For a system "not with the time" it sure as heck sold better then both the PS3 and 360. And the only way it could have sold that well was if it had games people wanted to play. Also you keep on grouping it all up to Nintendo when in truth it depends on the developer of the game to make it competitive or not, and because of that Nintendo can only ask/tell them so much as they need those developers. You use Pokemon in your previous post, it is Gamefreak who develops it and makes it competitive while Nintendo just publishes it. The same goes for Smash Bros, Sakurai is the one who develops it and ameks it what it is and Nintendo publishes it. The reason Nintendo let Sakurai do what he does is because he has yet to actually disappoint them on a funds basis.
It sold well because of the gimmicky controller + Wii Sports hype and the fact it was cheaper than 360 and PS3 for a long time. Nintendo has some say in how the games are developed. TBH Sakuri came up with Smash, but he's not the reason it sold well. It sold well because it's Nintendo characters. Don't get me wrong, the gameplay was brilliant, but there comes a time as a developer when you should pass the torch, that time being the moment your vision separates itself from the vision of the players who actually play the game.
Most multiplayer Nintendo games released after the Wii were competitive and had solid underlying mechanics. 4 player competition is one of the big features of the game Nintendo is banking on to save Wii U this holiday.
I don't see it that way. I mean, it's hard to make a game like Mario Kart NOT competitive. But with Brawl they
deliberately sabotaged the game to make it less competitive. I mean, it was the exact opposite approach from 64 to Melee. L-canceling was supposedly a glitch in 64, but we put in Melee as an actual mechanic (proof being that it cuts landing time in half rather than defaults it to normal landing). Then in Brawl that mechanic was removed in favor of just increasing landing speeds. It removed a technical aspect of the game that added a skill gap.The skill gap of Melee did not hurt game at all, in fact it helps the game because it rewards players who put the effort into practicing and learning the game. If there is no reward there is little motivation for a player to continue playing.
Then there is the issue with patches and DLC. Correct me if I'm wrong, but I have never seen Nintendo release either for any game ever. They make the game, release it, then move on to whatever is next. That's a sign to me that they don't care about the competitive aspects of their games that much. It doesn't mean that don't care about the game itself, just they don't care about the longevity of the game.
Even Brawl, which I didn't touch after getting a feel of its disappointing mechanics, is inherently competitive. You and I may not like the style of competitive play in that game, but there's no denying it was designed for competition from the ground up. Probably not tournament competition, mind you, but still.
Inherently competitive and
designed competitive are two different things. A lot of multiplayer games are
inherently competitive. Minecraft, for example, can be turned into a competitive game in some way. How that actually plays out is a different story. Brawl's competitive scene only exists because of 64 and (mostly) Melee. Had it not been for those games I doubt anyone would consider Brawl as a competitive game. THE COMMUNITY made it work competitively. It had very little to do with how the game was actually designed. Players in this community that wanted to see Brawl succeed pushed the game as far as they could to get it to a competitive level. Had the game been designed like that from the start then the potential for the game could have been limitless. It's like we had a circular hole and a square block and then forced it to fit. It's not pretty, but it worked (slightly, though that's my opinion on that).
Gee, I wonder why they're letting the director of a 11+ million seller do whatever the **** he wants?
I understand that, my point being it should be time for him to pass the torch considering that his vision differs rather drastically from the vision of the core fanbase. The game can easily be
designed for both casual and competitive players yet he chooses to ignore the latter. And it's not like they would make LESS money from doing that, if anything I'd imagine they would make more because it would ensure the game can thrive the lifespan of the Wii U until the next next gen Smash comes out. Plus I doubt majority of the people who will buy the game are buying it because Sakuri is making it. All they need is "Smash Brothers" with a bunch of Nintendo characters to sell millions of copies.
Again, what does this even mean? No one will tell Sakurai to consider the wishes of a virtually insignificant community when the latter can't even agree upon what it wants within itself.
If the entirety of Smashboards could agree on a set of improvements, a happy medium for the majority of 64, Melee and Brawl players, and made a group effort to forward the suggestions to multiple people within Nintendo while getting the gaming press on board (like we did with EVO this year), then maybe, just maybe, Nintendo would have a reason to listen. Until then, I'm afraid that we'll remain mercy of Sakurai's vision.
Okay, so maybe the word "competitive" is a bad word to use. How about building the game for "advanced" play? There were a lot of things changed or outright removed in Brawl that hindered
advanced play. It's a matter of proper design methods.
IIRC, Sakuri had said that he
personally did all the character balance in Brawl. To me this is a big red flag that the game is designed poorly. You shouldn't have one guy, no matter how great he may be, balancing characters. You should have 10, 20, 100 people, with alphas and betas and thorough playtestings of all the characters to achieve such balance. It's what they do for all fighters, nay, all games that have a versus element. Bungie didn't have Frank O'Connor balancing all the weapons in Halo, the entire team played the game frequently to achieve a good balance. And even then the game won't be perfect. So he doesn't need to take any advice from the smash community, but at the very least let more people give feedback on the game. They don't need to be pros, just good enough to say "Hey maybe giving Metaknight the ability to fly plus 5 other recovery options makes him too good" or "Ganondorf feels too slow/weak to really do anything effective."
I love Nintendo. I grew up with Nintendo. They make GREAT games. I don't think I've ever played a Mario or Zelda I didn't like. But they are very set in their ways. They don't like to do things the way other people do them. They don't cater to advanced players because they don't see a market, when the truth is that they don't really need to do that. They just need to broaden their design methods and take a good look at the people that actually play their games. Smash 4 could be an awesome game for both casuals and advanced players. We could have our cake and eat it too.