I really like the chess analogy that someone gave earlier. Some of you - and I suppose this is especially directed at the people who are heavily into Project M and Melee - believe that a ****-ton of technical options make a fighting game fun. That's perfectly fine, it's really a "to each their own" sort of thing. But having gotten into physical competitions, I have a different perspective. Where I first saw a "lack of options," I can now see a series of styles and techniques, all stemming from the basics. With Smash, as with chess, you don't necessarily need a crazy amount of technical stuff. You have some 50+ characters with varying styles of play, some with totally unique mechanics, like a KO meter (Little Mac), management of MP (Robin), Aura (Lucario) and some with simpler differences, like ranged vs rushdown.
You already have a ridiculous amount of options that come from the game being played vanilla. That's not to say that some ATs don't spice things up - they certainly do - but the game is no less deep without them. The issue here seems to stem from the belief that a huge quantity of techniques makes the game deeper. Sometimes quantity correlates with deepness, but it's not necessarily the cause. I've learned how simple things like changing the speed, spacing or timing of a particular action can lead to wildly varying effects. You have a wide variety of stages to take advantage of, too.
What I'm trying to say in this overly long post is that Smash in its most basic form still has a lot of options. It's depth doesn't necessarily come from those options, but when you use them and why. Calling Smash 4 less deep because of a lack of ATs is ridiculous to me. But that's just my opinion.
You already have a ridiculous amount of options that come from the game being played vanilla. That's not to say that some ATs don't spice things up - they certainly do - but the game is no less deep without them. The issue here seems to stem from the belief that a huge quantity of techniques makes the game deeper. Sometimes quantity correlates with deepness, but it's not necessarily the cause. I've learned how simple things like changing the speed, spacing or timing of a particular action can lead to wildly varying effects. You have a wide variety of stages to take advantage of, too.
What I'm trying to say in this overly long post is that Smash in its most basic form still has a lot of options. It's depth doesn't necessarily come from those options, but when you use them and why. Calling Smash 4 less deep because of a lack of ATs is ridiculous to me. But that's just my opinion.