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Overdone?

Xenesis

Smash Journeyman
Joined
Jun 22, 2002
Messages
299
It's a sequel in the same way that Perfect Dark was a 'sequel' to Goldeneye. :p
 

Max780

Smash Apprentice
Joined
Oct 5, 2007
Messages
192
No they perfected multiplayer

so there working on 1st player.
 

Takalth

Smash Ace
Joined
Feb 1, 2006
Messages
597
C-stick is for the nubs.
Off-topic, but I have to say, you really need to read what the top players say about using the c-stick. It enables all kinds of techniques that are hard or impossible without it, such as retreating f-air, advancing b-air, d-air without fast-falling, u-air without double-jumping, Crouch cancel d-smash, quicker wavesmashing, and probably a few techniques that I'm forgetting. C-stick is a glorious boon for competitive play.

I will concede that some noobs who can't do smashes use it as a crutch, but that's an entirely different issue.
 

blayde_axel

Smash Master
Joined
Jul 4, 2007
Messages
3,038
Location
Baton Rouge, Louisiana
That doesn't even make any sense lol.
It actually makes perfect sense. lol.

SSE plays just like Kirby Super Star... and I cried myself to sleep happily when I found that out. They even have the Space Jump!

Anyway, there's no way Sora decided to axe multiplayer in any way.
 

Peeze

Smash Master
Joined
Jul 27, 2006
Messages
3,689
Location
Sunshine State of Mind
As for the original post. Keep in mind, a dev team would have had different people building single player levels and setting up multiplayer. The single player team would have been able to work freely without worrying much about the bug and balance fixes going on in the multiplayer end. The only way one would detract from the other is if the game was being built on a tight budget, which we know it wasn't.
Thank you, this was one of only a few posts that really answered my question in a logical manner not the"no dudez, smash multiplayer will alwayz rawk!!" response that fills up half this thread.

However, since a main priority for brawl-besides more character slots-was the expansion of a single player mode, wudnt the development team be more focused on that end?
 

maxieman

Smash Ace
Joined
Oct 10, 2007
Messages
637
Location
Delaware
Thank you, this was one of only a few posts that really answered my question in a logical manner not the"no dudez, smash multiplayer will alwayz rawk!!" response that fills up half this thread.

However, since a main priority for brawl-besides more character slots-was the expansion of a single player mode, wudnt the development team be more focused on that end?

well dude thats basically all you were asking is wether multiplayer will suffer because of the awesome single player
 

Takalth

Smash Ace
Joined
Feb 1, 2006
Messages
597
However, since a main priority for brawl-besides more character slots-was the expansion of a single player mode, wudnt the development team be more focused on that end?
Speaking as somebody who works in software development...

A well-designed application of significant size will have multiple development teams building separate components. Teams are kept to small sizes for efficiency purposes, and adding too many people to a single team will cut efficiency and increase the chance of introducing bugs.

Most of these teams have fairly limited knowledge of exactly how things are being built by the other teams. Mostly, they just know what the other teams' end goals are and how to attach their work to that of the other groups.

In this case, you would have a team or teams whose only goal was to build great single-player levels. They wouldn't touch the code for the physics, apart from hooking into it for their purposes, and they wouldn't have to concern themselves with balance or making sure every character's moves worked exactly as they were supposed to. As long as each character was reasonably functional for purposes of single player (which would simply be a side effect of them being built for multiplayer), they would have what they needed to build and test their levels.

While there would be some working together on integrating the code, it wouldn't be a significant percentage of the multiplayer devs' time, and it wouldn't really increase much, if any, as the size of the single player portion increased.

Atmittedly, a lot of companies don't have their infrastructure built as nicely as this, but I'm assuming that Smash has above-average system architects and software developers.
 
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