FINAL QUESTION for E for All Expo Attendees
Brawl: Failure or Success?
Before I begin this discussion I would like to emphasize I was not at E for All. I am not here to say anything about why brawl sucks or is good. I am simply here to ask the most important question that has been missed. Just scroll down to read the question if you don’t feel like reading my concerns first. I'll make comparisons between other fighting games and why everything Gimpyfish said should raise RED FLAGS to competitive gamers.
----- Skip this if you want to see the question -----
Gimpyfish said that Brawl is fun. This comes as no surprise Nintendo has a great history with making fun games what we should be asking is:
Is Brawl a competitive fighting game or we gonna be gambling our money with a party game?
Did we devoted all this time to melee just to see Nintendo completely revamp Brawl and skill not transfer?
After all why did we come to smashboards. It would be surprising if most people came here JUST because the game is fun. Smash is a fun game no doubt, but I came to smashboards to get better, play competitively and hopefully become the best. I am sure that many of you came for the same reasons.
So why did melee have such a HUGE competitive cult following?
Two reasons:
1. Because the game is fun and EASY TO PICK UP.
2. Because the game is deep. (The game is hard to master, arguably the deepest fighting game)
How does one determine the depth of a fighting game?
There is only one way: Consistency
Smash is one of the few fighting games in which one player can dominate as the best player with no question. From 2003-2006 it was Ken, now it is Mew2King. This means the game is SO deep that only one player sees the game differently from his competitors and as a result, play one notch above the rest.
Street Fighter for example is also a very deep game however in Japan there is no consistency different players take the title each year. Yet the Japanese dominate Americans. This game has been out for almost ten years which only goes to show that it still has remarkable depth.
Tekken does not have the level of consistency that Smash has but still has consistant top finishers. Top players constantly change therefore is not as deep a game.
MvC2 does have a top player which is arguably Justin Wong. Therefore out of the 4 most popular fighting games (Smash, Tekken, Street Fighter, and MvC2) each share one similarity, the ability for consistancy.
Smash is a remarkably deep game and such depth needs to be preserved for the competitive scene to survive.
Fighting game failures
One of the best franchises to collapse competitively is Soul Calibur III. During the era of Soul Calibur II the scene was much larger than it is today. Major tournaments such as Evo has sponsor SCII from time to time. Today however, Evo has dropped SCIII and tournaments are scarce. Why? Because the competitive scene has deemed the game broken and uncompetitive. This is a result of Variable Cancel Technique which allows for abuse to the point where the learning curve is destroyed. As a result people start gambling with their money and once a player reachs a certain level it becomes anyone's game. The game is deemed not as deep as its predecessor therefore the scene died. So for those of you who think if brawl sucks we can just revert back to melee, you are wrong. The scene will slowly die because no new players will pick up an old game when a newer version is out.
This should be our biggest concern in smash brawl. The game must be deep, in fact, the game must as deep to deeper than its predecessor.
Red Flags
There are TWO things that Nintendo has done with Brawl that is most disturbing. Nintendo promised that Brawl was going to be the best smash game in history and is target toward the “hardcore gamer” (ref http://www.nintendolife.com/articles/2007/05/07/iwata_to_satisfy_hardcore_gamers) yet I have seen Nintendo do little to show this.
1. In all other fighting games that have strong scenes the relationship between gamer and creator is constant. The creator understands that their most valuable customer is those who have devoted their lives to the game and not the causal gamer. As a result the only changes in the game are increased depth and a few new additions. The engine for the most part remains the same. In fact many gamers hate it when there are too many new additions to a game. For example Capcom, the designers of Street Fighter III, understood that competitive players were their most valuable customers so after the release of the initial version, they released a new version, "Street Fighter III 2nd Impact" that had few changes such as additional characters and increased depth and balance. Seeing the increased success of 2nd Impact they release SFIII: 3rd Strike (the most successful version) with a few more changes, even more balance, and their fans loved it. So why change something that already works? Most major fighting game developers understand this and rarely make drastic changes in new releases. Almost always the physics and engine of the game remains the constant. It seems Nintendo is more interested in change, than the players. There is a time for change and this is not the time. Once a game has developed a competitive scene the developer should be very wary of major changes. The causal player will buy the game regardless of advance techs because no one forces anyone to play the game competitively. If someone didnt enjoy smash 64 and melee they are not going to buy brawl just because the game is different. It disturbs me to see Gimpyfish say that initially we will not like the game. If Nintendo targeted the game toward hardcore gamers (aka smash players) why would they change the game so drastically that we would not like it immediately.
