Ryu Myuutsu
Smash Champion
Double post, geez.
Last edited:
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Fun is subjective. Maybe my main should receive buffs mid-match so I can know that I only won because I had my hand held, rather than solely relying on my own skill. I'm not going to worry about the hyperbole in your post. Reserving certain abilities to FS would cater to the casual crowd. Casual gamers don't care about winning. They don't take the game seriously. Since FS can be turned on/off, restricting mini FS (K.O. Punch, Limit, Go!) to the actual FS for those specific characters would be a win-win situation for casual and competitive gamers.As you say, they are cool and interesting which is why they are there. Sakurai has stated that he wants to make movesets fun as well. It's interesting that you say that they aren't essential especially for competitive play, because that mindset showcases the dangers of catering too much to the hyper competitive crowd and it gives me the "characters are just functions" vibe. Reserving those traits to FS only would pretty much rob those characters of their individuality and homogenize them with the rest of the cast in an unfun way.
What are you thinking of, specifically?Smash hasn't evolved or changed much in 20 years. A big overhaul would be welcome as there are just a ton of stuff that they've held onto because of tradition or something.
Not sure. Maybe a whole new approach. New mechanics. Rehauling all the characters and how they work. Working from the ground up instead of building from the same model.What are you thinking of, specifically?
This mentality of people asking for better balance wanting "perfect balance" and this idea that "perfect balance" means every character plays the same is, and I'm putting it bluntly, complete bull****, and anyone who says that probably hasn't played an actually balanced multi class/character game in their lives.A game's end goal shouldn't be to achieve complete balance. A completed balanced game does not equal a fun game. If you want every character to stand an equal chance against each other you will have to homogenize them and strip them of their individual traits. Street Fighter I is the perfect balanced game because you only have Ryu and Ken who play the same, giving the players an equal amount of options; but it's not very fun.
Precisely. I'm not asking for the game to be "perfectly" balanced by homogenizing the roster. If anything, I'm advocating for the exact opposite: buff the underwhelming characters by giving them cool, interesting options that completely change their gameplan. Like imagine if instead of that dinky, slow reflector Mewtwo has for a Side-B, they gave him a ranged command grab that let him kill and/or combo off of it. You could probably do something like that for every character in the roster, even the top tiers. Hell, even just giving every character at least one BnB combo as a reward for winning neutral would be a start IMO. (And I'm not counting boring 1-2 throw combos like Smash 4 had. I'm talking actual, extensive combos that feel satisfying to land.)This mentality of people asking for better balance wanting "perfect balance" and this idea that "perfect balance" means every character plays the same is, and I'm putting it bluntly, complete bull****, and anyone who says that probably hasn't played an actually balanced multi class/character game in their lives.
Firstly, no one is asking for "perfect" balance. Perfection is the enemy of the good. We are asking for BETTER balance. As in, better than it is right now. Perfection is not achievable anyway, so why would anyone think that that's what is being asked?
Secondly, there are ways to make characters not play the same without completely crapping on the balance of the game. I've said it for years, and it's having universal defensive options for all characters so that all characters can, at minimum, deal with anything the game designers can throw at them. Now they can be better or worse at this task, but the point is that all characters have a baseline. Here's a link to David Sirlin's website about it. Regardless of what you think of the man himself or the game he's analyzing, the idea itself, from a game design standpoint, is a good one to lead with, and if you happen to get it right and have your defensive strategical structure of your fighting game be self correcting, that actually gives MORE ability to differentiate your characters, not less.
