Guybrush20X6
Creator of Lego Theory
- Joined
- May 22, 2012
- Messages
- 15,882
- NNID
- Guybrush20X6
- 3DS FC
- 4253-3477-4804
- Switch FC
- SW-2140-7758-3904
Smash Bros is, as much as "real" fighters hate it for it, a big pull in the streams and in the pre-online era of consoles was second only to Halo in multiplayer popularity. But for it to strike out as an E-Sport it would need to have a few fundamental changes, some the pros will love, like less random factors, and some they'll hate, like removign wavedashing or any mechanics that needs a minute to explain.
First watch this Extra Credits Episode on Pro-Gaming and what it takes for a game to become an E-Sport.
Now that you've watched it, let's cover the 4 points raised.
1. Rate of Game Production
No problems here as Smash games come once a console. Melee is still held up as a great competitive game more than a decade after it's release.
2. Accessibility
This is where the pros themselves will hate me for saying this but advanced techniques like wave-dashing and L-canceling either have to go or be easy to pull off for the casual player. The game has to be on the same or a very similar level of understanding as the casual one. The only difference between Pro-Baseball and Little League is how far the ball is been hit. In Pro-Games today it's like a different system entirely between casual and pro play.
Smash Bros has a lot of accessibility compared to other fighters. You don't have to move the control stick in a fancy way to do a special attack and basic combos don't require you to do any animation-cancels.
3. Designing for Spectators
This is where we need to do some tricky compromise work. To make the game easy to follow but exciting randomness needs to go but factors that are usually removed because of it should return. For example, items. Items spice up the game but are easy to miss and can turn the tide of battle in an instant before anyone knows what's going on. One change that could be made is that all stages get a set item spawn point that creates an item once every minute of play. This adds a layer of strategy and is easy to follow.
4. The Players themselves
We've already got some great personalities in this community but the human touch isn't my strong point so I'll leave this one be.
I've got an idea for a Spectator Smash ruleset and design but I need to type it up first. What are your thoughts?
First watch this Extra Credits Episode on Pro-Gaming and what it takes for a game to become an E-Sport.
Now that you've watched it, let's cover the 4 points raised.
1. Rate of Game Production
No problems here as Smash games come once a console. Melee is still held up as a great competitive game more than a decade after it's release.
2. Accessibility
This is where the pros themselves will hate me for saying this but advanced techniques like wave-dashing and L-canceling either have to go or be easy to pull off for the casual player. The game has to be on the same or a very similar level of understanding as the casual one. The only difference between Pro-Baseball and Little League is how far the ball is been hit. In Pro-Games today it's like a different system entirely between casual and pro play.
Smash Bros has a lot of accessibility compared to other fighters. You don't have to move the control stick in a fancy way to do a special attack and basic combos don't require you to do any animation-cancels.
3. Designing for Spectators
This is where we need to do some tricky compromise work. To make the game easy to follow but exciting randomness needs to go but factors that are usually removed because of it should return. For example, items. Items spice up the game but are easy to miss and can turn the tide of battle in an instant before anyone knows what's going on. One change that could be made is that all stages get a set item spawn point that creates an item once every minute of play. This adds a layer of strategy and is easy to follow.
4. The Players themselves
We've already got some great personalities in this community but the human touch isn't my strong point so I'll leave this one be.
I've got an idea for a Spectator Smash ruleset and design but I need to type it up first. What are your thoughts?