MrPhox
Tamed Beast
I was one of those players who put a lot of time into smash and became pretty decent. When brawl came out it supplanted melee. So what little local scene for melee was washed away mostly due to brawl's new popularity.
After toiling and struggling in that game for years I finally gave up smash altogether. The people didn't force me out with hate or anything like that. I had just realized that I dedicated so much time to a game that was DESIGNED to have a low ceiling for skill. Your efforts end up yielding greatly diminished rewards.
It's like somebody who's been practicing dice rolling. You don't get BETTER at it, you're just gambling.
I believe scenes are driven by their hardcore center. If the core of a scene is not interesting, then everybody outside that core is going to be THAT much more boring.
I don't just play smash to be social. I want a medium that can fully display my own personal brilliance if I put the time in to develop that kind of articulation. The fight is an expression, but how well can you express yourself when you're only allowed to use the vocabulary of a child?
I imagine brawl will be mostly forgotten and replaced by Smash 4. The only lingering scene of hardcore players will most likely be playing the Project M variant. A testament to quality versus popularity.
I played MANY hours of brawl, and have to admit that I enjoyed myself. So all of you out there who wish to take offense when simple truths are spoken can ignore this and not respond. This isn't intended as flame bait. We can embrace all the people who love smash, but recognize that different people have different purposes.
Perhaps it is the competitive types who've got it all wrong for taking Smash bros seriously in the first place.
I'm excited for Smash 4's release, I've been playing the demo plenty. I know that it isn't street fighter, but I already have a fightstick 3rd strike and SF4. I don't find myself being the wandering challenger going out of my way to find a good battle. Mostly the people around me (friends) are terrible at street fighter because it's so complex and strict. Smash will give me a taste of competition but I'll try not to get carried away this time.
I imagine a young kid picking up brawl as his first entry, getting into the game, starting to turn off the items and have some one-on-ones. They love the game, they enjoy the community, so they become competitive.
How long before the realization that the game was intended to combat his competitive nature? The very fact that a player is pushing for higher mastery is the reason they put things like tripping into the game. If you beat your friends too badly they won't want to play, that's not great for social gatherings or sales.
Our egos are comforted by mario party-like dice rolls that essentially turn the experience into a group gambling session. The uncertainty keeps the lesser dedicated players interested.
If people weren't so averse to harsh competition they may find that a lot of personal growth comes from the challenge. Smash with items on is a distraction, not competition. I'd rather do a number of things like have a good conversation, instead of casual smash.
Hardcore competition is a beautiful thing. It is a graceful dance. To read and respond to your opponent in milli-seconds is a fast and dense discourse, where no lies can be told. Everything you are is on the table.
I want to get to know you through fighting you, I don't want a cloud of random items to obscure that interaction.
So in order to comfort the less competitive, we stunt the depth of communication. Feels like communism in game form.
It is a more fuller expression of self to give everything you have in a system that doesn't hold you back.
Picture having a jam session. On one hand you can use a piano or a guitar. On the other, you're both equipped with kazoos. The kazoos are great for children, or anybody without a developed musical voice. Yet we seem to outgrow them if we really love music.
After toiling and struggling in that game for years I finally gave up smash altogether. The people didn't force me out with hate or anything like that. I had just realized that I dedicated so much time to a game that was DESIGNED to have a low ceiling for skill. Your efforts end up yielding greatly diminished rewards.
It's like somebody who's been practicing dice rolling. You don't get BETTER at it, you're just gambling.
I believe scenes are driven by their hardcore center. If the core of a scene is not interesting, then everybody outside that core is going to be THAT much more boring.
I don't just play smash to be social. I want a medium that can fully display my own personal brilliance if I put the time in to develop that kind of articulation. The fight is an expression, but how well can you express yourself when you're only allowed to use the vocabulary of a child?
I imagine brawl will be mostly forgotten and replaced by Smash 4. The only lingering scene of hardcore players will most likely be playing the Project M variant. A testament to quality versus popularity.
I played MANY hours of brawl, and have to admit that I enjoyed myself. So all of you out there who wish to take offense when simple truths are spoken can ignore this and not respond. This isn't intended as flame bait. We can embrace all the people who love smash, but recognize that different people have different purposes.
Perhaps it is the competitive types who've got it all wrong for taking Smash bros seriously in the first place.
I'm excited for Smash 4's release, I've been playing the demo plenty. I know that it isn't street fighter, but I already have a fightstick 3rd strike and SF4. I don't find myself being the wandering challenger going out of my way to find a good battle. Mostly the people around me (friends) are terrible at street fighter because it's so complex and strict. Smash will give me a taste of competition but I'll try not to get carried away this time.
I imagine a young kid picking up brawl as his first entry, getting into the game, starting to turn off the items and have some one-on-ones. They love the game, they enjoy the community, so they become competitive.
How long before the realization that the game was intended to combat his competitive nature? The very fact that a player is pushing for higher mastery is the reason they put things like tripping into the game. If you beat your friends too badly they won't want to play, that's not great for social gatherings or sales.
Our egos are comforted by mario party-like dice rolls that essentially turn the experience into a group gambling session. The uncertainty keeps the lesser dedicated players interested.
If people weren't so averse to harsh competition they may find that a lot of personal growth comes from the challenge. Smash with items on is a distraction, not competition. I'd rather do a number of things like have a good conversation, instead of casual smash.
Hardcore competition is a beautiful thing. It is a graceful dance. To read and respond to your opponent in milli-seconds is a fast and dense discourse, where no lies can be told. Everything you are is on the table.
I want to get to know you through fighting you, I don't want a cloud of random items to obscure that interaction.
So in order to comfort the less competitive, we stunt the depth of communication. Feels like communism in game form.
It is a more fuller expression of self to give everything you have in a system that doesn't hold you back.
Picture having a jam session. On one hand you can use a piano or a guitar. On the other, you're both equipped with kazoos. The kazoos are great for children, or anybody without a developed musical voice. Yet we seem to outgrow them if we really love music.
Last edited: