Okay, as someone who's been around here a while, I need to express something. It's going to be very easy to dismiss this as arrogant, but this is coming from experience and knowledge.
A ton of the opinions being expressed in this thread are very clearly coming from complete lack of competitive experience and using "it's just my opinion, man" as a shield for it.
Ah, here we are- the flux of new players who have never played any competitive game, expressing their opinions that are coming from a casual background and patting each other on the back.
I don't think most of you understand a few things.
First, "the way the creator intended it to be played" is noncompetitive. Sakurai wants an extremely simple party game.
Second, exploring game mechanics and exploiting them is a major part of game development and
perfectly healthy. Literally every fighting game develops this way, with players exchanging knowledge and working together in the lab to figure out how to maximize their punishes or get the most out of their options. Every Street Fighter game, Tekken, Marvel, etc all work like this. Even Starcraft. Developers of
these games realize that they only need to patch stuff out if it's gamebreaking. A trick to slightly speed your character up? These are healthy.
Smash 4 already has weak punishes and slow stocks. Taking out options to speed up play or combos is
bad for the game and worse- a slap in the face against competitive play.
I know you guys are coming in to this with pre-built assumptions about how games should be played, and I'm telling you-
shed them.
Here's how fighting games normally develop- people push the limits of their characters to find stronger and stronger tactics and punishes. Other players learn how to counter those strong tactics. Players find counters to the counter to make the opponent scared to use the counter, so they can sneak the strong tactic back in. The game develops in this fashion, with people reaching higher and higher peaks of play and levels of complexity and counters within counters. Playing the game "how it was meant to be" means not playing a competitive fighting game anymore. (I'm not saying that's what this update did, but referring to some of the attitudes in this thread.)
David Sirlin, a Street Fighter champion and now Capcom game developer, wrote a book called
Playing To Win where he discusses how games develop, how tournament communities work, and the mentalities needed to grow as a player. It's a
fantastic book and I highly recommend everyone read it.
He has put it online for free. I really, highly recommend you all read it.
Web version here:
http://www.sirlin.net/ptw
and PDF version:
http://the-confederation.net/_fr/11/playingtowin.pdf
I'm not saying you have to inherently say "Patches are bad!"
Patches can be perfectly fine. Brawl could've used a few.
But this "good for Nintendo, getting rid of ATs, make it how it's meant to be played" shows that you either don't have competitive experience (and mistakenly think the game can be a good competitive game if Nintendo removes any advananced techniques), or don't want the game to be competitive. If you're the former, you're mistaken from inexperience; if you're the latter, why are you in this section of the board? ("Competitive")
Dude, have you actually played competitive Chess? It requires tremendous memorization of openings and positions. There are tons of situations where if you open wrong, you're probably going to lose based on the first three moves of the game. You have to know every subtlety of the game. It's
complex. Can you imagine how bad Chess would be if it was consistently "patched" to remove good setups and positions? It'd probably be easier to get in to, but it'd be shallow at high levels. The complexity, the peak, would be gone. And guess what?
That may be what Nintendo wants. The board game
Chess.
The
last thing Chess is in competition is
simple. Simple tools build to complexity. The number of options you have out of any given position is almost limitless, yet people are able to figure out how to respond to a given situation. Appraising a complex position and making the right move fast is prized.
This is much more like Melee.* Smash 4 and Brawl have very limited options out of any given situations.
* And this is coming from someone who has made a Brawl-Chess analogy before (because Brawl has a lot of complexity and abstract spacing).
And even if we ignore your simplification of chess, why is it you want to take any complexity out of the game? Is Basketball a better game if we take out dribbling?
The funny thing is that people made these
exact posts at the beginning of Brawl's life. Eventually, they gained experience or left. This is the launch flood.