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In absolute fairness with Steve, while he's still almost certainly one of the most complicated characters to implement, from what we know the bulk of the difficulty from adding him came from the fact that they had to change all the stages retroactively. A game where Steve is planned from the start, and the stages are hard coded with his gimmick in mind from the get go, would likely smooth the process quite a bit.Honestly Wolf being 70% of a unique fighter is a decently higher percentage than I would expect. Even with how much he varies from Fox, he's clearly borrowing assets for the vast majority of his moves.
This is just what I was looking for. Thank you!
The statement about the Melee clones is really interesting. Granted, they were pretty damn unoriginal, but six of them being less work than a single character is pretty staggering. I wonder if even Sakurai's estimations are iffy because Melee Falco being ~17% the work of a full character, while Brawl Wolf was ~70% feels like a pretty wide bridge.
And using Mario as the default 100% difficulty character still has me curious. Most seem to agree Steve was probably the biggest undertaking of any single character. Incorporating mining and crafting and having to meticulously implement the build mechanic into every single stage. Is Steve hitting 150%, or somewhere like 300%? I'm not even sure who the second most complicated character is. I guess Kazuya and Hero with their sheer move quantity probably took a good deal of work, but maybe not as much as I'm assuming.
The transforming characters are interesting. I'd love to know exactly how efficiently they were able to design Pyra/Mythra. Not only are they semi-clones, but they are also relatively simplistic and I wonder if designing both of them simultaneously made the process easier or harder.
The Miis also make me think. They each have 12 unique moves that have to be balanced and designed, but they are also extremely simple. And this is sidetracked, but I'm also curious how much work the custom moves in Smash 4 took. They were wildly unbalanced and rarely all that extravagant, but they still did that ****. People often cite special moves as being the most complicated aspect of characters, but Smash 4 (and Hero's move list) makes it seem like no big thing at all. Clearly I'm missing something about game development because the fact we get clones like Lucina and Daisy with zero unique special moves when Smash 4 added about 400 for a mechanic that no one cared about is quite the head scratcher.
Basically, a Base Game Steve would be far easier to add than a DLC Steve, even if Base Game Steve is still complex on his own.