guys i'm very very very berry sorry
it's that time of the month again
i'm a male
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Arguing over what is "competitive" is purely semantics and perhaps a healthy dose of pretentious morality and/or elitism. I will now proceed to argue semantics and be pretentious.
obv
A game with multi-player is competitive by nature if it pits two or more players together in determining winner(s) and loser(s) out of the group of participants.
A game however may not be conductive to skill ("uncompetitive") if it has factors such as random or overpowered elements (any element of the game) - characters, game engine faults (glitches, bad implementation), items/weapons, etc.
A game not conductive to skill is more likely to not foster a community that intends for it to be used as a competitive medium. In short, non-skill-based games are less likely to be used for competition.
The reason why so many newer traditional fighting games boast balance and listen to their existing fanbase is because the arcade culture assumes a competitive spirit, meaning games fostering skill above all else attracts a larger following. This means more revenue for the arcade owners and in turn the companies involved in production and distribution of the game titles.
This is where the obvious difference between other games and Smash Bros. comes in:
The traditional fighting game developers listen to the fans as their well-being is ultimately on the line (do note some of these companies are purely arcade companies and are small independents).
Keeping the existing fanbase to continue to put out (obv) coins into the machines and molest those Sanwa/Seimitsu parts down to the cabinet demands keeping the competitive field interesting while still "conductive to skill" while also addressing "new blood" accessibility. SFIV's Super notorious comeback system, Arcana Heart 3's Simple Mode and BlazBlue's Beginner Mode all address this: note Capcom chose to embed certain "uncompetitive" elements into the game while the latter two simplify the game in order to teach the player basics and pace of the game title.
Nintendo is more selective in fan-feedback: the business model is different. Smash is a console-only game and the console culture is very different from arcade culture (I wonder why >_>). In reality, they already know they have a relative formula for financial success in the game, they focus on a direction that tilts favoritism to prospective buyers rather than existing ones which are already inclined to buy due to brand loyalty.
It is also a matter of developer mentality as we know very well from Sakurai's openness about expressing his game-making philosophy. However the decisions from "higher-up" naturally influence the any game's development for the sake of producing revenue.
uhh smash bros sucks
i mean really
how will i fix my c-stick for melee 20 years later (btw working on guiness record for virginity) when all my smash huggles games become SSBM Debug Mode Item Spawn Level 8?
let's hack up everything because nintendo quality control is derp so why is there such a double standard for fan-mod when the entirety of the community is playing a game against its intent by the developers already? give me my Melee- Perfect Control video already pl0x.
oh yeah
nintendo fans
笑笑笑笑笑笑笑笑笑笑笑笑
don't worry i'm one too
my life dream is to construct a chinese character for weeaboo out of radicals of pre-existing characters relating to shame, perversion, outcast, materialism, ground, monster, and window blinds.
then create one for veeaboo
which would simply be a character comprised of certain radicals of the characters creating vietnam and germanic language rules
really guys
we gotta stick together and continue playing pokemon on our psps
RNGing in Emerald is such a pain. Don't forget to disable frame skip lol.
obv
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