2. When a company releases a sequel to a competitive game they normally seek input from pro gamers. An example of this is Bungie. They used the best Halo 2 players to ensure that this game would be deep and competitive. When Halo 3 was released everyone loved the game because of its similarities to Halo 2. Why would they NOT ask the best Melee players for input? Such actions lead me to fear the depth of this game.
My Interpretations of Gimpyfish's blog
Keep in mind these are my opinions.
Air Dodge
Removal of directional air dodge seems to be decrease a large amount of mind games and therefore lowers the learning curve of the game.
Removal of conventional Lag Cancel
There is no way this is good. L-cancel was the fundamental difference between a pro and a noob in both 64 and melee. Without it there is no boundary and as a result the game will become completely random. This means we only need to focus on comboing and not both as a result the game requires half the time to master.
Some have argued in this thread that L-cancel is a barrier and without it everyone can be faster and better and therefore it is better for the scene. This couldn't be further from the truth. The only barrier L-canceling creates is the seperation of those who are willing to practice timing and get better and those who are not. If you are not willing to practice, you are probably not interested in the scene so advance techs should have no effect on you. No one forces you to L-cancel and if the only reason you dont play competitive is because of that then you are one sad soul. Man up practice and get better.
Land Canceling B moves
This seems to remove a lot of depth in the game. Now what a beginner can't do a pro can't do either.
----- READ HERE -----
FINAL QUESTION
Many of you attendees of E for All Expo are pro smashers. I know the game is still in development, therefore now is the time to speak to Nintendo if you have any concerns about the ability of this game to perform competitively.
Based off your experiences with Brawl, do you feel that Brawl can be potentially equal or deeper than Melee?
This is the most important aspect that determines the game's success and the future of the smash community. If brawl is nothing more than a party game than major tournament will eventually come to an end. I know that you only had 4 days experience, but based off the amount of smash you've played in the past, hopefully you could determine whether or not this game has equal or more potential than Melee.
Note:
Another thing, i hate when people say "Look at 64 that game didnt have washdashing or anything fancy and it was competitive". For those of you who don't know me, I am a high level 64 player and this game IS NOT COMPETITIVE. It is no where near as deep as melee. There are about 30 people in this country that play this game at a high level do you call that a scene? Smash needs to evolve not devolve. I play 64 and I hope this game does not become like 64 not because i dont like 64 (i love the game), but because I want the game to grow and become more difficult not weaken and become more basic.
Brawl: Failure or Success?
Before I begin this discussion I would like to emphasize I was not at E for All. I am not here to say anything about why brawl sucks or is good. I am simply here to ask the most important question that has been missed. Just scroll down to read the question if you don’t feel like reading my concerns first. I'll make comparisons between other fighting games and why everything Gimpyfish said should raise RED FLAGS to competitive gamers.
----- Skip this if you want to see the question -----
Gimpyfish said that Brawl is fun. This comes as no surprise Nintendo has a great history with making fun games what we should be asking is:
Is Brawl a competitive fighting game or we gonna be gambling our money with a party game?
Did we devoted all this time to melee just to see Nintendo completely revamp Brawl and skill not transfer?
After all why did we come to smashboards. It would be surprising if most people came here JUST because the game is fun. Smash is a fun game no doubt, but I came to smashboards to get better, play competitively and hopefully become the best. I am sure that many of you came for the same reasons.
So why did melee have such a HUGE competitive cult following?
Two reasons:
1. Because the game is fun and EASY TO PICK UP.
2. Because the game is deep. (The game is hard to master, arguably the deepest fighting game)
How does one determine the depth of a fighting game?
There is only one way: Consistency
Smash is one of the few fighting games in which one player can dominate as the best player with no question. From 2003-2006 it was Ken, now it is Mew2King. This means the game is SO deep that only one player sees the game differently from his competitors and as a result, play one notch above the rest.
Street Fighter for example is also a very deep game however in Japan there is no consistency different players take the title each year. Yet the Japanese dominate Americans. This game has been out for almost ten years which only goes to show that it still has remarkable depth.
Tekken does not have the level of consistency that Smash has but still has consistant top finishers. Top players constantly change therefore is not as deep a game.
MvC2 does have a top player which is arguably Justin Wong. Therefore out of the 4 most popular fighting games (Smash, Tekken, Street Fighter, and MvC2) each share one similarity, the ability for consistancy.
Smash is a remarkably deep game and such depth needs to be preserved for the competitive scene to survive.
