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Hear, hear!I think the worst part about brawl vs. Melee debates is that most of the people from both sides of the argument are godawfully stupid.
This so much.I just wish people would stop ****ing referencing SALES when they talk about which game they think is better.
Why would people john about a lack of items at a competitive level? I wasn't here for Brawl's release so i'm totally being honest here. I just don't see competitive players saying 'you won because there weren't items...' that, to me, sounds like incredibly flawed logic for several reasons... Obviously some characters directly benefit from a lack of items, as it stops interruptions when doing infinites and the like... but it benefits the other player just as much so...The sad thing is Loco luco whatever, that plenty of people will john about a LACK of items.
Set spawn items would be interesting if the stage had a non-obnoxious design to go along with it. The closest there's been in the series is Green Greens which got banned in, what 2002 or 3?, and DP which had a similar lifespan.
That situation in SF is different (though i'll be honest: I've never heard of this rule myself)... with that situation, it's not about limiting random variables, it's limiting what the player can do. It's like saying, 'don't chain grab'.I think I'm starting to understand what di Sakurai mean when he said he changed most of the mechanics of Melee be cause he wasn't happy of what people had done of his game. He wanted both experts and newbies to have fun, not only the first class of players. FIRST CLASS OF PLAYERS! How does it sound?
I'm antielite too. And about banning items, that sadly reminds me when in Street Fighter 2 someones (who??) invented the rule that you wont hit an opponent when he is dazed or you would be a dirty player. Jesus Krystal! That's part of the game! If you don't like it play another game, for puck-man sake!
Anyone who has played Eternal Darkness can attest to this. The game is critically acclaimed and received by players as one of the best psychological horror games ever made but in A.) a genre that doesn't rack in millions of sales already and B.) an unadvertised game on the GameCube, it's not a matter of quality that made it sell poorly.This so much.
There are many great games that are overlooked and there are also games that sell a lot (Call of Duty, for example) that are just bland, rehashed games of rehashed games.
The fact that majority of people like and buy ****, doesn't make such **** any good.
Sales =/= Quality
I think you're confusing casual appeal and attempting to force casual play. One could play Melee or 64 just as competitively or casually as one wanted and have fun. The learning curve to fight CPUs, play Adventure Mode and play around with items was just as high in Melee as it was in Brawl. The difference of course comes when you get to competitive play.Elaborate. 64 has a super steep learning curve to the point there are Isai and a handful of other people (like 2?) that beats everyone else and no one else comes close even when Isai johns with bad characters lol. Melee also has a very very steep learning curve and has faster gameplay in terms of strain and button input than 64. There is no way in hell that Melee nor 64 had the casual appeal that brawl did knowing everything that we know now.
Brawl is not as monopolized (from a player not character standpoint) as 64 by a long shot and melee is also more monopolized.
Not counting metaknight, Brawl is more balanced and there is a smaller gap between tiers of skill levels of players.
There should just be a separation though (competitive and non settings) imo and it wouldn't even be that hard to create and separate the code.
More that the transition into higher levels of play should come naturally in some way or another. The top curve are still a select few, and there will always be those that truly push the limits of the game like Armada and PP. It isn't my ideal, but I would not be opposed to it entirely.So your ideal game has a low variance for individuals at top level play? I mean I guess I can get behind that, but it seems to me that, in melee, perhaps especially so, the difference between elite and high level play can be pretty staggering. Really the difference between elites seems to often times be pretty significant.
I think i understand what you are getting at, but wouldn't that mean you HAVE to have a game with an achievable maximum level of skill? For everyone to start stalling out at high levels wouldn't you have to be playing a game with a lower potential for improvement and innovation, and ultimately a lower skill cap/ less total viable strategies and playstyles? Or am I misinterpreting something?More that the transition into higher levels of play should come naturally in some way or another. The top curve are still a select few, and there will always be those that truly push the limits of the game like Armada and PP. It isn't my ideal, but I would not be opposed to it entirely.
I think this depends on what you define as the learning curve. Even if everyone mastered their execution, the innovation and strategy will continue to exist.I think i understand what you are getting at, but wouldn't that mean you HAVE to have a game with an achievable maximum level of skill? For everyone to start stalling out at high levels wouldn't you have to be playing a game with a lower potential for improvement and innovation, and ultimately a lower skill cap/ less total viable strategies and playstyles? Or am I misinterpreting something?
