Paper Mario Master
Smash Ace
- Joined
- Aug 22, 2009
- Messages
- 612
All I know is that I like Brawl far more compared to Melee.
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Care to explain why we have trophies from Wind Waker complete with cel-shading intact? Why we have trophies that are rips from other games with different graphics styles? From what I can tell, you can have more than artystle in the game. The biggest problem with this is that mix mashes don't always work well which is why Sakurai went for one style. If anything, SSB4 needs a better artstyle. Something like it's handled in the Sonic and KH games would be good references as Scooby has mentioned. Finally, every series would have to have different artstyles if we went the other route. Don't tell me that Twlight Princess and SMG have similar artstyles.With Toon Link, and especially with the Mario characters, I like Brawl's art style better, especially given that there can only be one graphics engine. Cel-shaded Link would look very akward, and to represent him properly, you'd have to get a whole different graphic system just for him. And I seriously think you are on the verge of nitpicking when it comes to the added details with the Mario characters, along with the fact that these parts could be given their proper movements in a beefed up system.
How so?All I know is that I like Brawl far more compared to Melee.
Hmm, looking into the process of Cel-Shading, I'll take back what I'm saying for the most part, but the models from the WW games really were simply ripped straight from the game. Still, I think the whole artstyle thing is something that just a few people, such as yourself, have a real problem with. Melee and Brawl's style works well for what it is, and I quite frankly fail to comprehend how a KH or Sonic style would really change it. If its brighter colors you want, then that's that, but trying to revert everyone back to exactly how they look in their original apperances isn't always the best thing to go with. Honestly, all the Mario characters look a lot better in Brawl, and even Melee, than they do in their NSMBWii artwork, though I guess some of the colors could be touched up if needed.Care to explain why we have trophies from Wind Waker complete with cel-shading intact? Why we have trophies that are rips from other games with different graphics styles? From what I can tell, you can have more than artystle in the game. The biggest problem with this is that mix mashes don't always work well which is why Sakurai went for one style. If anything, SSB4 needs a better artstyle. Something like it's handled in the Sonic and KH games would be good references as Scooby has mentioned. Finally, every series would have to have different artstyles if we went the other route. Don't tell me that Twlight Princess and SMG have similar artstyles.
Now for those Mario characters. At the very most, they could've just kept the simple design for Peach in her games. There's a lot more work involved in animating a dress than overalls.
You missed the point. The point was that Competitive players drive away the noncompetitive ones rather then bring them in. These players are too good and it prevents others from having fun. They don't need experience. They just want to play a **** game.Look, if you want to play with the big boys, you better come prepared, or at least be prepared knowing you're going to get your butt kicked due to inexperience. Unfortunately, not a lot of people realize this. In this case, don't go to a tournament expecting to win when you have people who know the game better than you are there.
People don't dedicate themselves to a game.As for decreasing the gap, why does this remind me of socialism? The thing you want to focus on is the initial learning curve where you learn the basic controls. After that, you're on your own to find out the applications of every tool you have and the exploitations for them as well.
In my experience with SF and BlazBlue, the learning curves at the beginning weren't all that huge, new to me, but not huge. Then there's remembering particular combos and move applications. The same goes for Smash.
No, you missed the point. The noncompetitive players and new players should not tread into territory where they'll get slaughtered. Let the competitives play amongst themselves, let the others play amongst themselves. It's as simple as that. No one's forcing one to play the other.You missed the point. The point was that Competitive players drive away the noncompetitive ones rather then bring them in. These players are too good and it prevents others from having fun. They don't need experience. They just want to play a **** game.
Do you realize that learning curves are existent in EVERYTHING? There's no such thing as no learning curve. When you started to play Smash, there was a learning curve. When you learn to play another game, there's a learning curve. When you learn a sport, there's a learning curve. Getting into something seamlessly is impossible. Even having extensive knowledge of any sport isn't going to mean there will be a seamless transition in a sports videogame.People don't dedicate themselves to a game.
I hate how your advocating learning curves. Getting into the game should be seamless, but if we are here talking about learning curves, then the experience is not seamless.
Also, BlazBlue and Street Fighter are examples of what NOT to do. They are not only Red Ocean games, but are also games that do poorly. Not shimmering examples of what games should be.
Where is this huge interaction between the factions taking place exactly? I never had to play a competitive player unless I went out of my way to find one. It's not like they are hustlers ont he corners, they play on their own time, in their own places, that a casual player would have to make a point to go to.You missed the point. The point was that Competitive players drive away the noncompetitive ones rather then bring them in. These players are too good and it prevents others from having fun. They don't need experience. They just want to play a **** game.
