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Me.Everyone likes Melee's style of Break the Targets more since let's be real it's just better, but here's the more interesting question. Would you prefer the effort be put into making those kind of high quality BtT stages, or would you rather that work be put into other areas? It's asking them to make a stage per character. Let's say there are 45 characters so the difference between this and Brawl's model is 40 stages. Let's further say that each BtT stage takes 1/8 as much work as a normal stage. That means we could have use the Melee model or use the Brawl model with 5 extra stages for versus mode (divided up between two versions). Who still wants the Melee model when the choice is presented like that?
Me. The Melee model is still superior.Everyone likes Melee's style of Break the Targets more since let's be real it's just better, but here's the more interesting question. Would you prefer the effort be put into making those kind of high quality BtT stages, or would you rather that work be put into other areas? It's asking them to make a stage per character. Let's say there are 45 characters so the difference between this and Brawl's model is 40 stages. Let's further say that each BtT stage takes 1/8 as much work as a normal stage. That means we could have use the Melee model or use the Brawl model with 5 extra stages for versus mode (divided up between two versions). Who still wants the Melee model when the choice is presented like that?
Yes.The old way without any question.
This alongside other watered down single-player features is a problem I always had with Brawl. I have no idea why they watered it all down. Was it because they had to focus on the SSE?
I'd like to see the amount of helper platforms bowser would need to beat Young link's target testWhy not combine the two? Unique stages for everybody, and anyone can play any of them (with a few helper platforms).
No. The most difficult part of developing individual "break the targets stages" was target placement. Obviously they had to test the stages to make sure that they were not only doable, but also somewhat difficult. They had to design the stage around the character in question and they had to ensure that they made a few obscure targets that forced you to use a certain move/tool. In the same way that you believe everyone overestimates the difficulty, you are underestimating the difficulty. That being said, some stages, I am certain, were much harder to conceive than others. It is entirely overt that the Brawl system saves development time, we are not sure of the extent, but they clearly decided against this method in Brawl for a reason. I doubt it was because they were feeling lazy either.I think everyone overestimates how hard it was to put break the targets for each character. It was basically copy and paste generic blocks and platforms onto an abstract backround, sometimes add hazards and moving objects/platforms, and add targets. You could make your own in brawl's create a stage, if they let you.
I should've clarified, The adding of targets and making the stages unique to a certain character were the hardest part of the target test, indeed.No. The most difficult part of developing individual "break the targets stages" was target placement. Obviously they had to test the stages to make sure that they were not only doable, but also somewhat difficult. They had to design the stage around the character in question and they had to ensure that they made a few obscure targets that forced you to use a certain move/tool. In the same way that you believe everyone overestimates the difficulty, you are underestimating the difficulty. That being said, some stages, I am certain, were much harder to conceive than others. It is entirely overt that the Brawl system saves development time, we are not sure of the extent, but they clearly decided against this method in Brawl for a reason. I doubt it was because they were feeling lazy either.