The flaw in your analysis is that games and systems sales do not have a strong correlation, even among games in the same series. There are numerous game that have sold better on systems with less sales. Mario 64 sold less than Mario Galaxy, for instance. The game defines its own sales. There is no validity in a ratio of game sales to system sales especially since the game sell the systems and not the other way around. Your also making a judgment on the products performance based on another product. Brawl out sold Melee, but Melee did better because the Wii sold more than the Gamecube. This is do different than saying "While Jelly sold 5 million in Q2, Peanut Butter sales were down, so Jelly is under performing."Comparing Melee's sales for 8 years and Brawl's sales for 1 year isn't exactly accurate way of comparing sales.
Rather, Consider Brawl's sales as of March 2012: 10.79 million
Still quite disappointing compared to the number of Wii sales.
But more people bought Brawl. It's how many people you served. 10 million is better than 8 million.Hey now, if you compare the more percentage of Gamecube owners bought Melee than Wii owners bought Brawl. Just sayain
$134 million is though.8 million isn't exactly a small number ether you know.
His profile says he's 112 years old.Get off SmashChu. He's a petty troll that intentionally derails any thread with sales numbers.
But I'm saying, Melee really did well, and it SEEMS to have sold better than brawl within it's own realm of possibility. I agree selling more is better. But not at the cost of completely selling OUT. Not saying Brawl is a sell out. Saying Wii Sports is a sell out. But it's a sell out franchise, so that's okay. Brawl would have been a better game competitively even if Sakurai simply managed to accomplish everything he wanted. There was the fatal flaw of balancing though. Smash has NEVER been a well balanced series, but 64 and Melee got away with just Sakurai balancing it because of roster size.But more people bought Brawl. It's how many people you served. 10 million is better than 8 million.
First, someone else brought up this discussion, not I. If you don't want to talk sales, blame them. Second, no one is stopping you from discussing competitive Smash. Go on ahead.Get off SmashChu. He's a petty troll that intentionally derails any thread with sales numbers.
Go back to talking about the competitive side of the series and where Sakurai stands on it.
There really is no such thing as "selling out." What it means is the company wants to branch out beyond an established niche. Companies exist to make profits, so this isn't a bad thing. For one, more people can enjoy it. It can create more jobs and help the economy as the series is making more money.But I'm saying, Melee really did well, and it SEEMS to have sold better than brawl within it's own realm of possibility. I agree selling more is better. But not at the cost of completely selling OUT. Not saying Brawl is a sell out. Saying Wii Sports is a sell out. But it's a sell out franchise, so that's okay. Brawl would have been a better game competitively even if Sakurai simply managed to accomplish everything he wanted. There was the fatal flaw of balancing though. Smash has NEVER been a well balanced series, but 64 and Melee got away with just Sakurai balancing it because of roster size.
Remember what I said above. That the competitive community wants to be the focus. The problem with trying to please both sides is you really can't. People do not dedicate their lives to Videogames so most people want games to be accessable. But competitive community hate that because they find purpose in mastering the game. There are very conflicting views. Naturally, one sides wins. In some games, the dedicated side wins, though this usually comes at the cost of sales and viability as a series. It is one reason why Street Fighter went dark for over 10 years after 3rd Strike. When games appeal to the other side, they tend to have more sales and keep getting made because there are more of those people.Really, at the end of the day, this future game is going to rock Brawl's socks, and honestly, be better balanced competitively than Melee was. Videogames should balance the scale of casual and competitive players. Smash is a prime franchise to do so, and this future game will excell in that area. Both communities are going to win, which will make Nintendo win. Sakurai knows this, I'm sure. Probably why Mr. Tekken was brought on board.
I kind of mentioned it up above. The issue with balancing is that most people are not competitive. Starcraft 2 is a great example of the problem. Terran was balanced for high level play (tournaments). But the strategies in top play for Terran were bio which meant moving a lot of little dudes around at the same time while still building units, supply depots, and dropping Mules. Surprisingly, most people couldn't do the multiple drops that top level players could. But if your in Gold or Platinum, it can be hard to play Terran. Zerg and Protoss can just move into your army and win where you have to do a lot more. It should be no surprise that Terran had no presence in those leagues and less in higher leagues.I have a lot of respect for Chu, I just disagree that the competitive scene should be ignored completely.
If you balance at the 1 v 1 no items level, 4 on 4 plus items will be just as balanced. It's silly to balance the other way around. Sakurai's fatal flaw. I DO NOT think this flaw will happen again.