You know if they would implement differnt looks for the pokemon in your team it would take out alot of these things. for instance.I was thinkin for 2nd gen would be maybe Tyranitar? Not many big powerful Pokemon on the roster.
Meowth, sorry I'ma hafta say I don't like him. But we don't need a HG/SS rep if they get a good enough stage I think. Mewtwo is a must for me. Deoxys seems like it would be cool. But I'm not sure if it should use all forms or just attack...So... Pikachu Jiggs PT Lucario Mewtwo Deoxys...or Tyranitar for me. Do you think Pokemon is deserving of 6?
Edit: @ Chef, Yeah he seems like the perfect 3rd gen. And would make for an epic match for Mewtwo. And I'd also look forward to a Mewtwo-Lucario match along with others against Mewtwo.
For the most part, I just want more vibrant colors over the washed out look in Brawl. Simplifying is a very strong word here. Look at the graphics between Super Mario 64 and Sunshine. That's the graphics I would like to see with in terms of color for the Mario characters, and the realism added is okay with me. It just needs to be better handled. As I've said several times, the details on Peach's dress look weird to me when animated. If they had the time and stuff to add all the animations instead of it looking painted on, I'd be happy. Otherwise, if they know they can't do it, then just go with the less detailed design (this just means remove the dress details, the overall look remains the same except there).And the current style that Melee and Brawl had is one where everyone is in and doesn't clash, so I really don't understand your complaint. If you want characters to look simplified and more brightly colored, then that's something to ask for, but saying they aren't already conformed to a non-clashing style is pretty out there.
No, let's go back to my original post.No, you missed the point. The noncompetitive players and new players should not tread into territory where they'll get slaughtered. Let the competitives play amongst themselves, let the others play amongst themselves. It's as simple as that. No one's forcing one to play the other.
The bold is what you should focus on. Your claim was a strong competitive community can drive up sales. My claim is it can drive down sales. The game will be too hard, and the other players too good (ever heard of online).Competitive players don't play the same as noncompetitive ones and can even drive the noncompetitive ones away from the game. It's hard to keep playing when your weak at the game and you keep losing. Game that are too competitive make too big of a gap and drive them away, but competitive players want this gap, so decline sets in.
The point was you somehow accept these as facts of life,. and as a good thing. These are barriers keeping customers away.Do you realize that learning curves are existent in EVERYTHING? There's no such thing as no learning curve. When you started to play Smash, there was a learning curve. When you learn to play another game, there's a learning curve. When you learn a sport, there's a learning curve. Getting into something seamlessly is impossible. Even having extensive knowledge of any sport isn't going to mean there will be a seamless transition in a sports videogame.
WRONG. Japanese Street Fighter players can spend almost 5 hours a day playing the game. This is why they win.And finally, not everyone dedicates themselves to a game. I'm pretty sure that the vast majority of competitive players have personal affairs to attend to, have jobs, relationships, etc. They aren't basement dwellers.
If they are so easy to get into, why are they doing so poorly? This is not the facts as they are, this is the facts as you think they are.BlazBlue and Street Fighter are examples of easy to learn, hard to master. I figured out while playing for the first time that BlazBlue's normal attacks functioned like Super Smash Bros. Thus, I learned the basic controls. It's my decision alone to decide whether I go ahead and learn the combos and such. Anyway, these games seem to be successful enough that they're getting sequels.
Don't give me that bull crap. Is the concept of "Easy to learn, hard to master" that difficult for you to grasp? As for online, as I've said before; you don't know who you're facing; prepare for the worst. Besides, there are games that give you the option to search for opponents with the same skill level as you (based on win rates).The bold is what you should focus on. Your claim was a strong competitive community can drive up sales. My claim is it can drive down sales. The game will be too hard, and the other players too good (ever heard of online).
I don't know about you, but I value the rewards I get from hard work; I consider learning curves as a fact of life. It's not the most favored, but it's still there. As for keeping customers away, do you have proof for this? At most, you're just saying that customers are too lazy to learn anything.The point was you somehow accept these as facts of life,. and as a good thing. These are barriers keeping customers away.
So can an American player playing Halo or any other game. They win because they practice and put the time in to do so. As such, their dedication should be rewarded in the form that they're better skilled at the game.WRONG. Japanese Street Fighter players can spend almost 5 hours a day playing the game. This is why they win.
We've been down this road before and you still haven't learned, have you? Heck, other people have gone down this road with you. There are so many factors regarding sales, but you keep looking at one and making an extreme conclusion. I can list five factors off the top of my head.If they are so easy to get into, why are they doing so poorly? This is not the facts as they are, this is the facts as you think they are.
