It's been a while since I had to dissect a post here. I feel I must do it because oh boy, there is plenty of wrong with all the stuff you are saying. But I have some free time right now and I will have some fun while doing it at the very least.
Oh, so you were just "pretending"? Ha ha. I guess it's my fault for not treating written language like spoken language.
In all seriousness though, don't be that guy. You said what you said. Poe's law applies here: without the author's clear intent of an exaggeration, it is impossible for the reader to not mistake it for a sincere expression. Learn to take ownership for what you write.
Look, the man isn't perfect. He makes mistakes but credit goes where credit is due. But let me see what you find so stupid about his design philosophies...
How so? Are you talking about his other games aside from Smash? Because I can't think of any examples that fit the bill.
Or are you saying that because of "Everyone is here"?
In what way?
Those menus are designed to stand out while being functional and easy enough to navigate. They are very user friendly and also help provide personality to the game. The only menu I can think of that drew some criticism was Smash 4's because they were difficult to navigate and contained modes in confusing spots, but that is the exception to the rule.
They are designed by Michiko Sakurai by the way, and I think that she has done a good job. She designed the UI interface for Kirby 64, Kid Icarus, and all Smash games. That includes the character select and stage select screens. This has never been a Sakurai philosophy that people have had serious issues with. Did you find them confusing? If so, when did you decided to start thinking that they were horrible? The menus on Melee, Brawl and Kid Icarus Uprising are properly categorized so you can know where you are going. I think you are either being a contrarian or have short attention span.
I'll elaborate by giving you a breakdown of why the UI from SSB Ultimate's works.
After the title, you are introduced to a screen where all the game's options are assigned by colors. The Switch is a hybrid console, so there are a lot of people who will play the game in handheld mode. The top menu has all the choices seamlessly integrated so the player can clearly see where they can go. The screen looks static at first but when you choose a mode, the menu dynamically opens up into other options. It also has the detail to represent ideas by color (examples: Smash is red, Games and More is blue, Vault is pink) while looking very clean. Almost every option you highlight is associated with a portrait as well.
Games & More is no longer a small button as it was in Smash 4, and you can clearly see Classic Mode upfront when you open it up. Training mode is clearly visible and not as hidden as it was in the previous game.
Smash or VS mode, is categorized with the main option being at the top with Squad Strike, Tourney and Special Smash being just below.
When going into Smash, you can create a rule-set first, then you go into the stage selection screen before the character select screen. This makes sense, as some characters handle themselves better on certain terrains.
The stage selection is arranged by the order they appeared in the series, and show you a preview when you hover your cursor over it. They allow you to choose the music and you can even play it to make sure before making your choice. And if you choose a stage by accident, the game gives you a small window of time to cancel your selection. This is also where the selection order helps as well.
The character selection screen is also arranged by order of appearance. 8 players smash is no longer a separate mode because you can keep adding players on that very same screen until all 8 of them are there. It also remembers your name. And during gameplay, we now have a proper pause menu.
At the right side, you also have a mini menu assigned to the ZR button. Important to note that this menu now grants easy access to options, wireless play and help.
Overall, the UI looks pretty, is very user friendly and is crystal clear in its options; it's one of the best ones they have come up to date. So let me ask again: in what way are those menus horrible and confusing? Even a child wouldn't have trouble finding their way around it. You'd have to come up with some serious mental gymnastics to insist that this is a stupid design element.
What gambling elements? Are we talking Pokemon Game Corner-esque stuff? Like Final Fantasy VII's gambling? The poker game in FFXIII? I have no idea what gambling elements you refer to.
Is it the coin launcher and lottery mini games? Because those are merely one of several ways to obtain trophies. I don't see how can this become obstructive to the gameplay in any way.
Some games have gambling features that I don't bother touching, like the Game Corner, and the games Sakurai has designed feature none of them.
Are you referring to the milestones and notices? Do you realize that is merely the games' way of keeping a record of your playtime, do you?
Smash will tell you when you've played 10000 battles, so what? This doesn't impact gameplay in a negative matter. It is entirely optional and is not a Sakurai specific design, as other games contain similar stuff.
I'm sorry but I think this complaint is extremely dumb, unless you are going to tell me that you "playing" pretend again. If you play the game for the sake of getting that 10000 battles milestone, then that's on you for being a masochist.
I completed all the challenges in Ultimate during the first two weeks, and almost all of the Kid Icarus ones. All of them have very specific conditions that you need to fulfill to complete that challenge. I don't know what randomness you are referring to but I think your memory needs a refresher in this regard.
Ah yes, the fixed jump heights and the trajectories are a real pro... wait, what? Seriously, what are you talking about? What gameplay priorities?
Buddy, you lost me there. Are you implying that character jump heights should be fluctuating on each button press and that trajectories should always be changing? So what about consistency?
And this isn't even a Sakurai thing. Other fighting games, platformers, adventures games, etc. work like that; most characters jump at a fixed height depending on a button press. You see this in Mario games, Sonic games, Megaman games and Kirby games. You'll have to explain yourself better because that is the most nonsensical thing you've said so far.