Yeah, the competitive scene didn't hurt Melee's sales per say. A lot of this stuff was coming out after Melee was a few years old. Still, people didn't like it. There was a large outcry against many things including Wavedashing and Tiers. It's similar to Snaking in Mario Kart DS. No surprise, it was changed later.But still, why on earth would they reduce the audience to 9/10's of what it could be? Melee competitive viability didn't turn off casual players, but sakurai going out of his way, tweaking the engine to enforce casual play alienated the competitive community. Even if we are small, deliberately choosing not to make a game that can be enjoyed by all is was not a good marketing choice. If I know this, there's no way sakurai does not. I think the real reason he did what he did was that he doesn't want smash to to be competitive at all. The sales numbers are irrelevant, sakurai knows what he wants smash to be, a simple game that doesn't put an emphasis on winning. He's the boss, he can make what ever he wants, but that doesn't mean I have to buy it.
Wow, it's hard to believe I can't say that on swf. It's not even a curse word. Sorry about the double post.None of your examples really hold any water when you think about how CoD is the most successful gaming franchise of all time and catering to hardcore gamers is pretty much all them **** do.
People don't want their game to be that way. People play games for fun, not for competition. People like wavedashing because they don't want to hop in the game, see players doing that, lose, and then have to learn it to win. They take the path of least resistance, which is quite.I'll really have to disagree with SmashChu.
The outcry against wavedashing really shows ignorance.
Despite being a casual player, I don't get it why the competitive scene gets such hate at times.
Consider Starcraft. In Brood War, most people didn’t play ladder games even in South Korea. What most people played was Big Game Hunters which was a 4v4 map with a ton of resources. It was crazy, but it was fun. And what is the point of playing a game but to have fun? However, with Starcraft 2, the game is not about just hanging out and having fun. It is about E-Sports. It is about Master league people laughing at the Diamond league players and those players laughing at the Platinum league players and so on down. It’s stupid. It’s just a game.
When you make a game designed for an elite community (in this case, Smashboards), it doesn't work. MMOs have had this problem. Everquest catered to the elite crowd and it eventually tapered off. WoW was designed for the normal player but has declined due to focusing on dedicated players.I kind of get smashchu's argument, except that people will always find reasons to complain and the ones who aren't satisfied are usually the much more vocal group. We still see people complaining about melee being melee or brawl being brawl regardless of what changes are made to the game. In the end, i feel like most casual players are happy with new characters and content (which, in terms of quantity, brawl delivered wonderfully), and there is still leeway to make a competitively balanced game.
Also, I'm pretty sure wavedashing was attacked only because it was seen as a "glitch" and not a "legitimate tactic." had Nintendo decided to support wavedashing... Well, hypothetical aside, i don't believe it was necessary or even profitable to alienate the competitve community. Brawl garnered sales for franchise name and content, not by removing wavedashing.
Brawl was a balance. You've already gotten this game.However, he has one particularly deep regret: the game's accessibility level. "I had created Smash Bros. to be my response to how hardcore-exclusive the fighting game genre had become over the years," Sakurai said. "But why did I target it so squarely toward people well-versed in videogames, then? That's why I tried to aim for more of a happy medium with Brawl's play balance.
He wasn't a new player. He was a player who claimed he tried to get good, tried to learn the game's mechanics, even had at least one person trying to help him and failed even in an easy game like WoW. He wasn't hated, he just was so bad that it made no sense to group with him since he couldn't pull his own weight because he sucked. Source: the one guy that tried to help him posted about it. As for players that are new, the internet is there and answers are easy to find. The "shunning" is probably for players that don't listen to others and play some ******** suboptimal way.People don't want their game to be that way. People play games for fun, not for competition. People like wavedashing because they don't want to hop in the game, see players doing that, lose, and then have to learn it to win. They take the path of least resistance, which is quite.
There was a really popular thread in the Korean WoW community that discussed a similar problem. Basically, the game has become very elite and new players are shunned. One guy was hated because his DPS wasn't high enough. People want to play games, but competitive players (competitive Smash too) make it their life. When the game caters to these people, everyone else jumps ship.
I have also seen this behavior. People want to win, no matter what they say.They claim that playing to win in the smashbros universe is not worthwhile goal, but get hella mad when they can't beat players who have put time in the game. It begs an explaination. Every casual player I've met who buys into no items fox only nonsense tells me how I'm a douche for taking melee seriously, loses with and without items, and then gets hella salty, taking it way more seriously then I would have.
It's unmistakably true: better players are more engaged as they have more control and feel more connected to actions in the game, as subtle rapid-fire decision-making makes the game react at their command as much as their fingers and their own brain. It seems clear to me that a player playing a competitive game well means they're more engaged and is having way more fun than a casual player that's just mashing buttons.I guess I just feel that having more things up front would ultimately encourage players to want to get better, its not like the game gets any less enjoyable lol, in fact I would argue it becomes wayyy more engaging and fun at mid-high levels of play. Anyway that's more of a beef I have with fighters period.