Artsy Omni
Smashified Creator
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- Aug 5, 2011
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- artsyomni
Link to original post: [drupal=4533]The Origin of Movesets[/drupal]
Probably equal in controversy to character inclusion debates are moveset debates. Generally, debates about the two coincide, as movesets are often (and in my opinion, invalidly) used as an argument against character inclusion. So I wanted to take a blog post to talk about my observations of Sakurai's (and co's) moveset design philosophy.
Where do the moves come from?
As you well know, many characters have moves that are derived from some element of their abilities in their games. Other characters, often belonging genres that are distant in terms of play style, have movesets that are invented. But there's obviously more to it than taking moves straight out of their games or pulling attacks out of thin air. In either case, both are inspired by what I like to call Source Material. While just about everyone would agree that source material is comprised of whatever abilities a character has displayed throughout their game(s), I believe that it goes beyond that.
Derived Attacks
These are the most straightforward attacks to create. Derived attacks are taken from the most obvious source material: the abilities and attacks of the characters from their various games (or in some cases, singular game). They range from direct imitation to reinterpretation. In general, most attacks, though they have an obvious source, have to be reworked to work in the Smash Bros setting and/or to be more balanced as an attack.
Being able to derive an move from a game allows the move to be more recognizable to those who have played the games where the attacks originate. This gives the move set a degree of authenticity. However, not every character has the benefit of having attacks on which to base a move set. In that case, attacks have to be invented.
Invented Attacks
Now please don't make the mistake in thinking that invented movesets are based on nothing. Invented attacks are still based on source material, only it is of a different kind. Invented attacks often originate from the character's personality. But equally frequently, invented attacks are created to reflect the nature of the game from which the character hails.
Characters like Captain Falcon have never been playable outside of their vehicles. Yet when you play as Captain Falcon, you see the very same characteristics in his play style as you see in F-Zero games: he moves extremely fast and there is a lot of risk in his attacks. This perfectly reflects the nature of F-Zero: high-speed, high-risk racing.
Let's look at Fox. In his own game, he is a highly skilled pilot who is trusted by even the government. Such a character ought to have a move set that reflects such skill. As such, he is an accomplished martial artist who makes fighting look as easy as he does flying. His special attacks carry the same flavor as you might expect the various ship power-ups to have.
Invented attacks may be entirely original, but that doesn't give the creator free-reign to do whatever he pleases. A character's move set must conform to the very world that character comes from.
So you see, every attack is based on something, whether it be an actual specific attack or whether that attack sets out to capture an emotion or feeling evoked by people who play the various games from the various franchises.
So yes, a move set can be created for nearly every conceivable character. But each character (and the world from which they originate) must be reflected in that move set. And there do exist games that provide arguable no material for a moveset, but those games are few and far between, and generally pertain to franchises that aren't centered around characters at all.
Anywho, I hope this has been some good insight into what it takes to create a SSB move set. As always, any feedback is appreciated. I'm not perfect! =P
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Probably equal in controversy to character inclusion debates are moveset debates. Generally, debates about the two coincide, as movesets are often (and in my opinion, invalidly) used as an argument against character inclusion. So I wanted to take a blog post to talk about my observations of Sakurai's (and co's) moveset design philosophy.
Where do the moves come from?
As you well know, many characters have moves that are derived from some element of their abilities in their games. Other characters, often belonging genres that are distant in terms of play style, have movesets that are invented. But there's obviously more to it than taking moves straight out of their games or pulling attacks out of thin air. In either case, both are inspired by what I like to call Source Material. While just about everyone would agree that source material is comprised of whatever abilities a character has displayed throughout their game(s), I believe that it goes beyond that.
Derived Attacks
These are the most straightforward attacks to create. Derived attacks are taken from the most obvious source material: the abilities and attacks of the characters from their various games (or in some cases, singular game). They range from direct imitation to reinterpretation. In general, most attacks, though they have an obvious source, have to be reworked to work in the Smash Bros setting and/or to be more balanced as an attack.
Being able to derive an move from a game allows the move to be more recognizable to those who have played the games where the attacks originate. This gives the move set a degree of authenticity. However, not every character has the benefit of having attacks on which to base a move set. In that case, attacks have to be invented.
Invented Attacks
Now please don't make the mistake in thinking that invented movesets are based on nothing. Invented attacks are still based on source material, only it is of a different kind. Invented attacks often originate from the character's personality. But equally frequently, invented attacks are created to reflect the nature of the game from which the character hails.
Characters like Captain Falcon have never been playable outside of their vehicles. Yet when you play as Captain Falcon, you see the very same characteristics in his play style as you see in F-Zero games: he moves extremely fast and there is a lot of risk in his attacks. This perfectly reflects the nature of F-Zero: high-speed, high-risk racing.
Let's look at Fox. In his own game, he is a highly skilled pilot who is trusted by even the government. Such a character ought to have a move set that reflects such skill. As such, he is an accomplished martial artist who makes fighting look as easy as he does flying. His special attacks carry the same flavor as you might expect the various ship power-ups to have.
Invented attacks may be entirely original, but that doesn't give the creator free-reign to do whatever he pleases. A character's move set must conform to the very world that character comes from.
So yes, a move set can be created for nearly every conceivable character. But each character (and the world from which they originate) must be reflected in that move set. And there do exist games that provide arguable no material for a moveset, but those games are few and far between, and generally pertain to franchises that aren't centered around characters at all.
Anywho, I hope this has been some good insight into what it takes to create a SSB move set. As always, any feedback is appreciated. I'm not perfect! =P