Ulti-Bman
Smash Journeyman
I posted an array of similar comments on a different thread, but I thought it might be interesting to post my thoughts more collectively here. This is why I think Super Smash Bros. Wii U/3DS has the potential to be even more hardcore-friendly than Melee.
Character Balance
If this game is more balanced than the other Smash games, then that would technically make this game the most competitive Smash game yet. It's undeniable that having fairer matchups between more characters makes the game less cheap, correct? Well, if Sakurai manages to keep the tier-list either in check or practically non-existent, then that solves the problem with broken characters all together. Again, this is merely wishful thinking, and we haven't seen anything suggesting character balance yet. However, if Sakurai's statements are to be keep truthful, characters will be able to not only be unique enough to support the various play styles of Smashers the world over, but will also be able to play accordingly with other fighters without Smashers having to adjust characters due to tiers. I believe that tier lists in general reduce the competitiveness of a game, because it limits options (FOX ONLY! FINAL DESTINATION!) and fails to let players express themselves to the fullest. However, my main point is the next category.
Mechanics
Obviously, Melee's mechanics are more competitive than Brawl's. However, what people tend to forget is that it's not because Melee's fast, but rather because Brawl is slow. This means that faster =/= more competitive. It also means that as long as a game REACHES a speed suitable for fighting, it's in the clear. The game will obviously not be a fast as Melee, but is that a bad thing? As long as it reaches a reasonable speed, it doesn't really matter. In fact, you can argue that Melee's speed is a little TOO fast. I personally find it difficult to implement nice air game in Melee, for example. If what Sakurai is saying is true, and if what is shown in Little Mac's trailer is to be taken seriously, then the speed seems to emphasize fluidity of techniques and easier controls. At least that's what I take from it. There also seems to be fixes to scrappy mechanics such as ledge controls, which now require more skill rather than luck and cheap tricks to handle. Even the new combo mechanic recently revealed is being received positively, assuming it removes infinite jabs like its speculated to.
Conclusion
I assume that a competitive fighting game is one that promotes skill and playability in a manner which best suits competition. I don't think a competitive game has to necessarily be "deep", but rather reliant on skill rather than luck-based or cheap mechanics, basically a "fair game" that sticks closest to answering the classic question "Who is better?". I feel this is something Melee succeeds in, but isn't done in the best manner possible. I feel that more options would allow for a fairer (and most importantly, more fun) experience necessary in any good fighting game, but only if these extra options fix problems. A common argument is that wavedashing has an affect on Smash competitiveness. I'm going to say something VERY controversial here.....I don't believe this argument. I'm sorry, but wavedashing is simply an expansion of dashing which is beneficial to spacing, advance teching, and tricking out the opponent. There was nothing wrong with spacing nor tech options in Melee to begin with, and only serves to unnecessarily buff characters. Don't get me wrong, wavedashing is great and I wouldn't mind its inclusion, it's just that it doesn't affect competitiveness either way. Also, things like l-canceling indicate scrappy mechanics and fails to "tighten" controls. In my opinion, tighter controls may weaken the layer of depth, but it adds focus to the more important aspects of the gameplay. The new ledge mechanics are an example of what I'm getting at. The new ledge mechanics provide more options to control your air game, while at the same time eliminates cheap tactics, and equalizes character opportunity. More of that is what will make the game competitive, in my opinion. People try to use Sakurai's quote of "catering to casual and hardcore fans" as the game not being as competitive as Melee.....but people forget that's exactly what Melee did as well.
What are you guys' thoughts? Am I being an idiot? Am I hitting the nail on the head here? Let's discuss below!
Character Balance
If this game is more balanced than the other Smash games, then that would technically make this game the most competitive Smash game yet. It's undeniable that having fairer matchups between more characters makes the game less cheap, correct? Well, if Sakurai manages to keep the tier-list either in check or practically non-existent, then that solves the problem with broken characters all together. Again, this is merely wishful thinking, and we haven't seen anything suggesting character balance yet. However, if Sakurai's statements are to be keep truthful, characters will be able to not only be unique enough to support the various play styles of Smashers the world over, but will also be able to play accordingly with other fighters without Smashers having to adjust characters due to tiers. I believe that tier lists in general reduce the competitiveness of a game, because it limits options (FOX ONLY! FINAL DESTINATION!) and fails to let players express themselves to the fullest. However, my main point is the next category.
Mechanics
Obviously, Melee's mechanics are more competitive than Brawl's. However, what people tend to forget is that it's not because Melee's fast, but rather because Brawl is slow. This means that faster =/= more competitive. It also means that as long as a game REACHES a speed suitable for fighting, it's in the clear. The game will obviously not be a fast as Melee, but is that a bad thing? As long as it reaches a reasonable speed, it doesn't really matter. In fact, you can argue that Melee's speed is a little TOO fast. I personally find it difficult to implement nice air game in Melee, for example. If what Sakurai is saying is true, and if what is shown in Little Mac's trailer is to be taken seriously, then the speed seems to emphasize fluidity of techniques and easier controls. At least that's what I take from it. There also seems to be fixes to scrappy mechanics such as ledge controls, which now require more skill rather than luck and cheap tricks to handle. Even the new combo mechanic recently revealed is being received positively, assuming it removes infinite jabs like its speculated to.
Conclusion
I assume that a competitive fighting game is one that promotes skill and playability in a manner which best suits competition. I don't think a competitive game has to necessarily be "deep", but rather reliant on skill rather than luck-based or cheap mechanics, basically a "fair game" that sticks closest to answering the classic question "Who is better?". I feel this is something Melee succeeds in, but isn't done in the best manner possible. I feel that more options would allow for a fairer (and most importantly, more fun) experience necessary in any good fighting game, but only if these extra options fix problems. A common argument is that wavedashing has an affect on Smash competitiveness. I'm going to say something VERY controversial here.....I don't believe this argument. I'm sorry, but wavedashing is simply an expansion of dashing which is beneficial to spacing, advance teching, and tricking out the opponent. There was nothing wrong with spacing nor tech options in Melee to begin with, and only serves to unnecessarily buff characters. Don't get me wrong, wavedashing is great and I wouldn't mind its inclusion, it's just that it doesn't affect competitiveness either way. Also, things like l-canceling indicate scrappy mechanics and fails to "tighten" controls. In my opinion, tighter controls may weaken the layer of depth, but it adds focus to the more important aspects of the gameplay. The new ledge mechanics are an example of what I'm getting at. The new ledge mechanics provide more options to control your air game, while at the same time eliminates cheap tactics, and equalizes character opportunity. More of that is what will make the game competitive, in my opinion. People try to use Sakurai's quote of "catering to casual and hardcore fans" as the game not being as competitive as Melee.....but people forget that's exactly what Melee did as well.
What are you guys' thoughts? Am I being an idiot? Am I hitting the nail on the head here? Let's discuss below!