Yeah, I wrote this while being annoyed...:
"I am reacting to a recent Masahiro Sakurai interview on his opinion on the new direction the Super Smash Bros. franchise has taken with the transition from Melee to Brawl. In one passage, he has claimed that Melee was too fast-paced for inexperienced players, but also admitted that Brawl was difficult to play for advanced players competitively. This has in my opinion rendered the Smash Bros. franchise into a party game that appeals only to a casual crowd. It does not possess the synergistic component it was supposed to possess. It isolated advanced gamers who were looking for solid competitive experience.
Of course, not everything has been done wrong, for each game had its memorable elements. The original Nintendo 64 game had a very simple, yet effective level design. Super Smash Bros. Melee had the perfect twitch-reflex gameplay that is still currently played in tournament settings. Brawl has very impressive amounts of content, but the gameplay is plagued with lag, low gravity and random events that cannot even be deactivated. I speak from a core gamer perspective, but I am fully aware that the video game industry is a market, and therefore, casual gamers are valuable consumers. Brawl was an attempt to rally core and casual gamers under the same roof, but it failed. It sold, but many core gamers bitterly regret this acquisition.
But I would not come here without a solution. Critique without thought is meaningless. I believe that this series should take a new path, one that will unite core and casual gamers under the same title: Customization.
Battle-system customization:
Here is how it may go. Once the individual boots up the game, he will be prompted to choose between two options: Simple and Complex. The “Simple” mode would be based off Brawl-like mechanics. It would be easy for beginners to handle. The second, “Complex” mode, would be based on the Melee mechanics. It could be described as a mode for advanced and competitive players. One could even go as far as to add a third component, “Classic” mode, allowing for a system much like Super Smash Bros 64. This prompt upon first booting up the game would make for an easy choice for less experienced gamers who spend little time in menus. Of course, the battle system could be changed by going into the options. One could take this even further and make custom battle systems with a limited amount of options. For example, one could be given five landing lag options:
Lightning: Very quick.
Fast: Complex.
Normal: Simple.
Slow: Classic.
Slow-motion: Very slow.
These options could be used to modify the battle system in many creative ways:
- All types of lags.
[Slow-motion] [Classic] [Simple] [Complex] [Lightning]
- Sidestep speed.
[Slow-motion] [Classic] [Simple] [Complex] [Lightning]
- Sidestep.
[Off] [On]
- Rolling Speed.
[Slow-motion] [Classic] [Simple] [Complex] [Lightning]
- Rolling.
[Off] [On]
- Attack speed.
[Slow-motion] [Classic] [Simple] [Complex] [Lightning]
- Walking/running Speed.
[Slow-motion] [Classic] [Simple] [Complex] [Lightning]
- Damage ratio.
[Very low] [Low] [Normal] [High] [Very high]
- Knockback power.
[Very low] [Low] [Normal] [High] [Very high]
- Gravity.
[Light] [Classic] [Simple] [Complex] [Heavy]
- Fast-fall speed. (and ability to toggle it on/off)
[Light] [Classic] [Simple] [Complex] [Heavy]
- Shield strength. (and ability to toggle it on/off)
[None] [Weak] [Normal] [Strong] [Indestructible]
- Shield type.
• Sphere. (Normal shield)
• Wall. (Forward only)
• Damage reduction. (Reduced damage only)
• Knockback reduction. (Makes you fly less far when hit)
• Damage and knockback reduction.
- Power-shielding.
[Off] [Hard] [Normal] [Easy] [Always reflects]
Note: The changes in hard, normal and easy is simply a change in the allowed error margin.
- Wavedash. (ability to toggle it on/off)
[Off] [On]
- Traction.
[Perfect] [Complex] [Simple] [Classic] [Low]
Note: perfect means one never slides.
- Jump start-up speed.
[Slow-motion] [Classic] [Simple] [Complex] [Lightning]
- Short-hop height. (and ability to toggle it on/off)
[None] [Classic] [Simple] [Complex] [Very low]
- Footstool jump. (Toggle on/off)
[Off] [On]
- Teching (Ground recovery) (Ability to toggle it on/off)
[Off] [On]
- Air dodge type.
[Classic] [Simple] [Complex] [Synergistic]
Classic means none, Simple is like Brawl, Complex is like Melee, Synergistic is the dodge that can’t be directed from Brawl, but like Melee, can only be done once while in the air.
- Stumbling.
[Off] [On]
This is but an example. Indeed, this is very much my attempt at a more polished version of Melee and Brawl combat modifiers. Even more can be added.
While already being very inclusive of all types of gamers, many will appreciate the ability to make custom-made battle systems. Some gamers are micro-managers after all and we would be giving some of the creative resources in the hands of the consumers.
Character customization:
Finally, we don’t need to leave customization at that. Adding characters in a fighting game adds new options to a game, but there will eventually be a time where Nintendo will run out of eligible characters. Brawl has already started adding a lot of support characters, and it is only a matter of time until all that is left are generic baddies. Nintendo simply has too many franchises to maintain and cannot possibly hope to create new ones fast enough to catch up with the roster each generation. Thus by adding additional attacks, one can add depth to every character.
Let us begin with an example using only Falco’s special attacks.
The original setting would be as such:
Neutral: Blaster.
Forward: Falco Phantasm.
Upward: Firebird.
Downward: Reflector.
The one could set up alternatives:
Neutral: Charged Stun Blaster.
Forward: Phantasm Blaster
Upward: Barrel Roll.
Downward: Thrown Reflector:
These were made out of the blue merely to exemplify the system. As you can see, there are many advantaged to this. First, it adds depth and variability to the characters. Second, fans of previous games would be pleased to use the moves they used to prefer. Third, characters with no antecedent alternative moves would gain new options. Fourth, there would be a very wide range of possibilities. Default settings would of course exist for each character, but using the name system, one could save his or her character settings. Playing with these would not be mandatory, but available. So every variation of normal attacks and special attacks could have an alternative, literally making a character more to one’s own liking.
Now another for Mario:
Default:
Neutral: Fireball.
Forward: Cape.
Upward: Super Jump Punch.
Downward: Mario Tornado.
Alternatives:
Neutral: Megavitamin.
Forward: Ground Pound.
Upward: Spin Jump (Mario World jump using the A Button).
Downward: FLUUD.
For A attacks, I could even imagine Mario’s Forward Fireball Smash getting interchangeable with The Nintendo 64 Forward Smash Attack. The possibilities are endless. Now here you can see many amusing alternative. All of the Melee moves are available. Furthermore, Dr. Mario’s Megavitamin makes a return. Brawl’s FLUDD can be selected for those who preferred it in Brawl. And there is still room for new attack. This would please the old fans and the new fans. Some of the old fans may even want to experiment. Certainly, that could very well upset the balance a little, for players could find ingenious ways to set up powerful combo-friendly move sets, but the creative benefits would outweigh the gains, and a more competitive system would be enough to quench the thirst of core gamers."