Melee was enjoyed by both communities. Now, more and more people are jumping into For Glory mode in Super Smash Bros. U/3DS. There is a desire for an engrossing competitive experience, and we would like to peacefully give you our feedback. We are fans, the same as the party smashers you have recently catered to. Mr. Sakurai has once stated that the series could not cater only to the competitive scene, but this is not what we are asking for. We are asking to be taken into consideration whilst also taking the needs of the casual smashers into consideration as well.
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