How does Meta Knight lose in your scenario? You're the one stalling. And why are you running off to using items as defense? If anything, that's telling me that taking out something that's easily removable will screw up the game.
If Meta-Knight is stalling, and your friend ups and quits, did you really win? Now you aren't playing Smash anymore.
Also, items are as much a part of the game as anything else. So they will play some role in the game and naturally the game's balance will start to erode.
My theory is that tournament play is imbalanced because the tournament players remove so much as to create a bottle neck. Fox's trophy said he was good at 1v1, so naturally, when you remove 2 players, Fox over powers others.
I think you're giving the 4vs mode too much credit. Sure, this is one of the things that sets Super Smash Bros. aside from other fighters out there, but the hallmark feature to me is that your playable characters are famous Nintendo characters (and then some).
Smash's hallmark is 4 player fighting. If it didn't have 4 player fighting, it may be closer to something like Marvel vs Capcom (and we all know how well those games do).
What is "Super Smash Bros."?
It's a brawling, battling, action-packed video game that features a varied roster of characters for four-player simultaneous melees!
Not how 4 players is something to mention.
As for why it would NOT be 4vs, as I've said in the past, four players in any match will bring about too many inconsistencies before you say X is balanced or whatever and you can't say there are because it seems that way on paper. In a fight between Mario, Link, Samus, and Pikachu, Link and Samus could team up on Mario or Pikachu or something else. In a one on one match, there are only two characters present and they can only fight each other with only each other to screw each other up; no one else.
So just because you think they can't balance 4vs means they don't make it a focus?
Is it really that small? Are you just pulling numbers out of nowhere and expect me to believe them? Evidence talks, vato, and I want it.
Think about it. Who complains the most about balance. the tournament players. Who namely players 1v1 without items. Tournament players. So you hear that kind of talk outside of Smashboards? Only if they are from Smashboards to begin with.
Another point. Go online. Have items off. See how many matches you have with no items. Online for items works in that it randomly chooses one player's item set. If you never see items, it's because everyone else has them on.
With that in mind, everyone has the same boost if you add an item in. You take out the items, you get the characters down to what they are by default. You then see how messed up some characters are.
Seeing as how items are an integral part of the game, yes, that will happen.
As for why Final Destination being a popular choice, as I said before, nothing gets in the way. If people want to see who is better, this is a good choice for determining that, along with any other stage without hazards.
That's fine, but it will effect balance.
The thing is Kuma, the reason you can't see the forest for the trees is because your frame of mind is too focused on 1v1. Most fighting games are 1v1. So you can understand balance in that context. But you can't see the new context because you try to apply the old one. Think of it as putting a square peg in a round hole.
The balance seems to be done based on how well the characters preforms overall and how they preform with a lot of people. Let's take Fox. Fox is designed as a character who does best when he fights one character. So, naturally, his goal should be to get one player alone. But, he can't just rely on that one strategy. So, he has to have some of his moves help his in brawls or for attacking multiple people. He's also light, making getting in brawls a problem for him. So, he can work in a 4vs environment. When you make it 1v1 and remove a lot of stuff, he no longer has this weakness. So, he out preforms a lot of characters. Meta-Knight is similar. He's very fast, but lacks a good defense. With multiple people, you run the risk of being smashed out. You'll get hit eventually. So, Meta-Knight has to watch his back. But what about his really strong moves like his down smash or his Tornado. Well, being in a 4vs, he needs something to help him out. The tornado and down smash fit this role. This is why he can over power in 1v1 as that weakness is gone. Typically, fast characters win in 1v1, or characters who get their attacks out fast (like Snake).
My other thinking is it's a mix of general balance. Ike is really strong, so he attacks slow. Things like that.
Lastly, the one thing I have noticed is that there is a refusal of the tier list among Smash players. A lot of people don't believe the tiers even exist. It's not because they are ignorant, but because they are playing in a different world. Try telling people Zelda is one of the weakest characters in the game and see how they look at you. Try the same for Ike and Lucas.
Doesn't this contradict the idea you and Malstrom oh so adore that the customer is always right? Now, before you bring up the article on him talking about not listening to the wrong types of customers, tell me who the customers that are always right are.
