Community interactivity is fun and all, but the more opaque the dev process is the better for fan projects like this. We have our character suggestion thread which the team reads but doesn't respond to. That's good enough.
So first off, I want to be clear––it is admirable how much the BR involves the community currently. It is cool you guys read the idea threads, and it isn't always clear to us that you guys actively do that since you don't post in them. I know I've started the equivalent of a "character suggestions" thread on the Ness forum and Link forum, and I think if those topics had been started by a BR member, I'd have more confidence in knowing it was being read.
But the activity of backroom members on smashboards points to what Strongbad already alluded to: "[PM's] player base actually has a significantly higher influence on game development for Project M than any other competitive game. " However, that alone doesn't answer the ultimate question: is it at the best place it can be.
This thread wasn't designed to "call y'all out", and it certainly wasn't made to call out Calabrel. It was made to brainstorm on what the best foundation is to make this game––the game you guys pour your sweat in and we all adore––the greatest it can be. All I ask is an openness to consider some of these ideas.
To put it bluntly, 99% of fans are stupid when it comes to game design. Anyone can think of "cool" ideas to implement, but it takes a special kind of brain to balance and create real good game design ideas.
I don't think this is an accurate or healthy attitude. Day[9] of the Starcraft community always points to how even "Bronze league" players have valid opinions on good design or intelligent strategies and I tend to agree with him. Let's not forget––the person who invented the foundations of Melee and some of our favorite moves was probably less skilled at the game than you or me. I don't think 99% of the
vocal fans are braindead when it comes to game design. It's probably closer to 60 or 70% but ignoring all of them on that basis cuts out a lot of "play testers" in this "beta" who have a vast swath of experiences.
The BR process does not do anything special, IMO, to get that top 1% of game designers. To be in the BR, people have to
1. play a lot
2. they have to be good
3. they have to place in tourneys (in an incredibly small scene)
4. have recording abilities to apply as a QA tester, (or coding/Graphic design skill)
Some of us don't have a thriving tourney scene, or camera capture technology. I know I am waiting to go to more tourneys before I apply to the BR, because until I get some rankings, I don't think I have a chance to be considered credible. But many people who can't put a check next to each of those boxes are still chock full of good ideas and doing a podcast is one of the most risk-free ways to hear those ideas without getting those people directly involved in development. Hell, if an idea is stupid, it'll be obvious to the individual designing a character and it will get veto'd.
Finally, I don't think having Mango-tier skill is required to perceive the best game. It might be required to test the brokenness of an idea, but really, anyone could have come up with Ike's quickdraw, one of my favorite ideas in PM. You don't have to be as good as Metroid at wavedash quickdraw mindgames to know that jump canceling it opens a ton of amazing opportunities.
Here's some more insight from another PMBR member:
There are many reasons why we tend to avoid widespread community interaction. The non-PMBR player base is unable to predict how their character will react to changes that other characters have received, changes to global game mechanics, or even newly introduced characters that weren't in previous builds. They may suggest buffs to help their character against something that another does currently, but doesn't do or does worse in the development build.
The non-PMBR player base often does not know what changes are possible or what changes actually have a relevant impact on that character's competitive toolkit. We've learned these through nearly 4 years of working on the game and analyzing tournament data/footage, and it's not realistic to expect a player, no matter how good, to understand these concepts.
Totally valid, Strongbad, but I am not asking for the BR to raffle a character idea to a stranger. This is about hearing community ideas and letting the developers act as a filter to filter the good and bad ideas in and out. If someone is asking to change a character interaction that doesn't appear to exist anymore because the next build will be changing it, the developer handling the podcast will know that. And it is in his power to say "we are already changing this, and I can't go into more details. We will wait for the next iteration before we playtest this idea any further".
To respond to the OP's concerns:
Generally speaking we try to avoid a single player having full reign over a character, and try to make sure we develop the character with its full player base in mind. When we lack multiple or even a single high-level player for a character, we reach out to non-PMBR players for input. Examples in the past include but are not limited to Armada, Dakpo, Vro, and Wizzrobe. Now, we're not always perfect in regards to this issue. We're always looking for ways to improve our development process. You're free, and are in fact encouraged, to bring to our attention such cases. However, in the vast majority of cases this isn't a problem.
