Jack Kieser
Smash Champion
Ok, so there have been way too many threads on this board complaining about interviews with Sakurai or snippets of things he's said, mainly focused around some sort of latent fetish concerning Melee and irrational fear concerning SSB4. All of these threads focus on things that Sakurai has said which could be interpreted either as him paying us attention or as him giving us the finger, depending on whether or not you worship at the alter of advanced techs or not. I'm here to explain something that should be self-explanatory, but for some reason (people being emotional children) isn't.
Sakurai has said repeatedly that he views the design philosophies that guided each Smash game to be different, in some ways wildly. SSB64, being the first and an experiment, was simply about making the mechanics meaningful and enjoyable. Melee was about taking those mechanics as far as possible, and he has admitted to designing the game more with people already passionate about Smash in mind than worrying about drawing in new players. With Brawl, those new players became the focus, and he started worrying mainly about how they would react to the game.
With SSB64, Sakurai simply did what he wanted to do. With Melee, he catered, whether he knew it / intended to or not, to the hardcore competitive community. With Brawl, he catered to the new casual playerbase that was swarming to the Wii.
In SSB4, he won't be catering to anyone.
You see, with SSB4, Sakurai's design philosophy has once again shifted dramatically. In the previous two installments, Sakurai though about a particular community of players and based his design decisions around primarily those players. This time, Sakurai is trying something different. With SSB4, he's thinking about the different playerbases that he used to cater to and, instead, is simply taking them into consideration, tempering their individual desires with his own judgement.
I know that this is a subtle difference, but it's important to understand. Sakurai has made it clear that he's listened to us, in some respect; the mere fact that tripping is gone, something casuals rarely, if ever, seriously complained about, can be attributed, I think, mainly to our complaining about it. But, he's decided something important, that neither the hardcore nor the casual community is more important than the other, or at least not so important to justify him catering to their desires, crafting the game only around them and what they want.
In Melee, he (however indirectly) catered to the hardcore SSB64 players. The increase of speed, more balanced hitstun, stronger punishes... all of it, including meaningless techs like L-cancelling, which only served to increase the number of buttons you needed to push at any given time (since you never don't want decreased lag; it's not like you're deciding to use L-cancelling), served to make the game more like traditional fighters. In Brawl, he catered to casual players. Decreasing the speed and hitstun (thus making the game easier to play), removing many techs, and making punishes harder all made the game more centered around making new players feel comfortable playing.
Now, the problem here is that many people on these very boards expect Sakurai to cater to them again. They see Sakurai making claims that he's trying to take a middle of the road approach and crucifying him (and their fellow SWF members who agree with that approach) because they have some sort of warped expectation that a well-made Smash game somehow requires Sakurai to cater to us. Aside from being simply not true (SSB64 was plenty fun, and Brawl was, too, for many people; BOTH games did have competitive communities), it is incredibly arrogant and childish.
The fact of the matter is that Smash is not a traditional fighter, as Sakurai has stated repeatedly in interviews; he has learned over the years that he doesn't want to cater only to us. This is not a bad thing. In another thread, someone posed the question "how does ATs existing affect casuals", to which I responded, "in an online environment, casuals are forced to play with us; they can't just choose not to go to the tournament. So, giving us those tools breaks the game for them, which is unacceptable." The response I got was, "well, if they want to compete, they should learn, get better, and play on our level."
THIS IS ENTIRELY INCORRECT.
This is everything that is wrong with us right now. That statement assumes that, when ANYONE plays this game, their goal should be getting to a high level of execution and play, to learn solid strategy, and to win. This is NOT the case. This kind of thinking assumes that WE are playing the game correctly, and that casual players should cater their playstyles to us.
Sorry, but Sakurai has decided that this game will not follow that philosophy. That means that there will be compromises. The game will be faster and require both better thinking and faster, more accurate responses from casual. AND the game will be slower, less technically oriented, and will test strategy over execution. If you think that a competitive fighting game MUST test execution, then play SSF4, GG, or Marvel. Because, from now on, we will not be catered to.
Whether you like it or not, the best we'll get is the consideration of Sakurai. He'll promise to think about us, but he will not promise to cater to us, because from now on (at least for a generation) we will be sharing this game with casual players. They will play us online, and our goal will be to steamroll them, and their goal will be to do silly things and make their roommates laugh, and we will all need to have fun together. So, like it or not, this series is moving on from Melee and a past where we were once catered to. You can either choose to grow up and join us in 2013-14, where we will be given a game that promises to keep us in mind during production without promising to alienate 90% of the playerbase to make us happy (while making sure we don't get completely screwed over, either), or you can be selfish, whining children living in 2003, complaining that you didn't get enough of what you wanted when you weren't entitled to a damn thing in the first place.
