jigglover
Smash Lord
/\ Logic for the win!
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THANK YOU.I find it odd how people started complaining about competetive smash AFTER Sakurai made a statement against it. Where we're you people before 2008? The only compelling argument is "Sakurai said...". Are you people sheep or do you really believe that competetive and casual play cannot coexist in smash?
No offense taken don't worry. I really would like a good mixture of casual/competitive. I think the issue is that the die hard fans keep going back to Melee for examples of what they want to see. We can't really blame them because that's the only example they have. I REALLY hope, that smash 4 has a good spread of casual to really hard core play. I just don't think Melee is the answer. Not because it couldn't work, but because we all know that Sakurai is going in a different direction. (Whatever that may be)I find it odd how people started complaining about competetive smash AFTER Sakurai made a statement against it. Where we're you people before 2008? The only compelling argument is "Sakurai said...". Are you people sheep or do you really believe that competetive and casual play cannot coexist in smash? How can it not when it exists in every other fighting game?
Logically every fighting game is accessible. Every player is capable of executing attacks and moving their character. Eventually they learn rotations and cancels. Just because a game doesn't deliver instant results doesn't make it hard, it just depends on how far YOU want to go with it, and whether you succeed or fail the game will ultimately move on without you. If you can't deal with it then play Coop games, but don't get discouraged or complain how something is unfair. Odds are you won't even understand why you lost, but you can learn.
Competetive smash existed in its on Paradigm that did not conflict casual players whatsoever. Odds are the casual player purchased the game and played it for 1 to 2 months before letting it collect dust on the shelf, so there was no conflict to even exist.
Sakurai is a brilliant designer, but when it comes to understanding the philosophies of competition he is a bit ignorant, or in brawls instance a flaming idiot. I love his games, but the man is no saint. You are capable of thinking independently so do it. Don't take his words at face value.
As for the members who joined here complaining about smash after March 2008. Sorry to sound like an *** but I can't take your opinion seriously. Odds are you ended because this site was referred here on the back of the Brawl strategy guide.
Edit: @Fario: I wouldn't burn you. You're clearly making a statement that is true for the most part, I just don't agree with people who believe that competetive smash was a plague on the series and needs to be eliminated.
Except Sakurai thought Melee was too hard?@Kuma:
No, I was implying that Sakurai doesn't think such a rift exists outside of, say, online leaderboards. That, plus the fact that any competitive depth is basically a byproduct from designing a game around what we'd consider average skill.
It's like a bird building a nest on your roof; it's cool, but whatever happens, happens.
Personally I don't think Accessibility is really the issue here. Sakurai has to deliver profits for Nintendo. I can guarantee that's the reason he's pushing for a more as he says "accessible" game. It's all about the $$.THANK YOU.
This is something that's bugged me for a while. If Melee(or 64, for that matter) was so inaccessible, why were very few people complaining about it before Sakurai brought it up?
The bold is the bloat. Less is more is what I'm getting at.Lots of us are just of the opinion that depth adds variety that can make for a lot more dynamic and eventful matches for competitive and average players. Even on a basic level, part of the underlying fun with Smash comes through rolling, spikes, teching, tech-chasing, spot dodging, air dodging, grab strategies, ledge strategies, attack strengths and priorities, chaining moves after reading your opponent well, etc. Perhaps you have just been playing the series for too long like the rest of us, but those are some of the "bells and whistles" new players have to deal with that most will pick up playing through the game and playing hours with friends. Smash is a whole lot more enjoyable with that added depth though because, as I mentioned it, adds more variety to the combat at various levels of play. That is kinda the whole point here, there is so much more Smash can introduce while still remaining rooted in accessibility. Yes, there might be an additional tool or so to learn, but like plenty of the mechanics the franchise has introduced over the years, it ultimately can make for a more satisfying overall experience. Unless of course you feel the formula is tapped and right now is as good as it will ever be.
Come to think of it, you're right. I don't remember much, if any, complaining about competitive Smash until Brawl was out. My guess is that people will follow Sakurai's word without so much as to think for themselves.I find it odd how people started complaining about competetive smash AFTER Sakurai made a statement against it. Where we're you people before 2008? The only compelling argument is "Sakurai said...". Are you people sheep or do you really believe that competetive and casual play cannot coexist in smash? How can it not when it exists in every other fighting game?
I think it's safe to say that people that liked Melee's speed didn't like it just because it was 'fast'. It was all about combo-ing and following up that made the speed work well.I can guarantee you that 90% of the Smash players didn't even know who Masahiro Sakurai was until he made the Dojo in 2006. I know I didn't. I didn't even know that he created Kirby.
