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I've given my exact thoughts on this a ciuple pages back.Conversation has probably been done to death, and is unrelated to anything going on in the thread right now, but Smash 5 as a concept (regardless of if it's on Switch or etc; ) worries me.
SSB3DS/U has 58 characters. It took a ridiculously long time to develop, even longer to balance and a few of the characters didn't even come until post-launch. This isn't even considering all of the other modes/custom moves/etc;
How are they going to one-up that for a sequel in a realistic amount of time/development cost? Do they have to? There's no doubt the characters are one, if not the main selling point(s) for Smash. If they try to one-up it, how could we expect characters to be as unique, or as balanced as Sm4sh is? If they don't, it's likely a lot of fan-favorites will be cut in favor of different characters, and etc;
I don't want them to nor do I think they ever would, but I've also seen suggestions of rebooting the franchise or slimming it down to rebalance or redo it in a different and/or more streamlined fashion.
Look at the response to MvC from a casual audience and now think of how Smash's would react to these kinds of things. I guess I kind of rambled on here and don't really know what my point is, likely mostly nonsense but I suppose this serves as more of a basis for my question to Smash 5:
Where do they go from here?
A lot of people ITT don't like the discussion as the outcome is depressing in their eyes, and many prefer to believe the 5th entry can get away with having 70+ characters (it can't.)
Imo, we'll see a port of 4 with 3-4 additional characters and the 3DS content, and then that's it for the rest of the Switch's lifespan.
Series will likely go silent for a long long time, and then it'll be rebooted under a new director, as Sakurai seems adamant about not returning for a 5th time, and when you look at his reasons for returning for Brawl and 4, you can see the contrast in attitude.
You're right, they went all out hoping people would be satisfied. Most people ITT don't seem yo understand fighting game development or the resources that went into 4. Hiring Bamco for extra help, bringing back old devs from HAL Labs, licensing costs for lots of 3rd party characters, continued support with DLC, ample development time this tike around, tons of monetary resources in order to make it the best and largest game possible, etc... It was a costly game to make, and they're most definitely gonna milk that investment with a Switch port.
Because those games don't have 57 character rosters, and game balance is something you have to contend with when making new additions to a game such as game mechanics or characters.I don't see why nobody wants to consider reusing assets. ArcSys does it and Tekken still does iirc yet they still like fine. Smash 4 has the perfect art style for the franchise so you might aswell save all that hard work
Changing anything in the game means you gotta playtest each and every character against every character on the roster again and again. The more deep a character is, the more thoroughly you have to playtest them too. There's a reason the Guilty Gear games barely ever break past 30 characters on their rosters.
Reusing assets isn't gonna save you from the playtest hell. The bulk of fighting game development isn't making models and animations, it's fine tuning each of the characters moves and combos against various MUs. Playtesting makes roughly 70-80% of development costs.
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