Ulevo
Smash Master
There's too many problems with oversimplifications like this.This right here.
I mean honestly? Smash doesn't need the competitive community. Smash 4 could take a dump on everything the competitive community likes in the fashion Brawl did and still be a great and successful game in its own right. Sorry competitive scene people but Brawl was an amazing game in and of itself and no matter what you say history will also say it was a great game. I mean hell if you want to get all technical Metacritic has Melee at 92 and Brawl at 93 so at the end of the day Nintendo did something right.
The only reason Smash 4 may not reach the sales glory Brawl did is because the WiiU's sales are in the tank compared to the Wii's. And you can stop right there before you mention old argument about how many Gamecube owners had Melee because that would imply that Brawl would have to sell something like 30 million units to compare which is not a reasonable expectation.
1. Arguments like this always assume there's this rigid dichotomy; the "competitive" player, and the "casual" player, and anyone in between doesn't exist. I'd also note that very little is done to establish proper context on these terms when these topics come up. Is a competitive player someone who is competitive in nature? A competitive forum goer who watches YouTube and Twitch streams, and reads guides? Someone who attends tournaments? How many tournaments do they have to go to to qualify as competitive? Does playing for fun make you a casual, or is being casual simply everything not comprised of what fits in to the "competitive" context? If there are qualities in a game a competitive player appreciates, and they are removed, does this have no affect on the casual player the way your arguments and many others like it seem to imply? What about introducing seemingly casual elements? Do these affect the competitive player, and to which degree? Do they even affect the "casual" player we're associating with this context?
2. "Success" is a very flimsy word thrown around. What are we attaching the word "success" to? Financial sales? If you want to talk about business or economics in any amount of detail, you need to consider that the initial sale of a product is a very poor measurement of overall success, especially if you're looking to the future. A business ideally looks for long term financial sustainability or growth, and that is never going to happen if the the initial sales of a product are good but the product doesn't have long standing quality. Arguably speaking Brawl comparatively simply does not. And Brawls financial success can largely be attributed to Melees success as a game, both in long standing sales and how it was received by customers, yet people use this argument to substantiate the claim that Brawl was better on the grounds that the sales prove so. How would Brawl have fared if it was the first in its iteration, and didn't have a reputation going for it from two previously successful titles? There's also different ways to interpret sale numbers. While Brawl sold more accumulatively than Melee, the Wii system also sold more units than the Gamecube, likely due to it catering to a wider audience. How do we differentiate between whether or not it was Brawl as a game and what it offered to its players, and not the Wii's overall accessibility to its player base and its individual success, when considering how it compares to Melee? Was it the Wii or Brawl that should be given the credit? This is pertinent because if the Wii U as a system hypothetically flops long term, and it was previously the systems success primarily contributing to the success of the series, what will this mean if Smash Wii U was handled in the same manner? If I recall correctly, someone posted on these boards and stated that the amount of copies sold for Brawl per every Wii sold was a ratio of 1:8, while the amount of copies sold for Melee per every GC sold was 1:3. Proportionately it seems Melee did much better. It doesn't matter if this isn't a reasonable expectation because we're not interpreting what is probable, we're judging success based off of parameters set by individuals who make the arguments based on total volume of sales and nothing else, and how looking at it from this perspective could impact future generation games and their success.
3. Numbers, statistics, and sales do not paint the entire picture. They're a fraction of the portrait we can view to assess whether or not a game is doing well for itself, and ultimately what it comes down to is are people playing the game regularly and enjoying it after its release? You pretend that Sakurai could intentionally butcher Smash's next game in the same manner he did with Brawl, ostracize a portion of the players who are loyal to his game, and that it will still lead to a successful launch. The launch might be successful because without actually buying the game and playing it, we will never be able to experience it for ourselves, generally speaking. But how will the long term numbers look? Will it sell as many copies as its predecessors within the same number of years? Will people want to buy Smash 5 if that goes in to development? Given everything else I brought in to question about casual versus competitive players, if the experience is negatively impacted on the playerbase as a whole, is this really going to look good? How will people talk about it? Off of an anecdotal note, the only people I personally know who still actively play Brawl are the people who play it competitively, ironically, yet when the topic of Melee is brought in to discussion its the game everyone prefers to play when they want to have some fun with their friends. This isn't an objective measurement, it speaks from my experience. And clearly it isn't an indication that Brawl is more competitive than Melee is. But what it does say is that there is possibility that Melee is received as a better game than by more than just the competitive tournament players, and certainly this would be worth investigating in a more objective manner. Assuming this is a possibility, what does this say about future Smash games and their ability to generate revenue? I know as a player and consumer of Smash first, and a competitive player second, if I enjoyed Melee more than Brawl and I knew the next series in line was going have less of the qualities I enjoyed in Melee and more of the qualities I disliked in Brawl, my likelihood to buy the game goes down.
And for the record, I hardly call citing metacritic as an objective or even subjectively intelligent way of trying to prove whether or not Nintendo did anything right in regards to Brawl when comparing it to Melee. Especially when the review score is 1 point off. I mean, really?
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