Sakurai has said repeatedly that he views the design philosophies that guided each Smash game to be different, in some ways wildly. SSB64, being the first and an experiment, was simply about making the mechanics meaningful and enjoyable. Melee was about taking those mechanics as far as possible, and he has admitted to designing the game more with people already passionate about Smash in mind than worrying about drawing in new players. With Brawl, those new players became the focus, and he started worrying mainly about how they would react to the game.
With SSB64, Sakurai simply did what he wanted to do. With Melee, he catered, whether he knew it / intended to or not, to the hardcore competitive community. With Brawl, he catered to the new casual playerbase that was swarming to the Wii.
In SSB4, he won't be catering to anyone.
You see, with SSB4, Sakurai's design philosophy has once again shifted dramatically. In the previous two installments, Sakurai though about a particular community of players and based his design decisions around primarily those players. This time, Sakurai is trying something different. With SSB4, he's thinking about the different playerbases that he used to cater to and, instead, is simply taking them into consideration, tempering their individual desires with his own judgement.
I know that this is a subtle difference, but it's important to understand. Sakurai has made it clear that he's listened to us, in some respect; the mere fact that tripping is gone, something casuals rarely, if ever, seriously complained about, can be attributed, I think, mainly to our complaining about it. But, he's decided something important, that neither the hardcore nor the casual community is more important than the other, or at least not so important to justify him catering to their desires, crafting the game only around them and what they want.
In Melee, he (however indirectly) catered to the hardcore SSB64 players. The increase of speed, more balanced hitstun, stronger punishes... all of it, including meaningless techs like L-cancelling, which only served to increase the number of buttons you needed to push at any given time (since you never don't want decreased lag; it's not like you're deciding to use L-cancelling), served to make the game more like traditional fighters. In Brawl, he catered to casual players. Decreasing the speed and hitstun (thus making the game easier to play), removing many techs, and making punishes harder all made the game more centered around making new players feel comfortable playing.
Now, the problem here is that many people on these very boards expect Sakurai to cater to them again. They see Sakurai making claims that he's trying to take a middle of the road approach and crucifying him (and their fellow SWF members who agree with that approach) because they have some sort of warped expectation that a well-made Smash game somehow requires Sakurai to cater to us. Aside from being simply not true (SSB64 was plenty fun, and Brawl was, too, for many people; BOTH games did have competitive communities), it is incredibly arrogant and childish.
The fact of the matter is that Smash is not a traditional fighter, as Sakurai has stated repeatedly in interviews; he has learned over the years that he doesn't want to cater only to us. This is not a bad thing. In another thread, someone posed the question "how does ATs existing affect casuals", to which I responded, "in an online environment, casuals are forced to play with us; they can't just choose not to go to the tournament. So, giving us those tools breaks the game for them, which is unacceptable." The response I got was, "well, if they want to compete, they should learn, get better, and play on our level."
THIS IS ENTIRELY INCORRECT.
This is everything that is wrong with us right now. That statement assumes that, when ANYONE plays this game, their goal should be getting to a high level of execution and play, to learn solid strategy, and to win. This is NOT the case. This kind of thinking assumes that WE are playing the game correctly, and that casual players should cater their playstyles to us.
Sorry, but Sakurai has decided that this game will not follow that philosophy. That means that there will be compromises. The game will be faster and require both better thinking and faster, more accurate responses from casual. AND the game will be slower, less technically oriented, and will test strategy over execution. If you think that a competitive fighting game MUST test execution, then play SSF4, GG, or Marvel. Because, from now on, we will not be catered to.
Whether you like it or not, the best we'll get is the consideration of Sakurai. He'll promise to think about us, but he will not promise to cater to us, because from now on (at least for a generation) we will be sharing this game with casual players. They will play us online, and our goal will be to steamroll them, and their goal will be to do silly things and make their roommates laugh, and we will all need to have fun together. So, like it or not, this series is moving on from Melee and a past where we were once catered to. You can either choose to grow up and join us in 2013-14, where we will be given a game that promises to keep us in mind during production without promising to alienate 90% of the playerbase to make us happy (while making sure we don't get completely screwed over, either), or you can be selfish, whining children living in 2003, complaining that you didn't get enough of what you wanted when you weren't entitled to a damn thing in the first place.