So now to bring this all around to the point of this thread. How can we relate and speculate things like this inclusion into Smash?
Really based on the outcome of the Smash games, its apparent that there was more emphasis placed on how to make these games less focused on the technical aspect of
fighting.
As players are introduced to the capabilites of the genre, they have more than enough details to be convinced that this is not a fighting game.
So where are we at this point? Well a good majority of our conversations concerning this subject is whether or not Smash introduces game mechanics that promote balance. That balance researched settings, character abilities, attributes...really the emphasis of this style of gameplay is centered around what options cater to the mechanics.
KumaOso describes this as a sort of character mold, which would be introducing character options based on Specials and what inputs build up their profile.
I like Brawl in how it helped us to discover the nature of this genre. Being only the third iteration in the series, certainly there were some things that we've come accustomed to expect from any progression of sequels as far as depth is concerned; especially to the magnitude of such a blockbuster title as Smash.
There are several fighting games have innumerable sequels and spin offs, which the focus of these sequels is to retain the essence of their respective genres. Then we have a game like Street Fighter 4 where there is meant to be specific level of significance as far as progression is concerned: What have we seen before and how does that knowledge help us appreciate new expansions to the genre?
I digress to help propogate some appreciation for the evolution of series. Brawl had many of us concerned for the essence of what made Melee an exceptional addition to the series (In reality we're only looking at number 2). If you'll notice, there are a lot of ways Brawl deviated in respect to how players evaluated the Smash metagame; so much so, that there have been full scale projects dedicated to reinstating those aspects.
The real question is how much emphasis are we placing on a specific style of play that motivates the direction of a specific genre?
To answer that question is to understand what extent the next sequel can alter the Smash formula we've come to understand.
Starphoenix said:
It doesn't have to, considering most holloseum's do not have moving parts, I can see the stage being static.
Its a shame that you feel that way about it. A stage that at least moves about the action in the fashion Custom Robo does would really compliment the next step up for the next step in stage design.
Not saying that the stage transforms, moreso in the style that the Haliberd is stationary, yet polarized (for lack of a better term) ie a flythrough stage