Fighting game failures
One of the best franchises to collapse competitively is Soul Calibur III. During the era of Soul Calibur II the scene was much larger than it is today. Major tournaments such as Evo has sponsor SCII from time to time. Today however, Evo has dropped SCIII and tournaments are scarce. Why? Because the competitive scene has deemed the game broken and uncompetitive. This is a result of Variable Cancel Technique which allows for abuse to the point where the learning curve is destroyed. As a result people start gambling with their money and once a player reachs a certain level it becomes anyone's game. The game is deemed not as deep as its predecessor therefore the scene died. So for those of you who think if brawl sucks we can just revert back to melee, you are wrong. The scene will slowly die because no new players will pick up an old game when a newer version is out.
This should be our biggest concern in smash brawl. The game must be deep, in fact, the game must as deep to deeper than its predecessor.
Red Flags
There are TWO things that Nintendo has done with Brawl that is most disturbing. Nintendo promised that Brawl was going to be the best smash game in history and is target toward the “hardcore gamer” (ref http://www.nintendolife.com/articles/2007/05/07/iwata_to_satisfy_hardcore_gamers) yet I have seen Nintendo do little to show this.
1. In all other fighting games that have strong scenes the relationship between gamer and creator is constant. The creator understands that their most valuable customer is those who have devoted their lives to the game and not the causal gamer. As a result the only changes in the game are increased depth and a few new additions. The engine for the most part remains the same. In fact many gamers hate it when there are too many new additions to a game. For example Capcom, the designers of Street Fighter III, understood that competitive players were their most valuable customers so after the release of the initial version, they released a new version, "Street Fighter III 2nd Impact" that had few changes such as additional characters and increased depth and balance. Seeing the increased success of 2nd Impact they release SFIII: 3rd Strike (the most successful version) with a few more changes, even more balance, and their fans loved it. So why change something that already works? Most major fighting game developers understand this and rarely make drastic changes in new releases. Almost always the physics and engine of the game remains the constant. It seems Nintendo is more interested in change, than the players. There is a time for change and this is not the time. Once a game has developed a competitive scene the developer should be very wary of major changes. The causal player will buy the game regardless of advance techs because no one forces anyone to play the game competitively. If someone didnt enjoy smash 64 and melee they are not going to buy brawl just because the game is different. It disturbs me to see Gimpyfish say that initially we will not like the game. If Nintendo targeted the game toward hardcore gamers (aka smash players) why would they change the game so drastically that we would not like it immediately.
2. When a company releases a sequel to a competitive game they normally seek input from pro gamers. An example of this is Bungie. They used the best Halo 2 players to ensure that this game would be deep and competitive. When Halo 3 was released everyone loved the game because of its similarities to Halo 2. Why would they NOT ask the best Melee players for input? Such actions lead me to fear the depth of this game.
My Interpretations of Gimpyfish's blog
Keep in mind these are my opinions.
Air Dodge
Removal of directional air dodge seems to be decrease a large amount of mind games and therefore lowers the learning curve of the game.
Removal of conventional Lag Cancel
There is no way this is good. L-cancel was the fundamental difference between a pro and a noob in both 64 and melee. Without it there is no boundary and as a result the game will become completely random. This means we only need to focus on comboing and not both as a result the game requires half the time to master.
Some have argued in this thread that L-cancel is a barrier and without it everyone can be faster and better and therefore it is better for the scene. This couldn't be further from the truth. The only barrier L-canceling creates is the seperation of those who are willing to practice timing and get better and those who are not. If you are not willing to practice, you are probably not interested in the scene so advance techs should have no effect on you. No one forces you to L-cancel and if the only reason you dont play competitive is because of that then you are one sad soul. Man up practice and get better.
Land Canceling B moves
This seems to remove a lot of depth in the game. Now what a beginner can't do a pro can't do either.
----- READ HERE -----
FINAL QUESTION
Many of you attendees of E for All Expo are pro smashers. I know the game is still in development, therefore now is the time to speak to Nintendo if you have any concerns about the ability of this game to perform competitively.
Based off your experiences with Brawl, do you feel that Brawl can be potentially equal or deeper than Melee?
This is the most important aspect that determines the game's success and the future of the smash community. If brawl is nothing more than a party game than major tournament will eventually come to an end. I know that you only had 4 days experience, but based off the amount of smash you've played in the past, hopefully you could determine whether or not this game has equal or more potential than Melee.
Note:
Another thing, i hate when people say "Look at 64 that game didnt have washdashing or anything fancy and it was competitive". For those of you who don't know me, I am a high level 64 player and this game IS NOT COMPETITIVE. It is no where near as deep as melee. There are about 30 people in this country that play this game at a high level do you call that a scene? Smash needs to evolve not devolve. I play 64 and I hope this game does not become like 64 not because i dont like 64 (i love the game), but because I want the game to grow and become more difficult not weaken and become more basic.