Oh, I thought you talking about the games overall. Graphics should be no contest. Again, you guys need to get this out of your head: Realistic graphics aren't the only good graphics.A little late here.... but... The reason I like Brawl's graphics compared to Melee is that it just looked better. They juist improve from game to game. Like the first reveal of Brawl where they where Melee form and then changed. And of course the N64 was square. But I don't want it to TOO "good" (real looking) keep the video game feel to it
Kuma, you're insane.Don't give me that bull crap. Is the concept of "Easy to learn, hard to master" that difficult for you to grasp? As for online, as I've said before; you don't know who you're facing; prepare for the worst. Besides, there are games that give you the option to search for opponents with the same skill level as you (based on win rates).
And every time they lose. I've been bombarded with weak arguments left and right. It's really how long I want to go toe to toe with misconceptions, poor reasoning, fallacies and a lack of any evidence to support a claim.We've been down this road before and you still haven't learned, have you? Heck, other people have gone down this road with you. There are so many factors regarding sales, but you keep looking at one and making an extreme conclusion. I can list five factors off the top of my head.
Then why does Smash Bros beat out every other fighting game, even ones from the 90s.1. Fighting games are not as popular as they were in the early 90's.
Mario Kart Wii, Wii Sports and New Super Mario Bros Wii don't go this route either, yet they sell better then most "realistic" graphics games.2. Gamers these days prefer realistic graphics. Street Fighter and especially BlazBlue do not go this route.
Misconceptions have some truth in them.3. There's a misconception that you have to learn long strings of combos to just know what you're doing.
Yet they have far more fighting games then the Wii, and the Wii has the best selling fighting game. Why can't these games do well? Also, there were no amazing platformers on the Wii. Heck, platformers were almost a dead genre, and here comes New Super Mario Wii. There is no consistency with your statement.4. The audience on the 360 consists primarily of people who play FPS games. I can't comment on the PS3, but I'm willing to bet it's in a similar boat where fighting games are not the most popular genre.
HMMMMM I wonder why.5. People think they will get their butt kicked and are too scared to go out of their comfort zone.
Good graphics depend. They aren't only realistic. That game Okami didn't look realistic but the graphics were great. They do just need to have everyone in a similar art style. So we can't really have a cel-shaded Link. But he shouldn't look like the other Link (Zelda Wii I guess) Maybe Toon Link could be a little closer to the way he looks in WW but not too close. Understand?Oh, I thought you talking about the games overall. Graphics should be no contest. Again, you guys need to get this out of your head: Realistic graphics aren't the only good graphics.
Toon Link could get away with his Cel look if everyone else gets the R&C treatment I mentioned in my previous post.Good graphics depend. They aren't only realistic. That game Okami didn't look realistic but the graphics were great. They do just need to have everyone in a similar art style. So we can't really have a cel-shaded Link. But he shouldn't look like the other Link (Zelda Wii I guess) Maybe Toon Link could be a little closer to the way he looks in WW but not too close. Understand?
You don't think I'm tired of it? I was hoping to have a civil discussion with Toise, but he had to butt his head in.Man, you two should get married, with you proposing, Chu. Argue way to **** much over the same stuff; doesn't that get monotonous?
Definitely not; I think you guys have this preconception because Brawl already did it. Had it made Snake a bit more comicy, practically none of you would being saying or thinking this; don't delude yourselves.My point is: If you're gonna design characters to fit in with each other you need borderlines. You have to change details without losing the characters look, and appeal. You can't make Snake look cartooney to fit in with Mario, but you can't make Mario look realistic either. You just have to make Mario look more detailed and serious.
Ignore him from here on out, since it's blantaly evident to me that he's always going to harass you whenever you bring anything pertaining competition, like a fanatic stalking a female celeb.You don't think I'm tired of it? I was hoping to have a civil discussion with Toise, but he had to butt his head in.
I wonder why I come here still. Is it for the sake of argument?
The reason I butt my head in is becuase of some of the stuff you say. Example:You don't think I'm tired of it? I was hoping to have a civil discussion with Toise, but he had to butt his head in.
I wonder why I come here still. Is it for the sake of argument?
There is no reason to think that is true.Maybe so, but remember that it's the competitive community that keeps the game alive. At one point, the noncompetitive players will move onto something else. I mean, I got tired of Mario Kart Wii after a while and moved on to something else. Nintendo can use this community as a means of free advertising or they could even milk it by sponsoring tournaments and getting a share of the tournament fees.
