Gnarleysquid
Smash Apprentice
Hey, everyone! My name is Riley Little, I'm an editor for a video game site known as Game Rant, and I'm fortunate enough to be in a position that I'll be attending E3 2014. More importantly, Nintendo has invited me to attend the roundtable for Super Smash Bros. during the big event.
I'm sure the bulk of the press will be addressing many of the questions you fine folks have for Sakurai, and I can definitely think of a handful I've got for him, but since I'll be in a room with the guy I figured I'd reach out to the community and see what kinds of questions you guys have about the upcoming games!
I'm just trying to compose a list of Q's, so if you have any pressing questions let me know! The content drawn from the roundtable will appear on Game Rant, so I'll be sure to update this thread with a link when the content goes live. Although please forgive me if I'm a little tardy in doing so as E3 is understandably a hectic work environment.
The roundtable kicks off on Tuesday, June 10. It starts at 7 p.m. PT and will run for an hour and a half. Understandably, I won't be able to hog the mic that's traditionally passed around at these things, but I'd love to hear your questions and hit the right notes with the community that ultimately reads all of my articles.
As a point, I'm not going to ask questions about the potential an unrevealed character has for being included, because if they haven't been announced yet then they likely won't be addressed by Sakurai at the roundtable. With that in mind, let me hear 'em!
Cheers.
QUESTIONS SELECTED THUS FAR:
"How important has the competitive Smash scene been to the development team during the creation of Super Smash Bros. for Wii U, and what kind of influence has it had on the final games? Will that core audience remain a bigger focus for the franchise going forward through community-suggested patches, additional Nintendo-sponsored tournaments, etc.?"
"What are the origins of the Smash Bros. logo and title? And why did you stick with the ‘Super Smash Bros. for Wii U’ and ‘3DS’ titles instead of keeping it in line with past iterations like Melee and Brawl?"
"Why was the transformation mechanic removed? Do you feel it could take away from the appeal and effectiveness of some characters and could it return?"
"How important is balancing the number of playable representatives between Nintendo franchises? Do you enforce limits pertaining to how many playable characters can be included from a single franchise?"
"What were your biggest development challenges when making the jump from Brawl to Smash Wii U? Overall, did developing for Wii U prove more stressful due to the standards set by the most modern games, or did the increased capabilities of the Wii U make development go much more smoothly compared to Brawl?"
"Sakurai, do you or anyone on your team monitor forums on major gaming sites or fan sites, before, after or during development? If so, how important is this insight when building the roster and implementing mechanics?"
"How closely do you work with third and first-party developers when adding their characters to the roster? Does Miyamoto give you suggestions or guidelines for fighters like Rosalina? Capcom for Mega Man? Intelligent Systems for Fire Emblem?"
"Do you believe that Super Smash Bros. is best fit for one iteration per console generation? Given the immense success of every installment, why doesn't Nintendo create Smash sequels on the same hardware in a similar style to other blockbuster fighting games like Street Fighter or Tekken?"
"After reintroducing players to Pit through Super Smash Bros. Brawl, you went on to resurrect the series with Kid Icarus Uprising. Would you be interested in reviving any other franchises represented in Smash Bros. (such as Ice Climber or F-Zero)?"
"It's no secret that you've been developing Super Smash Bros. whilst enduring immense pain, and first and foremost I think all fans and the members of the press wish you a speedy recovery and to not put the titles above your own health. That said, will Super Smash Bros. for Wii U/3DS be the last entries in the series that you will personally direct, or can you see yourself returning to helm in years to come?"
"Given that there's a lot of depth in the series, have you or anyone on your team ever considered adding a training mode that covers some of the more advanced techniques found within the games?"
I'm sure the bulk of the press will be addressing many of the questions you fine folks have for Sakurai, and I can definitely think of a handful I've got for him, but since I'll be in a room with the guy I figured I'd reach out to the community and see what kinds of questions you guys have about the upcoming games!
I'm just trying to compose a list of Q's, so if you have any pressing questions let me know! The content drawn from the roundtable will appear on Game Rant, so I'll be sure to update this thread with a link when the content goes live. Although please forgive me if I'm a little tardy in doing so as E3 is understandably a hectic work environment.
The roundtable kicks off on Tuesday, June 10. It starts at 7 p.m. PT and will run for an hour and a half. Understandably, I won't be able to hog the mic that's traditionally passed around at these things, but I'd love to hear your questions and hit the right notes with the community that ultimately reads all of my articles.
As a point, I'm not going to ask questions about the potential an unrevealed character has for being included, because if they haven't been announced yet then they likely won't be addressed by Sakurai at the roundtable. With that in mind, let me hear 'em!
Cheers.
QUESTIONS SELECTED THUS FAR:
"How important has the competitive Smash scene been to the development team during the creation of Super Smash Bros. for Wii U, and what kind of influence has it had on the final games? Will that core audience remain a bigger focus for the franchise going forward through community-suggested patches, additional Nintendo-sponsored tournaments, etc.?"
"What are the origins of the Smash Bros. logo and title? And why did you stick with the ‘Super Smash Bros. for Wii U’ and ‘3DS’ titles instead of keeping it in line with past iterations like Melee and Brawl?"
"Why was the transformation mechanic removed? Do you feel it could take away from the appeal and effectiveness of some characters and could it return?"
"How important is balancing the number of playable representatives between Nintendo franchises? Do you enforce limits pertaining to how many playable characters can be included from a single franchise?"
"What were your biggest development challenges when making the jump from Brawl to Smash Wii U? Overall, did developing for Wii U prove more stressful due to the standards set by the most modern games, or did the increased capabilities of the Wii U make development go much more smoothly compared to Brawl?"
"Sakurai, do you or anyone on your team monitor forums on major gaming sites or fan sites, before, after or during development? If so, how important is this insight when building the roster and implementing mechanics?"
"How closely do you work with third and first-party developers when adding their characters to the roster? Does Miyamoto give you suggestions or guidelines for fighters like Rosalina? Capcom for Mega Man? Intelligent Systems for Fire Emblem?"
"Do you believe that Super Smash Bros. is best fit for one iteration per console generation? Given the immense success of every installment, why doesn't Nintendo create Smash sequels on the same hardware in a similar style to other blockbuster fighting games like Street Fighter or Tekken?"
"After reintroducing players to Pit through Super Smash Bros. Brawl, you went on to resurrect the series with Kid Icarus Uprising. Would you be interested in reviving any other franchises represented in Smash Bros. (such as Ice Climber or F-Zero)?"
"It's no secret that you've been developing Super Smash Bros. whilst enduring immense pain, and first and foremost I think all fans and the members of the press wish you a speedy recovery and to not put the titles above your own health. That said, will Super Smash Bros. for Wii U/3DS be the last entries in the series that you will personally direct, or can you see yourself returning to helm in years to come?"
"Given that there's a lot of depth in the series, have you or anyone on your team ever considered adding a training mode that covers some of the more advanced techniques found within the games?"
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