Casuals don't care about winning? You must not have that much casual experience then. Most people don't play to lose, even if they aren't playing seriously, and in Smash your skill will still account as a factor for winning consistently against lesser players. And while fun is subjective, compromising creative input for the sake of catering too much to the competitive crowd is objectively bad. The opposite holds true as well which can be seen with Brawl. But you’re dead wrong to think that casual players wouldn’t feel that they’ve lost something by relegating some of the mechanics that are integral to a fighter’s kit to a mere FS. Not everyone plays with those on every match.Fun is subjective. Maybe my main should receive buffs mid-match so I can know that I only won because I had my hand held, rather than solely relying on my own skill. I'm not going to worry about the hyperbole in your post. Reserving certain abilities to FS would cater to the casual crowd. Casual gamers don't care about winning. They don't take the game seriously. Since FS can be turned on/off, restricting mini FS (K.O. Punch, Limit, Go!) to the actual FS for those specific characters would be a win-win situation for casual and competitive gamers.
While I agree with everything else you said there, this clearly isn't true. Well, it would be if catering to the competitive crowd necessarily resulted in less creativity, but a good developer wouldn't fall into that trap.And while fun is subjective, compromising creative input for the sake of catering too much to the competitive crowd is objectively bad.
If you care about winning, you're being competitive. I knew someone who played Smash, but he didn't care if he lost because his goal wasn't about winning. He is a casual.Casuals don't care about winning? You must not have that much casual experience then. Most people don't play to lose, even if they aren't playing seriously, and in Smash your skill will still account as a factor for winning consistently against lesser players. And while fun is subjective, compromising creative input for the sake of catering too much to the competitive crowd is objectively bad. The opposite holds true as well which can be seen with Brawl. But you’re dead wrong to think that casual players wouldn’t feel that they’ve lost something by relegating some of the mechanics that are integral to a fighter’s kit to a mere FS. Not everyone plays with those on every match.
The fact that you think that doing so is a “win-win” for both sides or that casuals never play seriously and don’t care about winning shows that you have a clear disconnect with the people who play the game as a social activity and the devs’ intentions behind making move sets.
Just like I ribbed into Ryu Myuutsu , your line of thinking is also flawed. There is a difference between being a casual player and playing casually. And even then, simply not caring about whether you win or lose doesn't change the fact that the entire point of the game is to win against your opponents. If someone were playing Smash not to win in the particular match they are in, even if it's not to the best of their ability, then calling them a casual would be less appropriate than calling them very weird or slightly idiotic.If you care about winning, you're being competitive. I knew someone who played Smash, but he didn't care if he lost because his goal wasn't about winning. He is a casual.
They aren't "integral" to the characters per se, but they are there to add options to the playstyle of the character for competitive folks, as well as flavor for casual and competitive folks (because flavor is an important aspect of character design and everyone likes more flavorful characters). As for the "why not every character?" question, honestly, they really should do special things for every character. Obviously not in the exact same vein as those three examples, but basically more flavorful and appropriate movesets for more veteran characters while also adding complex options and branches of playstyle. Boom! You've just catered to both casual and competitive fans at the same time, because as I said in my comparison of Dota, design and balance aren't the same thing. Design is mostly for casual players (with a bit for competitive), while balance is for the competitive scene.I don't see how things like K.O. Punch, Limit, or Go! are integral to any of those characters. Why not just do this for every character? I'm certain most, if not all characters can be granted similar moves based on their own series. Is it necessary? No.
i am not a pro competitive player nor do i want to be,If you care about winning, you're being competitive. I knew someone who played Smash, but he didn't care if he lost because his goal wasn't about winning. He is a casual.
Even if the objective of a game is to win, it doesn't necessarily mean the casual gamer cares if he wins or loses. The moment you play competitively is the moment you play to win. Competition is defined as, "The activity or condition of striving to gain or win something by defeating or establishing superiority over others." (OED, italics mine)Just like I ribbed into Ryu Myuutsu , your line of thinking is also flawed. There is a difference between being a casual player and playing casually. And even then, simply not caring about whether you win or lose doesn't change the fact that the entire point of the game is to win against your opponents. If someone were playing Smash not to win in the particular match they are in, even if it's not to the best of their ability, then calling them a casual would be less appropriate than calling them very weird or slightly idiotic.
