Wenbobular
Smash Hero
- Joined
- May 26, 2006
- Messages
- 5,744
They wouldn't be, making SmashChu's post even sillierWhy are people who are recovering inclined to turn away from the ledge in the first place?
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They wouldn't be, making SmashChu's post even sillierWhy are people who are recovering inclined to turn away from the ledge in the first place?
My sentiment as well. Sakurai seems to think that as a developer, he has to choose between satisfying either the hardcore or the casual crowd. What he ignores is that he can satisfy both, and in fact, he already has with the game that he maligns in the interview. Melee sold 7 million copies, and 99% of those people who purchased the game were not tournament players. Everyone was happy; we tournament players had some great times, and regular players did too.thats a pretty disappointing interview
This is generally because Brawl seems over the top in a lot of ways that Melee doesn't.one time i was with some friends (who never play videogames, and happen to be girls) and they said that melee was more fun casually than brawl.
Super Mario Sunshine sold about 5.50 million (25% ish).And I suppose that someone would argue that Brawl has sold three million more copies than Melee. That's true, but is that because it's "more accessible," or because the Wii is selling like gangbusters in comparison to the Gamecube?*
*Or put another way- Melee sold 7 million copies on a system with a 21 million unit install base (33% adoption rate) versus Brawl which has sold 10 million copies on a system with a 77 million unit install base (12% adoption rate)
I'm not sure if this is a fair argument. The fact that lots of casual players enjoyed Melee, which is true, isn't really proven by massive sales. And the adoption rate doesn't really make a difference in popularity for lots of reasons, including the widespread ownership of Wiis by really young and really old people, and wider game selection on the Wii.My sentiment as well. Sakurai seems to think that as a developer, he has to choose between satisfying either the hardcore or the casual crowd. What he ignores is that he can satisfy both, and in fact, he already has with the game that he maligns in the interview. Melee sold 7 million copies, and 99% of those people who purchased the game were not tournament players. Everyone was happy; we tournament players had some great times, and regular players did too.
Like it or not, there is a general trend in the fighting game genre towards easier and more accessible. This isn't necessarily a bad thing. Street Fighter IV is easier than Third Strike, but the trade-off is that SF4 essentially revitalized the entire genre, and now we have a major release every year. That seems like a pretty good deal to me, but the key is that Capcom also hasn't forgotten about the people that want something more challenging than SF4. Those people are getting an improved version of Third Strike.
Sakurai has overlearned the lessons of the industry. Brawl being more accessible is not the problem. The problem is that the design choices made for Brawl gutted what made Melee such an enjoyable experience for everyone, tournament and non-tournament players alike. And I suppose that someone would argue that Brawl has sold three million more copies than Melee. That's true, but is that because it's "more accessible," or because the Wii is selling like gangbusters in comparison to the Gamecube?*
*Or put another way- Melee sold 7 million copies on a system with a 21 million unit install base (33% adoption rate) versus Brawl which has sold 10 million copies on a system with a 77 million unit install base (12% adoption rate)