This is what I mean by the facts as you think they are. If you had thought about your statement, and then tried to see if the facts match your hypothesis, you'd see that the facts contradict what you are saying.There is a negative correlation with size of the competitive community vs the marginal sales of a game.
Blue Ocean Strategy is about challenging what is done in an industry and trying to find new waters with new customers. Your thinking is competitions, fighting over the same consumers. To see Smash Bros. success and where Street Fighter can be born anew, you have to think in new terms.Street Fighter games since Street Fighter 2 has had to compete against other fighting games. So you could say the genre has turned into a red ocean of a sort.
Smash Brothers was a fighting game that did everything differently and attracted a very different audience. You could, perhaps, say that Smash Brothers was a ‘Blue Ocean’ type of game in a genre saturated with Street Fighter 2 clones.
Probably for the best. If I'm going to have someone to argue with, it'll be Toise. At least he gives me good stuff to read.Ignore him from here on out, since it's blantaly evident to me that he's always going to harass you whenever you bring anything pertaining competition, like a fanatic stalking a female celeb.
Chu, how many times are you going to quote the guy just to say the same stuff, over-and-over again? Didn't you make your point crystal clear the first time around?--I can't be the only one noticing this pattern.The reason I butt my head in is becuase of some of the stuff you say.
Out of fairness, the only major difference between me and Chu is that I tend to be less hostile about it and make fewer typos. The general message is still the same.You don't think I'm tired of it? I was hoping to have a civil discussion with Toise, but he had to butt his head in.
The problem is that I have to say it 1000 times. I've said stuff, and Kuma ignores it. This is why he still makes the same fallacies over and over.Chu, how many times are you going to quote the guy just to say the same stuff, over-and-over again? Didn't you make your point crystal clear the first time around?--I can't be the only one noticing this pattern.
Chu: *Stalks*
Kuma: Discuss topic at hand
Chu: *Waits*
Kuma: Competit--
Chu: *POUNCE!*
Every. single. time.
♪ Sounds challenging and well thought out, it would be even more challenging with traps. x_x †So anyway, do you guys have any ideas for new bonus modes? I would be happy just to see stuff like Break the Targets, Board the Platforms, and Race to the Finish as they were before.
How about a stealth stage? It'd be like capture the flag where you have an opponent with the same objective.
Being here hasn't really affected my perception. It's really more of my personal values than anything else. Anyway, one of the reason why I'm advocating for some attention to the competitive community is to provide long-term satisfaction which is what games with competitive communities have the benefit of. In other words, I'm wanting to see more replay value in the versus mode. The competitive aspect gives you a mountain to climb, if you so choose to pursue it. However, be mindful that this consist of mastering the execution to perform quick, but lethal moves and exploiting your tools.1. The competitive community doesn't mean much to Smash (we're talking less than 1% of the fanbase), although hanging around here long enough might give you the opposite impression. Focusing on them means alienating everyone else.
Yet Super Smash Bros. is a videogame. Gameplay has to be top priority. The amount of content should be after that. As for people looking at everything in terms of content, that's a sad truth since it can encourage laziness among developers to just go ahead and add more of the same stuff.2. The next game will not surpass Brawl if the major focus of its changes are in gameplay. This is because most people think in terms of content over gameplay (IE characters over ATs) and the general engine is rather ideal where it is anyway.
I need to see if this at my college. It probably won't, but I'd like to save the $25 dollars it would cost me to buy it.At any rate, I've got a lot of work to do so I don't have as much time to do the back-and-forth anymore. If you really want good stuff to read, pick up a good book.
Well, for traps, I was thinking of explosives and hair wires that be hardly detected. Along with that, there would be cyphers and enemies around the place. The only problem with this whole setup is that it'd be difficult to have world records like the other modes assuming that the level is never quite the same each time. Another thing I was thinking of is having just a single player version as well. Having a CPU opponent isn't always that fun.♪ Sounds challenging and well thought out, it would be even more challenging with traps. x_x †
♪ They also should return Coin Launcher since that was a very fun way to get trophies. †
I highly recommend it. it's a good read. Also, a guy named Malstrom wrote a lot about Blue Ocean Strategy with the video game industry. Check 'em out.I need to see if this at my college. It probably won't, but I'd like to save the $25 dollars it would cost me to buy it.
Definitely not; I think you guys have this preconception because Brawl already did it. Had it made Snake a bit more comicy, practically none of you would being saying or thinking this; don't delude yourselves.No, I'm saying that's what they DID in Brawl. Not what should be done. I hate games taking themselves too seriously.