If aggression's what you're looking for, I'd recommend looking into Rivals of Aether. That game's about as easy to pick up as Smash, only it has more advanced tech, it handles way better, and most importantly, it rewards aggression over camping. Even the "zoners" in that game have to play aggressively much of the time, which makes it a much more fun and interesting game IMO. Alternatively, Tekken 7 is extremely up close and personal, with very few of its characters even having a projectile to speak of, though it is much more grounded and execution-heavy than Rivals or Smash, so it may not be exactly what you're looking for.The smash characters were easy to balance when there were fewer, projectile spamming was really a samus and ness exclusive thing. But now... its become to rampant, “zoning” has become a disease on this game. Spamming characters have become rampant.
i feel like 70% of my matches are spent dodging and weaving through projectiles just trying to get up close. And win or lose, its tedious and boring. I miss when smash was all about SMASHING faces, you’re in my face, im in yours lets do this but now... to much hiding, camping and running.
Oh, you mean the mode where you actually have an ADVENTURE and battle consistently AND has actual bosses that aren’t just a stage gimmick is the weaker version of a pointless mini-game where you do random bull waste over and over again on a discount Monopoly board?World of Light is a poor man's Smash Tour and so broken. Completely purposeless up until its finale. I swear, Sakurai loses more of his brilliance every instalment.
I agree that World of Light is mediocre, but was this really necessary? I'd say he gets more and more brilliant each time. Stages and newcomers are more unique each time, we're getting better and better songs, and he managed to put the most content in a Smash game ever in only three years of development. I wouldn't say a man is losing his "brilliance" just because a side campaign in a video game didn't meet my expectations.I swear, Sakurai loses more of his brilliance every instalment.
World of Light is honestly enjoyable when I find the right matches but is mostly frustrating and confusing. Also, just because a game has more content doesn't mean it will effortlessly be well executed. Sakurai has honestly already mastered his brilliance with Melee. Onwards is just sequel and more with more iconic characters.I agree that World of Light is mediocre, but was this really necessary? I'd say he gets more and more brilliant each time. Stages and newcomers are more unique each time, we're getting better and better songs, and he managed to put the most content in a Smash game ever in only three years of development. I wouldn't say a man is losing his "brilliance" just because a side campaign in a video game didn't meet my expectations.
So we’re just going to ignore how the series innovated with each entry?World of Light is honestly enjoyable when I find the right matches but is mostly frustrating and confusing. Also, just because a game has more content doesn't mean it will effortlessly be well executed. Sakurai has honestly already mastered his brilliance with Melee. Onwards is just sequel and more with more iconic characters.
Most of the innovations you mention are either kinda evident (stock battle stamina) or just the normal evolution of gaming (the existence of DLC). I wouldn't call any of those 'brilliant'.So we’re just going to ignore how the series innovated with each entry?
Brawl: Added Subspace Emissary, along with the first non-Nintendo Fighters ()
for 3DS: Added Smash Run and stage bosses, and introduced Smash series to DLC ()
for Wii U: Introduced Smash Tour, brought in more stage bosses, and revised Classic Mode into a tournament-like progression (in which case, I think Sakurai innovated a little too much)
Ultimate: Added Spirits (which tie into the pre-mentioned WoL), made Assist Trophies K.O.-able, added Stock Stamina battles, gave us Morph Stages, expanded the uniqueness capabilities for newcomers (), created unique sets of Classic Mode matches for EVERY SINGLE CHARACTER, and used some of those routes to use bosses BESIDES Master and Crazy Hand for a unique last battle depending on who you play as ( faces Rathalos, faces Dracula, faces Marx, etc.)
In terms of content, Modes, yes, Sakurai HAS lost his brilliance. In terms of characters, no. Sakurai is still decent. Stage Builder is mostly unnecessary and leveling up Spirits is incredibly time consuming.So we’re just going to ignore how the series innovated with each entry?
