False.Who claims that Melee is easy to play? Go ask competitive players and they will tell you otherwise. Competitive Melee is difficult to play and learn, but in return it is extremely rewarding and allows for a fulfilling competitive experience, as demonstrated by large tournament outcomes 9 years after the game has been released.
Also, casual Melee is extremely easy to get into. I have had plenty of friends who love to spam the C-stick and throw around items, and have great fun; that is how most people start. If you think competitive Melee is too difficult, you'd probably be better of playing more generic, easy games such as halo or star fox.
From a distance, I hear a voice
Melee fans who played deep into the game without any problems might have trouble understanding this, but Melee was just too difficult.
I will be honest, no one here knows how people play this game outside of Smash Boards. I have been here since back in the late days of Melee, and I can tell you there is a big difference. Note that a lot of you concern yourselves with competitive Smash. So, to you all, these things in the game are easy. But to other gamers, they are not. There are plenty of players with varying skill levels. Not everyone is a pro and even as plenty of people have said here, Brawl is the easier game.
Note that, again, sales fell in Japan. This means people were leaving Smash Bros. The people who played 64 did not want to play Brawl. Likely, Sakurai could see this and made sure to fix this come Brawl.
Wow, terrible, terrible.
Games sell to the masses not because they are "good" but because they are generally dumbed down and made accessible to the majority. Going by your logic, Wii Sports is better than Brawl, Melee, super mario bros, counter strike, etc. merely because it sold the most copies.
Brawl did not improve from Melee. It was a crappier version spat out with better graphics and more gimmicky characters so that it could attract flocks of 10 year olds. Not even an effort at balancing the game.
The ad populum fallacy does not work.
[/QUOTE]
There are plenty of ways you can tell who knows business and who doesn't. When you say "customers are stupid," they don't get it.
Consider this, if these people are dumb for buying a bad game, than what if they are smart and you are dumb. You wont consider this because you think you are "smart," but we will always have some ego and think we are all geniuses. But, what if the people who buy games from Wii Sports to Brawl are smart and you are dumb?
This is where I stop responding, because I know that arguing with you is meaningless. I will leave with this though.
1. Not as many consoles available.
2. Poor marketing.
3. People at first don't understand the depth of the game.
4. Social trends cause people to not enjoy video games as much.
5. Economic trends cause people to not buy as many things (video games included).
6. Current events causing sales of certain video games to decline (school shootings leads to parents not buying as many violent games for kids).
7. Individual aspects of the game which people perceive to be bad but actually it's just a small part of the game (eg: many casual players hate brawl because of SSE).
8. Miscellaneous factors (I prefer Melee/64 over Brawl any day, yet I have bought a copy of brawl and still have it, and have never bought and never owned a copy of Melee).
I could go on, but as I said, arguing with you is meaningless.
Btw, not all of those 8 apply to Melee/Brawl sales, I'm just saying that your statement
The other sign of someone who doesn't know business is that they do not mention customers. The closest you came was society (people buy goods, not societies). I expect this fine fellow is actually an Economics major.
Think about this: do you buy things you like? Of course you do. Why wouldn't you? Now, do you buy things you dislike? Well, no, you wouldn't buy it. Now, if you liked something, would you tell others? Yes. And if it's bad will you tell others not to buy if. Of course. This happens a lot in retail. So than ask yourself, why do you think this doesn't apply to everyone?
Rule number one about making big hit: make it something good. Fact is people don't buy bad products and if they are "bad," that's your thoughts, not theirs.
The audience is always, always, always right. You can point to the accessible parking lot, to the time of the showing, to the weather of the sky, but none of that matters. The audience is always right
?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.
No, it is not the same thing because how you develop a multiplayer game and a single player game is totally different. A single player game has only character, and the challenge is made though a stage. So if you want to make it a challenge, you make the stage harder.
You can't make a multiplayer game more challenging. Like a single player game (unless it's co-op). You can't just add enemies or change the level. The challenge comes from other players. The difficulty is that another player is really good. In other words, Melee is no more difficult than Brawl. The player defines the challenge. The game designer just gives them the clubs and tells them to go at it.
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.
I wouldn't use depth. Depth is not difficulty. Take Super Mario Bros. What depth is there is jumping on a goomba or jumping over him. No much. You have two simple options. But that goomba can make a challenge for the player, such as putting him on a moving surface or have him drop from the blocks above. This is not depth, but difficulty.
I would argue depth doesn't matter to the player. People played pong and loved it despite it's just hitting a ball. Most sports have very little depth but as exciting nonetheless. Besides, you used depth and difficulty the same, when they aren't. Consider the games you brought up. Turtles in Times only has you jumping and kicking. There isn't much to it there. There are not Advance techs or anything. Just punching and kicking. This was many games in the arcade. Pac-Man only had you move forward and get power pellets. Donkey Kong only had you jump and get hammers. Yet somehow, it's the same if X game has all these little extra things we call ATs.
You mentioned Brawl felt "bloated," but I will say games like Melee felt bloated. A game with depth has lots of extra stuff that gives players more options. It is 9 resources in an RTS. It's focus attacks and cancels in Street Fighter 4. It's Baroque in Tatsunoko vs Capcom. It gives the player more depth in things they can do, but all it does is feel like fat to players. People flawk to simple games, game like Brawl. They don't want wavedashing, L-canceling, and all the other ATs Melee gave us. Putting in ATs does not make a game fun, it makes it feel bloated and boring. These things are extra barriers to the game for players. It's things players "have to know," to play the game.
People tend to miss that fact that Melee missed the mark in Japan. People will put extrnal forces to it, but the simple answer was that Smash Brothers was becoming Street Fighter. Street Fighter 2 was a very big game, but for some reason, it failed to keep that popularity. Even 4, despite being on two system, can't come close to 2's success. Melee was doing just that by making the game harder and harder for people to play. Japan wasn't a fluke, it was a warning sign. In Japan, people were leaving Smash. Not as many people wanted to jump into Melee. These players were not moving up? What happened? From Sakurai's sayings, they likely were not willing to move to Melee as they found it hard.
People will clamor and try to say Brawl did better because of the Wii, but consider that people play software, not hardware. If these people actually wanted Melee, they would buy a Gamecube. If they want Brawl, they'll buy a Wii. So, simply, these players were not buying Gamecubes for Melee as they didn't want Melee to begin with. Basically, people were not going to be excited for more Melee. They want Brawl.
Let me wrap this all up by saying that, in multiplayer games, difficulty and accessibility are opposites. The difficulty is made by the players being good, something the designer has no control over. The only way for them to make it more difficulty is to make the game harder to play or add lots of elements that change the game. Doing either is going to make it harder to get into. Multiplayer games work best when they are very simple. Remember, Starcraft was a simple RTS, and it's played in stadiums now.