This is the part where you rightfully deserve to be called whiny and self entitled. How dare Sakurai and crew work on something that wasn't of your liking? Didn't they understand that they had to appease you, and only YOU?
See, just because you don't care about it, doesn't mean that others don't. I like World of Light, it's my favorite Smash single player campaign for several reasons, and there others who share that opinion as well. I won't forget that mode because of the plethora of video game references it contains. Other people may not feel that way, but do not dare to speak for everyone.
I sure hated Kirby Super Star's focus on quantity over quality alongside it's gambling elements. I also remember disliking the fact that Kirby jumped at fixed heights and unlocking achievements in that game required me to play certain modes hundreds of times, thus preventing me from enjoying the gameplay. Those challenges relied too much on randomness. The menu was a hot mess to navigate in.
/sarcasm
So you use that contrived list of embarrassingly ignorant and inaccurate reasons as your guideline to decide whether you skip a game or not? Seems arbitrary. I suppose every platformer is blacklisted because of the "fixed jumping".
This is sadly the only sensible thing you said in your post.
Its not arrogance when it's true, friend. A lot of misconceptions float around this fanbase, like the one where people think that a clone character takes the place of their favorite pick. Worst of all is that people care less about having an informed opinion and more about being part of the outrage machine. I hunt down every bit of info I can about the development cycle of these games because I want to eliminate misinformation. A lot of your gripes also come from a lack of proper information. Like you are about to do in the following paragraph.
You've been convinced yourself without having the means to back that belief, not a good move. The core of the Kirby series are Kirby himself, Meta Knight and Dedede which are the three most recurring characters. I don't know why you somehow think that lacking Nova or Adeline is the Smash team being ignorant of Kirby. It also seems trivial to scrutinize the devs for "missing" a couple of Spirits when they included a great majority of them.
You realize that that is the job they hired him for, do you? Do you know what being a director is? Nintendo clearly hired Sakurai because they wanted him to lead a group of people and pour his vision on the project they were working on. What is wrong about that? This is yet another ridiculous gripe you seem to have.
*audible gasp*
...And? He was initially reluctant to change Villager's neck but did it anyway. What are you trying to imply here?
*sigh*
He said that he changed Wii Fit Trainer's face due to a request from the Wii Fit team. How in the hell is that complaining? Did you watch the same direct we all did? You are just making up stuff now.
Perhaps you do have short attention span after all.
He created Kirby. He wanted him to be pink. He rightfully stood up his ground against Miyamoto for his creative vision. Exactly what did he do wrong here? Wouldn't you do the same if you were in his shoes?
Let's call it an asspull. Much more fitting.
Current Kirby games are very close to Sakurai's vision. Most of them resemble Kirby Super Star in many ways. I doubt he has place in his world to be that petty.
So is this what this is about? Sakurai excluded your favorite waifu from the anime and you had a hate boner for him since then?
This is such a petty thing to torch him for. Again, Sakurai was involved in the creation of the anime and he is the creator of Kirby. There is nothing wrong with him not wanting humans in it at the time. If that's his vision then it has to be respected. And I can see where he was coming from, humans in a Kirby game come a little bit off to me which is why me nor my brother ever cared much about Adeline. I vastly prefer the other characters.
Here are several other thoughts:
-maybe they never planned to have them from the beginning.
-maybe they did plan to have them, but time, resources, etc. Making a game can be a convoluted process and sometimes things don't leave their beta stage.
-I don't know why you think you are owed an explanation (You are not even buying the game anyways). It's not their obligation to add those spirits just because you think they do.
Or because they weren't obligated to do it.
Confusing the fact that attending to your personal whims is having some degree of professionalism.
For the record Iko, I don't take back what I said in my previous posts. In fact, let's add more stuff to that list, shall we:
Based on this post alone, your gripes regarding Sakurai's design philosophies seem utterly trivial. You discuss about gambling elements that have little to no presence in his games, the randomness of the challenges which is just false and exaggerate the influence of milestones on the game's experience. The only gameplay aspect you talked about makes no sense whatsoever and is an aspect that is present in almost every action game, so you'll need to clarify that one for us.
You also appear to have this idea that his job is to bend to your personal whims rather than following a vision of his own, like his job description would suggest. For some reason, you have a problem with him being firm on creative decisions like Kirby's color scheme (Which I figure we were supposed to take it as proof of his lack of worth as a game dev, somehow). You embraced the iron throne metaphor too much and that shows me that you simply see yourself as a self made victim here.
Your remarks were self centered as well. It's ok if you like Adeline, but you seem to be under the impression that they somehow have to put her in and have to provide you explanations on what they don't include. I didn't take kindly to your comment about "wasting" development on the single player campaign because that shows a degree of self entitlement. That's why I think you deserve no sympathy whatsoever.
The over emotional responses don't help you either.
Don't expect anything from the DLC. You are close minded and set already to dislike this game for having Sakurai's name on it.