Current modes need more meat on them; they're kinda bare bones. Some obstacles, co-op, versus, and all that good stuff for RttF would be nice.So anyway, do you guys have any ideas for new bonus modes? I would be happy just to see stuff like Break the Targets, Board the Platforms, and Race to the Finish as they were before.
How about a stealth stage? It'd be like capture the flag where you have an opponent with the same objective.
I had an idea for this but can't remember it. One thing though, Adventure Mode AND Story Mode (Adventure Mode would probably be the Story Mode and there would be a different name for this) It's like Melee's in a way. And then a boss at the end (Don't know how that would work or who it would be) but it would be nice. And this way there could be Smash Trophies again. I liked those. I don't remember most of the descriptions though so I don't know what they'd be for this. And also we'd get a reward for completing it and it would be shorter than Story/Adventure Mode.So anyway, do you guys have any ideas for new bonus modes? I would be happy just to see stuff like Break the Targets, Board the Platforms, and Race to the Finish as they were before.
How about a stealth stage? It'd be like capture the flag where you have an opponent with the same objective.
There was a Great Maze in Melee? The only thing I can recall that was like was the Zelda level in Adventure Mode.Also I liked the Great Maze (I think) in Melee Adventure Mode. There could be a Maze Mode similar to that but a different maze for each character or series.
When I said "as they were before" I was referring to the Target and Platform modes. RttF was bare bones back then. Obstacles would be nice along with getting rid of the countdown timer since it was only possible to get all the way with a few characters within the time limit.Current modes need more meat on them; they're kinda bare bones. Some obstacles, co-op, versus, and all that good stuff for RttF would be nice.
Yeah, the Zelda level is what I meant. Have a maze designed resembling a little a place from each game series (or one for each character, I don't know) like the Zelda maze thing was (was it based off of something?). And you'd be teasted on how fast you got to the end (and like the Zelda one there would be fake finishes in which you'd hafta fight yourself). This would open up new interesting ways to unlock characters/stuff.There was a Great Maze in Melee? The only thing I can recall that was like was the Zelda level in Adventure Mode.
However, I would like to see a Metroidvania Adventure Mode like Scooby suggested a while back. The problem with Brawl' Great Maze was that it was a recycle of everything you already did.
Yes, I have. Optimus Prime vs Bomberman am I right?@Deku: Oh, my bad. At least we're in agreement, here. Also, have you heard of Dream Mix TV: World Fighters?
@SmashChu: "The problem is that I have to say it 1000 times," no you don't, once is good enough. If he chooses to ignore, just leave him be. You can't spout whatever over and over again and hope for a different result. It's annoying.
Anywho, come on, I know you're capable of bringing some stuff to the table here. I know you got a lot of flak for coming up with an auto-recovery idea, but I'd like to hear some more of that--ideas-- to discuss, and not the bull**** I have to sniff and subject my eyes to whenever competition is brought up.
And about New Super Mario Bros Wii, SSB4 needs the zoom in/zoom out camera for adventure mode; that thing is magic. =)
Current modes need more meat on them; they're kinda bare bones. Some obstacles, co-op, versus, and all that good stuff for RttF would be nice.
I was thinking about having some sort of scavenge mode for SSB4. After playing L4D2, and looking at "The Great Cave Offensive" in Kirby Super Star, I think it could be fun. 1-2 players trying to find treasure, while opposing 1-2 players send all kinds of stuff on them.
While I don't particularly mind the colors in Brawl, I can tell that they are a bit less vibrant than usual, so its not something I really oppose for SSB4. Again though, I think the details on Peach's dress really is a fairly small thing to complain about, and that it can probably be fixed with the stronger engine that will most likely be used in the new system. Even if they don't though, I just don't understand getting rid of it, sicne it really does look better than the very plain standard design.For the most part, I just want more vibrant colors over the washed out look in Brawl. Simplifying is a very strong word here. Look at the graphics between Super Mario 64 and Sunshine. That's the graphics I would like to see with in terms of color for the Mario characters, and the realism added is okay with me. It just needs to be better handled. As I've said several times, the details on Peach's dress look weird to me when animated. If they had the time and stuff to add all the animations instead of it looking painted on, I'd be happy. Otherwise, if they know they can't do it, then just go with the less detailed design (this just means remove the dress details, the overall look remains the same except there).
On an unrelated note, why do Peach and Zelda have easy upskirts and don't have the white stuff on the inside of their skirts? I always found this weird considering that the other games don't really let this happen often. Not only that, but it's weird to see Peach with granny panties.
Yup.Yes, I have. Optimus Prime vs Bomberman am I right?