For a game to be successful in the short term it must offer something fresh to the scene.
For a game to be successful in the long term it MUST have a great amount of replay value. When something becomes trivial people will move on.
Melee brought in new characters, stages, and updated graphics and physics to differentiate itself from the 64 version. This provided the short term popularity boost it needed to get people to buy the game. In addition to this, melee kept what was good from super smash brothers 64. It kept the crazy items, it kept the dynamic levels, it kept the dynamic cast.
Thats all well and good, but the truth is, this forum would not be here if it werent for the long term success of melee. Chances are, brawl would not be nearly as well funded if it wasnt for the long term success of melee. We have nothing but the long term success of Melee to thank for the excitement that we are enjoying right now while awaiting the release of Brawl.
In my opinion, much of the long term success of melee can be attributed to three things.
1.) Melee is easy to pick up and start playing and enjoying.
Anyone can play as long as they have a reasonable ability to track a character moving on a television set. The general spontaneity (meaning anything could happen depending on what level you were playing on and with what settings) of the game made it so that even if a person was drasticly outskilled (think lavisfiend vs. scar) there was still something there that made it so people who would normally put down the controller after getting their salad tossed five stocks in a row will keep playing.
This kept new players entering the scene. A game that was immediately fun to play and also offered hope that they too could win a match someday. Heck, who knows, maybe even a tournament.
2.) Offers a challenge for everyone
The reason I LOVED to play smash was because it was a challenge. It challenged the limits of anyone who played it both mentally and physically (in terms of finger and hand quickness and dexterity).
Melee was a game you could spend time exploring and learning.
First you learn the general concept of the game.
Then you learn the moveset of a character you favor.
Then you learn all the items and stages.
Then, if you choose, you learn advanced techs.
There was just always something new to try. Bored with smash? Play as samus and whip out the super grapple and mess around w/ it. Or try out that cool waveshine combo you saw on youtube. Use captain falcons Dair to spike someone while you are both as far from the edge as possible and try to make it back.
This was what kept me playing smash for three years. It kept me buying copies of the game (it can be hard to keep track of sometimes) and new controllers every few months (sucks when beer gets in your b or x button). This means good business for nintendo.
3.) The more you play the better you get. This is excluding cases where you play the same people using the same moves and same characters and same rules etc.
If you played new people, tried different things, decided to learn new moves (including wavedashing, L cancles, short hops) you would get better. Different players obviously get better at different rates than others, but there was virtually no upper limit for most people.
As you can see, points 2 and 3 are fundamentally the same. They both place importance on the depth and replay value of the game.
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The above is my justification of why I worry about things like wavedashing and L cancling not being present in Brawl. I want a game I can enjoy for a long time and put on a pedestal as I have with Melee.
My problem with your thread, Lavisfiend, and the 12 year old fanbois that applaud your statements is that you're argument is based upon making others look bad. Most of the time you are insulting the opposing side's opinion and attacking the idea of learning something new that makes someone better at smash.
Some people think wavedashing is exploitation of a glitch. In a way it is. The designers did not expect the player base to use it the way they did. This does not mean we should not use it as best as we can. I bet the first person that made popcorn did not mean for the corn to be cooked so that it popped, but that doesn't mean we shouldnt eat popcorn (rather abstract but it makes sense if you think about it).
Some people compare wavedashing with an athlete using steroids, and I'll admit, comparing wavedashing in smash to steroids in sports may seem like an accurate comparison if you haven't learned to wavedash proficiently. The thing is, anyone can wavedash in one day. Just go to youtube and search for a tutorial. But to actually USE wavedash in a match in a way that gives you a competitive edge takes weeks if not months of practice and experimentation. So its really not an unfair "i-win button". Its not an exploit that allows for cheap wins because it takes a great deal of practice and skill to use. Wavedashing is a tool that, if practiced enough, allows players to expand the dynamics of the game.
So to answer the question you posed as this threads topic (although i have doubts as to wether or not you really wanted an answer)
I want a game that is similar to melee because it was such a great game. It had great long term depth entirely due to things like wavedashing, SHFFLng aerials, waveshines, JC grabs, bomb jumping, missle cancles, and ledgetechs.
Why am I worried that wavedashing isn't in brawl and that the overall speed is reported to be slower than melee? Because I'm really good at video games and get bored quickly with something that doesnt challenge me. Im not trying to be arrogant its just the truth. I'm worried that after a year or so there will be no point to play brawl because i've done everything and mastered everything already. This may seem ridiculous but the more they slow the game down and remove advanced techs the more plausible it becomes.
Some questions for you:
Why would you want to take something out of the game that doesn't affect you if you don't choose to use it. No casual player is forced to learn advanced techs, nor are they forced to play against those who have chosen to learn these advanced techs. Why remove something that after close examination does nothing but good for the game. If you were designing Brawl would you keep wavedashing in? Why or why not? Please answer without flaming.
Sorry for the long post, i tried to make it as clear and organized as possible.
p.s. if you dont understand the nuances of the game please do not insist that pros are only pro's because they exploit a glitch. They are pros because they think more quickly than you. If you are beating them they will figure out why and stop you using whatever moves are necessary. They will also predict how you will respond to their counter and counter your response.