Edit:@SmashChu: Be that as it may, you still don't seem to have a firm grasp of the aspects of depth. While you do understand the gyst of aspects of what makes smash competetive, speed wasn't the only element of Melee that made it such a competetive gem, it was also due to the wide plethora of tactics and technical features of the game, while invisible to many, we're significant to players. I'm not just talking about L-Canceling and Wavedashing, but Crouch Canceling, Double Stick DI, Meteor Canceling, Dash Dancing, Jab resets, Light Shielding etc. Even simple things like the ability to carry running momentum in your jump were extremely important.
For example, crouch canceling: at lower percentages it allowed a player to take a hit and not suffer from being knocked back. Let's say I was Fox and Marth hit me with a ill-spaced SH Fair, I would be able to crouch cancel and counter back with an Up smash. But if I'm playing against a character like Peach and I attempt to use crouch canceling, Peach will use her Down Smash and get a free 20-30% or more from me since i'm DI'ing down into it. Fox being a fast faller also adds to the damage. Crouch Canceling acts like a double edged sword. Even though this doesn't seem that significant it is designed very well. It can act as a low percent Alpha Counter or super armor so you can freely approach or take damage between certain percentages.
More speed would be great in smash, but that isn't exactly what we need. Melee moves at the same speed as Brawl minus the floating if you play without canceling, Brawl just has a shallow engine so it's forced to play slow.
You can have a fast car, but if it doesn't have good handling and suspension its not that great after reaching the maximum point of acceleration. Sure it's an adrenalin rush, but the overall experience would be underwhelming. Unless you're really into Drag Racing.
This why I think 3D fighter type combos/strings are the way to go for a game like Smash (as I've said several times). The thing I like about those kind of combos is that they don't always combo. Eileen's triple jab combo in Virtua Fighter will only combo if she uses it in a juggle. If the opponent is on the ground, they can block or sidestep the third jab. These conditional properties would fit greatly. Here are some properties we could apply for Smash.I don't think Brawl's speed is too "slow" because for a fighting game it actually is still pretty fast. Brawl just lacked the combo-ing that you could do in Melee. While I don't like instant-death combos (combos that you could not DI out of and would result in an KO no matter what you did) I think that the new smash could use a better system to combo attacks, while still maintaining a DI system to break those combos. Or if not DI, a counter type system could work too.
Not saying that's the answer, just a thought though.
Bloat? I just described what even on a surface level makes Smash's accessible yet technical gameplay far superior to the multitude of lame duck existing knock-offs on the market. How is that bloat?The bold is the bloat. Less is more is what I'm getting at.El Duderino said:Even on a basic level, part of the underlying fun with Smash comes through rolling, spikes, teching, tech-chasing, spot dodging, air dodging, grab strategies, ledge strategies, attack strengths and priorities, chaining moves after reading your opponent well, etc.
OK, summing it up. 1)elements are naturally harder and 2) is just more things that add depth. The reason I say depth and accessibility are mutually exclusive is because of these. They naturally make the game harder to learn, yet most people want to get into it quick. They want to get down and dirty with out having to practice a lot or read a guide.
Not sure why you are using the word "accessible" here. Like I said before, every smash is very accessible to all players, from casuals to pros. The only thing Melee had over brawl was the die hard competitive scene. While the same sort of competitive scene is inaccessible in Brawl, I wouldn't say the game was 'far less' accessible in general. I would even venture to say brawl has a better learning curve then melee, but also has a 'wall' so to speak compared to melee. Though I wish Melee would not have had to rely on an unintended exploit to increase its options. They just need to include depth from the get-go. It wouldn't take much to be honest.Brawl was a far less accessible game than Melee and was made so on purpose. The inclusion of tripping alone as a factor that causes less control over your ****ing character should be enough to show that.
I agree with Kink-Link5 here, what's more off-putting than randomly loosing control in a game? It's not that Brawl is an inaccessible game, but there are some big problems that drag it down in that regard. There's just more odd design descision that can confuse new players. It's certainly less accessible than 64 and arguably Melee when you consider the setbacks.While the same sort of competitive scene is inaccessible in Brawl, I wouldn't say the game was 'far less' accessible in general.
Pretty much this. In Brawl, even something as simple as moving your character becomes convoluted because dashing brings up a higher chance of tripping than walking, and most people wouldn't even know that without studying deeper into the game.I don't think it's because brawl takes more skill, I think it's because melee is a more intuitive game that's easier to understand.