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You're trying to hard to define the customers. What you are doing is segmentation, which isn't healthy in this day and age. Segmentation is splitting up customers into finely defined groups.
You have to think of customers more broadly. You make a game to fill a need that consumers have. So you design the game around the need. In Smash, it was likely the need for a multiplayer game, and the context is that of a fighting game. The need is for a game that is multiplayer and is very easy to learn. "Fighting," is a mean to an ends. Kart racing could also fit this bill.
I want to take you though that post and show you want he is getting at because it's a point I've been trying to make.
Once they begin to digest the sequel, they start making suggestions to the company to “fix the game”. The game company ignores them because they want to sell as many copies as they can. The ‘experts’ are shocked that the game company is ignoring THEM. After all, they see themselves as the supreme experts of the game. They literally expect the game company to give a snappy salute and say, “Sir! Yes sir!” and begin redoing the game toward the ‘experts’ wishes.
The point is these fixes would not appeal to a larger mass of buyers. They appeal to the small group of experts. I've said that buy making the game for the experts that you make the game too hard for beginners and make it harder for them to have fun. I've used Street Fighter to explain that. He's using Starcraft 2.
The true cause for the rage is best illustrated in this delightful metaphor. A fish feels good when it is the big fish in the pond. The fish thought he was the ‘big fish’ in the pond because of his intelligence, skill, mastery, and whatever else. The humiliating truth is that the ‘big fish’ is big only because the pond shrank. Once the pond gets larger, the ‘big fish’ suddenly becomes a small fish and just like all the other fish.
In other words, most normal people left Starcraft 1 a while ago to play other games or do other things with their life. It is normal and proper that they do so. The people who remained playing began imagining themselves as ‘so awesome’. They thought they were ‘so awesome’ based of whatever characteristic about themselves they admire. But now that the masses are returning for when Starcraft 2 launches, the so-called ‘Starcraft 1′ experts are discovering that they were big fish only because the pond was small. Now that the pond has grown, their status has shrank.
The same is true in Smash. The experts are small fish. The competitive players are small fist. Mew2King is a small fish. They naturally focus on the whole pond rather than a fish or two.
Let me use another example. Remember when Super Smash Brothers Brawl came out? The same phenomenon occurred. The ‘expert’ Melee players were unhappy despite their supreme anticipation.
Self explanitory.
Behind every ‘rage’, there is a quiet hiss which mouths that the ‘community’/ ‘fans’, e.g. the “hardcore, experts”, are the true source to the game’s “greatness”. “HELLO BLIZZARD! KNOW THAT IT IS THE FANS AND COMMUNITY THAT MAKE THE GAME WORK! HELLO! HELLO!” Apparently, Blizzard doesn’t make the game work at all. In their view, the Blizzard developer should wake up, load up Team Liquid on their web browser, study the ‘posts’ with extreme intensity, make certain ‘posts’ as company wide memos (no, not making this up. Team Liquid actually believes this should occur…), and when the SC 2 beta was beginning some people there thought game companies would come and pay Team Liquid to ‘test their games’ (hahahahahahaha).
Sounds like Smashboards huh?
More humorous to me is how they place the picture of the lead designer of Starcraft 2, Dustin Browder, on a dart board. I am not speaking metaphorically. Some of them actually do place his picture on a dartboard! The kiddies there all think they know how to make a better game than Blizzard. They are mad at Browder who revealed the Starcraft 2 creation process was ‘to make an interesting unit first’ and then try to find a role for that unit. The Team Liquid people think this is all wrong. Since Team Liquid who has designed more best selling games than Blizzard, it is right and proper they tell that awful Dustin Browder how it is done.
“You know what a game company should do?” says a reader. “They should throw millions of dollars at these ‘experts’ and have them make a video game.” This has occurred before. The game, made by ‘expert players’, was ‘Master of Orion 3′ which completely destroyed the fine Master of Orion series. This is why I say if you think you know how to make a game, try making one and putting it out there. The marketplace will humble you real quickly.
Actually, I would say Street Fighter is another good example.
The big picture is that the experts are not a representation of the population. They are a small minority. Blizzard is focusing on the greater mass. They are making it fun, which they know will make the game fun for everyone else. Everyone does not what a game that they can learn inside and out only to throw $10 at a tournament and likely lose. They want to play the game for fun.