I really appreciate knowing that you try and get as many people involved with developing a character. But consider this hypothetical situation:
You bring in Wizzrobe to work on Sonic because many people in the BR don't play him, and Sonic gets changed. He ends up in a "good place" and you thank Wizzy for his work. For 2.7, 2.8, 2.9, 3.0, tons of work is done on Wolf, Metaknight, Ike, Wario, DK––the new favorites. Suddenly, there is a large tier divide, and not just a tier divide but a "completeness" divide. Some characters like sonic won't get brought up anymore because no one is fighting for them in the BR anymore. Wizzy's already been thanked, and while he might be pressured to same something, he isn't part of the BR so he's quiet. (again: hypothetical)
It's a hypothetical, but it's probably true for some characters. The BR definitely loves the characters it created, but I could easily see some that are not as throughly played in the BR getting less love (spitballing here, but maybe Squirtle, Ness, Luigi, Pikachu, DDD, TLink, and Zelda could fall a bit more on the way side in the coming months). Having podcasts for the individual characters gives a reason to constantly revisit the creative development of those characters that "feel complete" just to put icing on the cake.
Suggesting a podcast as you describe has its own host of problems as well. Since PM is obviously a volunteer project, we have limited amounts of time to work on it. A podcast where we take community questions and answer them obviously takes valuable time away from our members that could otherwise be spent on working toward Project M's eventual completion delaying how early you, the players, get the next public release.
Duly noted, and as a community member, I am asking for more work. But it's really a minimal time investment for enormous value. I count 40 total characters of which 5 (fox, falco, shiek, marth, peach) are universally believed to be creatively "complete". That's 35 hours of development time across every PM developer, and what you get are a swath of great ideas of which only ONE is needed to make the game a better game.
Furthermore, it's an extremely awkward situation when the developers of the game are demanded an explanation for a change, especially in a situation where the public is able to respond with something like "Well I don't agree with that and it makes the game worse." Have you ever seen a Capcom balance designer talk directly to a player and explain why Cammy can no longer TK her divekick in AE 2011 & 2012? While most players probably agree with the change including most high level Cammy players, you can't please everyone, and it's poor publicity to highlight a change as negative even if (and especially when) the community at large generally agrees. When people doubt the developers, they doubt the game, which wouldn't bode well for our currently budding but still limited tournament scene. Additionally, the PMBR acts as a unified group in public, but much of the development process is filled with debates, disagreements, compromise, and revision. We're not all like-minded in game design, and expecting answers to questions from the community is a sticky issue when we ourselves don't always see eye to eye on each individual change.
So there are two points you are making here:
1. Tradition: have you ever seen anyone else do this? No, well its probably for a good reason.
2. Publicity: It is bad for the game when you make decisions that people dont like.
On 1, I think Project M is in a really special place that defies analogous precedents. You have a small active community, a lot of which participate online and accept your "credibility" as competitive players and designers. You have a constantly evolving demo based product that people know is subject to change. And you have a small community––which gives you certain benefits that no other game has. You don't have to follow and it isn't even optimal to follow the precedents of Capcom, or Valve, or Blizzard.
But lets talk concrete about the podcast idea. If you put on a twitch.tv podcast on a character, and advertised it on smashboards, you would likely have 20-30 people in the channel,
max. If someone did that for streetfighter, they would be looking at a chatbox flooded by thousands of fans. This conversation you could have with the community would be limited in its risks, but it would mean the world to those people who want to contribute their voice.
2. As far as bad publicity goes, I realize it can be awkward. And hell, even uncomfortable. But I don't think the overall result could ever impact your credibility in a major way.
You guys aren't small fries––You've invented a game with 35 balanced characters. You have credentials as excellent players yourselves (people always rag on Blizzard because David Kim, the Starcraft 2 designer isn't a pro player). I wouldn't sell yourselves short by saying "people will think less of our project because we didn't make the decisions they wanted". We are all here, posting on this forum because we trust you, and even when we disagree with how you handled one move, you designed 1000 other good ones to keep us playing your game. After all, we forgave Sakurai for how he handled 17 characters in Melee because he got 8 of them right. I don't think there is that much risk involved with a chatroom of 15 or 20 people.
Actually, I think it would help your credibility. People knowing that their characters will keep evolving and that by playing the game and discovering holes in the gameplay of their characters, they can make suggestions that will improve the longevity of the game. If nothing else, there is minimal risk to try the idea once with a character. I'd suggest Ness :D.
That's my rant. Thank you for reading, BR.