I get what you mean. I just don't like how the word "accessible" got dragged into the mix. I know they said "Sakurai said it." But that was a translation from Japanese. If you read the article in Japanese it has a bit more of a different feel. Sakurai's main beef is the fact that he feels Melee was too hard. Too difficult for the casual player. Honestly I think we need to focus less on "accessibility" and more on the "new direction". I know it's hard due to not having any solid info, but honestly that's my focus when thinking of the new smash.The player skill gap between bad and good players is much less forgiving in Brawl than in Melee. A bad Melee player can still take a stock or two off a good one because the better player still does not always have 100% safe options at his or her disposal and will almost assuredly be punished for something along the way. A good Brawl player can easily take the match having taken 17% because of their mindset and decision making over a player who does something as seemingly little as dashing instead of walking. The smallest things make the biggest differences in Brawl because those differences are magnified.
Again as Kink-Link5 mentioned, what Sakurai set out to accomplish and what actually happened are two very different things. The problem, if you can even call it a problem, is every Smash gives players tons of freedom. It allowed better players to use each aspect from Melee to Brawl that was removed or limited to their advantage. Sometimes it's exploiting the very same limitation, or just having it open doors to to capitalize on something else.I think that Sakurai decreased the skill level for Brawl to not make it a more accessible game, but a game where everyone is equal, a game where everyone has a fair chance of winning.
This. I would like to see new stages and maybe even new characters post release.If Sakurai really do care about us, then he needs to say yes to DLC. Smash is seriously in desperate need of DLC.
I would just like to say that the buffer system in brawl is why i like it better (if it is in melee then im just dumb and cant notice it at all). But i think we will know if sakurai loves us if he updates the game with patches and stuff after its release.
Gives you a window to input your next move before whatever you are currently doing ends.Wait, what does the Brawl buffer do then?
Or even better, like they said, limit it to conditional situations and inputs where buffering makes sense. Abandon it on anything the player may need precise control over at a moments notice.That's what I thought. I misread what Kink-Link was saying. If anything, I say reduce the buffer to five frames. Three or four would be preferred.
Like falling off the cliff as Ike perhaps?Or even better, like they said, limit it to conditional situations and inputs where buffering makes sense. Abandon it on anything the player may need precise control over at a moments notice.
AS I mentioned, there are two elements. One is changing the nature of something in the game (like speed), while the other is adding more elements to the game.Edit:@SmashChu: Be that as it may, you still don't seem to have a firm grasp of the aspects of depth. While you do understand the gyst of aspects of what makes smash competetive, speed wasn't the only element of Melee that made it such a competetive gem, it was also due to the wide plethora of tactics and technical features of the game, while invisible to many, we're significant to players. I'm not just talking about L-Canceling and Wavedashing, but Crouch Canceling, Double Stick DI, Meteor Canceling, Dash Dancing, Jab resets, Light Shielding etc. Even simple things like the ability to carry running momentum in your jump were extremely important.
For example, crouch canceling: at lower percentages it allowed a player to take a hit and not suffer from being knocked back. Let's say I was Fox and Marth hit me with a ill-spaced SH Fair, I would be able to crouch cancel and counter back with an Up smash. But if I'm playing against a character like Peach and I attempt to use crouch canceling, Peach will use her Down Smash and get a free 20-30% or more from me since i'm DI'ing down into it. Fox being a fast faller also adds to the damage. Crouch Canceling acts like a double edged sword. Even though this doesn't seem that significant it is designed very well. It can act as a low percent Alpha Counter or super armor so you can freely approach or take damage between certain percentages.
More speed would be great in smash, but that isn't exactly what we need. Melee moves at the same speed as Brawl minus the floating if you play without canceling, Brawl just has a shallow engine so it's forced to play slow.
You can have a fast car, but if it doesn't have good handling and suspension its not that great after reaching the maximum point of acceleration. Sure it's an adrenalin rush, but the overall experience would be underwhelming. Unless you're really into Drag Racing.
Most of what you described is not accessible. Thus, Toise's comment.Bloat? I just described what even on a surface level makes Smash's accessible yet technical gameplay far superior to the multitude of lame duck existing knock-offs on the market. How is that bloat?
If you really feel depth and accessibility can't coexist and that less is always more, let me introduce you to the shallow game you should be playing instead.
You listed 8 different elements not described anywhere but here and used only in competitive Smash realm.Your definition of average is awfully skewed, effendi.