Hey all. I'm the author of the article. You may have seen me around before in the site, so I'll spare the introductions.
Now to answer some comments, but before that, I ask you to note again that part of the article derives from my own interpretation of what could have motivated Sakurai and the development team to make the decisions they did in regards to clones.
I have no real problem with semi-clone characters in of themselves and prefer them over straight-up clones, considering how they tend to take much less development time than non-clone characters whilst providing a more distinct flavour than straight-up clones (regardless, Lucina, Dr. Mario and Dark Pit were never going to be more different than they were)
(It's kinda a shame Alph couln't get promoted like Lucina, Dark Pit and the Doc.)
Indeed, it is a shame that Alph wasn't promoted.
Again, I reaffirm the fact that clones aren't given as much priority as any other functionalities in the game.
I personally hate when people excuse Sakurai's design laziness as "Lucina posed as Marth in Awakening, so her being a clone makes sense!" and "Dark Pit is a clone of Pit in Uprising, so him being a clone makes sense!". No, they're just poorly executed clones. Lucina is basically a transgendered, tipperless Marth and Dark Pit is basically a goth Pit with red contacts.
They have so little move variation that they play nearly identically. If they were something like Falco, where they have a cloned moveset, but different attributes on all their moves, I doubt we'd be complaining. It's how similar they are that irks me, not that they're in at all.
It's not laziness, as much as it is that the characters weren't considered as unique enough additions for full-fledged movesets.
This in regards to Dark Pit and Lucina. From what has been discovered about Alph, it's easy to extrapolate the same was applied for Lucina and Dark Pit.
The Smash 4 clones were initially intended as alts, with the option of them being clones as something under consideration, depending on how development would go. A mere possibility rather than something obligatory to the project.
Lucina and Dark Pit were purposely designed as being very similar to their counterparts in order to be a lesser investment in regards to workload put into them. That way, resources were put in the other intended aspects of the game, with the clones being a bonus addition made in spare time as a form of additional fanservice.
If I'm a fan of a character with unique moveset potential, I'd rather the character not get in at all over being a clone.
Ganondorf is easily the biggest example of wasted potential due to being made a clone.
That's one way of looking at things and one I can sympathize with.
However, there are valid reasons
solely from a game development perspective on why Ganondorf was made a clone and why he remains as such in later entries of the series.
I do understand why people want Ganondorf to have a moveset that better reflects his fighting style(s) in the Zelda series. However, I also see merit in keeping Ganondorf as is.
I'm a big fan of the Zelda series and Ganondorf himself, so I can really say this is one complicated matter.
Speaking of Ganondorf, I'm actually planning an article elaborating his moveset and design choices in Smash and how they relate to the Zelda series and his character.
You can look forward to that.
Speaking of Roy, that semi-clone moveset of his was a surprise, wasn't it? Considering Mewtwo and Lucas basically stayed the same when they returned, Roy's changes are unusual...but perhaps there's a reason why.
As we've known for a while, Roy was planned for Brawl and actually had some ambiguous progress made before being cut for time (along with Mewtwo and Doc). One of Brawl's key design choices was taking former clones and Luigifying them. Returners Falco and Ganondorf became semi-clones, Young Link's successor Toon Link followed suit, Luigi himself was barely recognizable from Mario any more, and even newcomers Lucas and Wolf had their own variations on their source characters.
And so...even though Roy didn't make it into Brawl, it seems plausible that he had a semi-clone moveset drawn up as well. Perhaps that's the reason they didn't hesitate to bring him back despite the fanbase's vocal dislike of clones; they already had a semi-clone moveset they never got to use before!
That's something I thought of before and agree with.
In the same way features like 8P Smash or Final Smashes, it's possible that some of the changes Roy got in Smash 4 had been drafted for Brawl.
all I know
is that it is and always will be
completely inexcusable for Ganondorf to be a Falcon clone.
I have no idea how someone who comes up with such wildly inventive movesets is still doing that with those characters.
at least all the other clones are from the same universe >.>
Please, read the article!
I do elaborate a bit on Ganondorf and possibly why he remains a clone.
As I said to @
P
PhantomShab
, I plan on writing an article on Ganondorf and his moveset in Smash. I'm a big fan of the character and would like to write more about him and the pros and cons of each side of the Falcondorf debate, as well as my position on the whole thing.
I don't mind clone characters but Dark Pit has 4 differences counting the Final Smash, he might as well be an alt
Just like make him do a little more damage in the air or SOMETHING
As I said in the article, the reason why Lucina and Dark Pit have so little changes was to avoid having too much workload put on them, so resources would go on the actually planned aspects of the game.
The main distinguishing aspect of Dark Pit being a clone was to show more of his individuality as a character that wouldn't be possible with him as a Pit alt, mainly the Final Smash.
Do note that his Final Smash is cloned from Zelda, with identical damage, knockback intensity and angle, and hitbox data.
As the changes were easy to make, they didn't take a significant chunk of workload from the project.
It bears repeating that those characters were intentionally designed in a minimalist mindset, only being very slight variations on existing movesets. Even the balancing process for those characters was much smaller compared to the other characters in the roster, including DLC characters.
It's not laziness in the sense that they didn't do much to them because they didn't want to, but did what they could to avoid spending resources on initially unplanned content, something that would compromise the entire project.
This is why Alph and Rock Pikmin were cut. They were considered to be implemented, but they since they didn't have the resources to viably do so while maintaining the integrity of the project, they were dropped out. Alph remained an alt, Rock Pikmin are nowhere to be seen.
This isn't a simple issue. This is all about project management.
Okay, that's all for now. I'm a bit tired, but I hope I clarified some things!