I was going to write some kinda long thing with numbers or w/e but I'm at work so I'm just going to write my thoughts on the above comments on the system only being a small factor and the game being the main issue. The system is marketed first and foremost, in fact I feel like the Wii is marketed much better than the Gamecube ever was.
There were more units sold because of this, so there are more people who actually have a Wii. The game isn't SOLD only on the fact that "it's good" it's sold because of brand/title familiarity. Nintendo is already a brand you love and am familiar with. And then you have Smash Bros who's been with us since 64, you've tried it out at the store maybe back in the day and then you got your friends into it etc... the next one comes out for the following system so you assume it's going to be good, so you buy it, you're hooked! What a fan-****ing-tastic game! In your head at this point, Smash is a familiar and reliable title that you're looking forward to on the next installment. Then the Wii comes out and "damn, this is gonna be great! I can't wait!" you get it home and it's not exactly what you expected. You're devasted and you immediately sell it on ebay (lol).
Obviously I just used Smash as an example. Chances are, you're a casual player anyway who didn't care about competitive play and bought all three games (or maybe even just two) because it's Smash and it's new!
This is what happens GENERALLY when people buy games (again, I wish I knew the actual studies or statistics on this) but being a general consumer of games I know that when I buy a game I'M HOPING it's going to be good. Not that it's already good. There's been plenty of games I've bought in my lifetime that have sucked *******s when I got it home and was dissapointed in it. The sales aren't indicating the number SOLD BACK, they're only recording what's SOLD initally. And selling initially doesn't automatically mean it's a good game.
That is some pretty large theory crafting right here about Brawl. Like I agree they were marketed better which helped, but saying this attributes to how good the game was is a pretty large stretch.
No, it's pretty much true.
This is the conscious I have heard from the multiple library tournaments I helped with, heck Melee wouldn't wouldn't have been hosted at all for the kids if it wasn't for my friends and myself.
Edit: @ Red Ryu, That's a great example, again showing that sales do not imply a good game, and lack of sales do not imply a bad game.
Agreed.
I know a lot of underrated movies and games that were good even if they didn't sell well, at the same time I've seen a lot of overrated movies and stuff get popular for really odd reasons.
Everyone needs to shut up about casuals and hardcore players, btw. Neither of those are meant to be the target audience for Smash Bros.
The target is clearly semi-serious players. People who play without items, 1v1, trying to improve at the game, but who have no aspirations of going to legitimate tournaments. They might do small dorm tournaments, and it's meant to be a social game with a lot of replayability. These people are playing the game for the fighting engine though, make no mistake.
They largely detest the lack of combos, the tripping, the shallow system that Brawl uses. If more of them knew about Brawl+ when it was around, they likely would have jumped ship.
Have you seen interviews or anything with the game? It is aimed at casual while both games allow settings to be changed for competitive play.
The topic I spoke of was accessibility VS depth. The points I made stay the same regardless if you're playing on stages in an arcade game or against another person in a fighter. In a nutshell, I explained why you can make a game very easy to get into and still have depth. Obviously the way these games are played are different but the concepts of accessibility and depth apply just the same.
Whether intentional or not, Melee has depth below the surface and it has not harmed the accessibility the game has, just as the arcade games I mentioned have not had their accessibility harmed by their depth. This is not even about Brawl specifically, but the idea that one must remove or limit depth in favor of more accessibility is flawed and greatly reduces the quality of the final product. That is true for everything, not just games.
You know, making a game with great depth but lacks any form of accessibility is worse than a game with more limited depth and a lot of accessibility because it would sell terribly and limit it's competitive audience.
Even is a game was easier, it would be able to be played by more people which is an extremely important detail for making a game. Difficult =/= depth necessarily.
Neither game balanced it right.
The items in MKWii are too powerful. Funny thing is though, I think the game is legitimately more competitive than Brawl.
-It has an online ranking system, and GOOD online that doesn't lag.
-Nintendo hosts speed trial tournaments.
-Time trials have leaderboards and a vast array of statistics dedicated to tracking world records with different vehicles under different conditions.
-Snaking has been nerfed, but it's still in the game. If you use a kart, you have to maintain a MT 100% of the time, which requires some creativity in places.
If people wanted to take Mario Kart seriously, they could. They could hold karts only, 2v2 strategic items, team tournaments at 150cc, and it would literally be a deeper, richer game to play competitively than Brawl.
A game that punishes players for winning is competitive? (I know both games have alternative settings)