Brawl: Added Subspace Emissary, along with the first non-Nintendo Fighters ()
for 3DS: Added Smash Run and stage bosses, and introduced Smash series to DLC ()
for Wii U: Introduced Smash Tour, brought in more stage bosses, and revised Classic Mode into a tournament-like progression (in which case, I think Sakurai innovated a little too much)
Ultimate: Added Spirits (which tie into the pre-mentioned WoL), made Assist Trophies K.O.-able, added Stock Stamina battles, gave us Morph Stages, expanded the uniqueness capabilities for newcomers (), created unique sets of Classic Mode matches for EVERY SINGLE CHARACTER, and used some of those routes to use bosses BESIDES Master and Crazy Hand for a unique last battle depending on who you play as ( faces Rathalos, faces Dracula, faces Marx, etc.)
I think it's adorable that you refer to Smash Tour like it was a good thing. It was a half-baked attempt at giving Smash a Mario Party spin that didn't pan out. If they'd given Smash 4 Wii U it's own version of Smash Run, I would have been far more content.So we’re just going to ignore how the series innovated with each entry?
Brawl: Added Subspace Emissary, along with the first non-Nintendo Fighters ()
for 3DS: Added Smash Run and stage bosses, and introduced Smash series to DLC ()
for Wii U: Introduced Smash Tour, brought in more stage bosses, and revised Classic Mode into a tournament-like progression (in which case, I think Sakurai innovated a little too much)
Ultimate: Added Spirits (which tie into the pre-mentioned WoL), made Assist Trophies K.O.-able, added Stock Stamina battles, gave us Morph Stages, expanded the uniqueness capabilities for newcomers (), created unique sets of Classic Mode matches for EVERY SINGLE CHARACTER, and used some of those routes to use bosses BESIDES Master and Crazy Hand for a unique last battle depending on who you play as ( faces Rathalos, faces Dracula, faces Marx, etc.)
I didn't say it was good. I said it was there.I think it's adorable that you refer to Smash Tour like it was a good thing. It was a half-baked attempt at giving Smash a Mario Party spin that didn't pan out. If they'd given Smash 4 Wii U it's own version of Smash Run, I would have been far more content.
Ah, gotcha. Very good, then.I didn't say it was good. I said it was there.
Not to be mean, or anything.
I still doubt Sakurai really wanted to continue this series.World of Light is a poor man's Smash Tour and so broken. Completely purposeless up until its finale. I swear, Sakurai loses more of his brilliance every instalment.
It's not so much "losing the mental faculties that let him create and implement the modes" as it is de-emphasizing them in favour of things that actually draw the masses to get and play Smash for a long time.I agree that World of Light is mediocre, but was this really necessary? I'd say he gets more and more brilliant each time. Stages and newcomers are more unique each time, we're getting better and better songs, and he managed to put the most content in a Smash game ever in only three years of development. I wouldn't say a man is losing his "brilliance" just because a side campaign in a video game didn't meet my expectations.
In that case, I find that ironic, since I (and many others, if this thread's any indication) got bored of Ultimate more quickly than any other Smash game to date. If Sakurai wanted to get people to play Smash for a long time, making the core gameplay fun and rewarding would be a start IMO. (Refer to my previous post on the matter for elaboration.)It's not so much "losing the mental faculties that let him create and implement the modes" as it is de-emphasizing them in favour of things that actually draw the masses to get and play Smash for a long time.
This is why I argue that even if Nintendo continues to churn out Smash Bros games until the end of time, each installment will show further diminishing returns. As far as base game goes, I too got bored of Ultimate faster than any other game in the series. Granted, I have over 500 hours on Ultimate due to grinding and competitive online, but it's become more of something I force myself to do in order to stay ahead of my friends when we get together to play.In that case, I find that ironic, since I (and many others, if this thread's any indication) got bored of Ultimate more quickly than any other Smash game to date. If Sakurai wanted to get people to play Smash for a long time, making the core gameplay fun and rewarding would be a start IMO. (Refer to my previous post on the matter for elaboration.)