"I had created Smash Bros. to be my response to how hardcore-exclusive the fighting game genre had become over the years," Sakurai
You can kind of see this same approach in a lot of Nintendo 'party' games. Cart racing is a response to 'serious' simulation racing, MOTHER is an alternative to 'serious' RPG's, pikmin is an alternative to 'serious' RTS's, and smash was an alternative to 'serious' fighting games. All seem to be made with the intent to have a fun game, with a shallow learning curve that you could play by simply mashing buttons, but that you could see yourself getting better at with practice.
There's still a chance someone with no skill can beat you, but Sakurai's problem is that he has to make that chance small enough so that the outcome doesn't seem completely random, but big enough so that everyone can win enough times to still be fun. Yes, not everyone loses a match in smash and thinks to themselves, "I must devote weeks (years) of my life to become good enough at this game so I can beat everyone." Some people just want to have fun, and losing isn't fun.
[collapse="Old stuff"]I'm just going to list a couple ways that this problem has been addressed.
Items - you are playing super well and then the scrub gets the hammer
Pros:
Melee's handicap system - what?
Pros:
Brawl mechanics - tripping, floatiness, everything melee players hate.
Pros:
So, for smash 4, how would you equalize play for different skill levels? I know, you wouldn't, but if you had to, like you were the developers or something. Would it be possible to keep it a fun party game, while still allowing it to be competitive?
I've thought of this and had a couple of ideas from different things people have suggested.
EDIT: I am trying to add your ideas. The main thing I've gotten from the comments is:
The game should have a shallow, but high learning curve. So it should maintain depth, and leave a lot of room to improve, but make it easy to learn.
How would you (the commenters) make the learning curve shallow?
Things that facilitate competitive and casual play:
You can kind of see this same approach in a lot of Nintendo 'party' games. Cart racing is a response to 'serious' simulation racing, MOTHER is an alternative to 'serious' RPG's, pikmin is an alternative to 'serious' RTS's, and smash was an alternative to 'serious' fighting games. All seem to be made with the intent to have a fun game, with a shallow learning curve that you could play by simply mashing buttons, but that you could see yourself getting better at with practice.
There's still a chance someone with no skill can beat you, but Sakurai's problem is that he has to make that chance small enough so that the outcome doesn't seem completely random, but big enough so that everyone can win enough times to still be fun. Yes, not everyone loses a match in smash and thinks to themselves, "I must devote weeks (years) of my life to become good enough at this game so I can beat everyone." Some people just want to have fun, and losing isn't fun.
[collapse="Old stuff"]I'm just going to list a couple ways that this problem has been addressed.
Items - you are playing super well and then the scrub gets the hammer
Pros:
random
manually adjustable
stills takes some skill
Cons:can't adjust exploding container (pill, box, barrel) appearance
Melee's handicap system - what?
Pros:
adaptable to each players skill level
auto and manual control
Cons:nobody used it
9 settings may be too little
if controllers switch hands, auto handicap doesn't know that
Brawl mechanics - tripping, floatiness, everything melee players hate.
Pros:
random
slows down play for beginners
less technical
Cons:perhaps too slow
So, for smash 4, how would you equalize play for different skill levels? I know, you wouldn't, but if you had to, like you were the developers or something. Would it be possible to keep it a fun party game, while still allowing it to be competitive?
I've thought of this and had a couple of ideas from different things people have suggested.
- Pretty sure items are staying in, they're iconic to the game, but allow more adjustments (will the community ever accept items again?)
- Handicap system; it would have to be on by default so it would be used, and it would have to be good enough that it wouldn't get turned off (except for competitive play)
Have trippingand floaty characters, but have that be an option, again, on by default- Have the game be more easily moddable, so Nintendo can make a party game, and the competitive community can make another P:M or SDRemix.
- Have more Rock-Paper-Scissors character matchups; so if someone is beasting with Rock everyone else chooses Paper just to destroy him; would also add another level of strategy to competitive play
- Have two modes, Elite (only 1on1 or 2on2, legal maps, and no equalizing mechanics), and FFA (party game);
KOs via super like PlayStation All-Stars;please, no- Online mode like tekken to match players to others of similar skill
- Players should balance the game themselves (skilled players should not be jerks, but rather help the casuals)
EDIT: I am trying to add your ideas. The main thing I've gotten from the comments is:
The game should have a shallow, but high learning curve. So it should maintain depth, and leave a lot of room to improve, but make it easy to learn.
How would you (the commenters) make the learning curve shallow?
Things that facilitate competitive and casual play:
- Tutorials/how-tos builtin
- simplify mechanics/inputs (nintendo is known for this)
- shallow learning curve in general
- rely on players to teach each other
- High ceiling for improvement
- Training modes
- Highly technical, advanced techniques
- Items (at least in smash they're not used competitively)
- Loser's buffs (final smash in brawl given to player losing repeatedly)