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Should Sakurai Direct Future Super Smash Bros. Games

You said: high skill ceiling = high skill floor.
I said no. Backed up that point by mentioning chess, which has simple rules but is immensely deep. You said:"lol opinions".
Yes, because you only present me some words or word combination without making any actually point or presenting me one and leave me to fill the gaps, because your to lazy to do it yourself. Why should it put more afford in my post then you do.

I didn't said: "high skill ceiling = high skill floor". I never mention chess and you didn't backed up anything. I also never said "lol opinions", i try to convince you to actually make yourself clear, so that we can have a discussion in a discussion-forum and i can understand your points.
 
Primarily because this discussion has run it's course dozens of times over and there is literally nothing to add, because all people do is read into people's posts what they want to. I.e., no matter how many times people point out what sort of changes they would like to see in the series, people continually handwave everything with "we get it, it's not Melee."

Let's not break down into reductionism. A lot of us aren't saying "it's not melee", a lot of us are saying its a different approach to competitive gameplay with emphasis not on button strings and button complexity, but on approach games and footsies with a lot more focus on reads, punishes, and risk/reward gameplay offstage from the new ledge mechanics.

Calling people out for "lol its not melee" leaves us only the option to call out the "lol sm4sh isn't competitive". Both are stupid.

This is the same sort of flawed analogy Sakurai used recently, basically saying higher skill ceiling = higher skill floor. That isn't true.

Higher technical skill ceiling = higher technical skill gap.

Lower technical skill ceiling =/= lower overall skill ceiling.

Melee and Sm4sh have the same skill floor, more or less, with some dips and climbs here and there. Melee has a much higher technical ceiling, but the overall? That's arguable. I'd argue that Sm4sh introduces a considerably higher off-stage skill check... which Melee for the most part lacked because I do not believe in ledge hogging as skill intensive. The way that options and mixups work between the games is also different.
 
I actually didn't realize that there was a backlash against SSB WiiU until reading this thread.

Yeah, the mode selection is pretty sub-par but Smash mode strikes an great balance to me between Melee and Brawl. I could have done with less clones but other than that I love how the game feels.

I can't even imagine anyone else directing these games. I think people need to take into account the impact of having to develop the game for both Wii U and 3DS at the same time into issues with the extra game modes and character selection.
 
I always feel somewhat uneasy commenting on this because I'm someone that isn't overly bothered by the mechanical changes that came in Brawl and 4, but still prefer Melee. However, I'm nowhere near being a pro-caliber player, and never even came close to mastering even the basic techniques like wavedashing, so it's not as though I'm attacking this as a representative of the competitive community that laments some sort of casualization of Smash and demands the return of all of my advanced glitch moves that separate me from the rest of the Smash newbs.

But with that out of the way, I've never really understood the justification for the changes from Melee to Brawl onward. Listening to interviews, it's clear that Sakurai is not interested in making a game tailored to the competitive fighting scene. And that's fine. I get it. That's great. But I don't really understand why changes were necessary in the first place. Smash 64 was a surprise hit and Melee went on to be the best selling game on the GameCube. And while Brawl was obviously successful on the Wii, it's not like it came anywhere near Kart/New Super Mario/Wii Sports sales that can explain why a deviation from the Melee formula were necessary to target the expanded audience compared to the success the previous installments were already enjoying.

It's not surprising to me when I hear that people like Brawl or 4 more than Melee. But I rarely hear explanations about the actual core mechanics as the justification for that. It's usually amounts to the content: more fighters, better graphics, more modes, etc. I'm not sure if I've ever heard anyone argue their preference in such a way where it seems they think that Melee or Smash 64 would be superior games if everything stayed the same except the fighting engine in those titles was replace with Brawl's.

In that sense, I often find myself sympathizing with the fighting game community moreso than Sakurai even though I don't really feel like I have a dog in this fight. I'm simply not good enough to really appreciate what pros are complaining about, but even in spite of that I really don't agree at all with anything Sakurai says about his vision for Smash as a competitive game. And what I mean by that is that there always seems to be this misconception that appeasing casual and competitive fans are mutually exclusive goals, which doesn't make sense to me.

Melee wasn't regarded as this overly complicated game. Plenty of people played and enjoyed the title for years playing four player free for alls with items on and never had a clue that things like wavedashing and l-cancelling existed and didn't give a shit about what was being discussed on Smash Boards. Melee was already a great party game. The fact that a small subset of the community became insanely skilled at the game and developed a scene that would be completely alien and uninviting to casual fans that just wanted to throw pokeballs around and hit each other with hammers doesn't diminish at all its appeal as a casual party game. It was fine in that capacity.

So where I stand is that I certainly don't think Sakurai should be booted to the curb -- this has been a labor of love for him for almost two decades now and I think he's got a lot of great ideas and the games are better for it. However -- though I don't think you hire someone from the Project M team as the lead and assume it'll lead to a fantastic Smash 5 -- I do honestly believe that taking on someone from the competitive community to consult on the core fighting engine would benefit the series. And I say that because I just don't see why it's not possible to make a game that appeals to both the casual and the competitive communities simultaneously seeing as how 64 and Melee already did that. The changes made from Brawl onward strike me largely as solutions to problems that didn't exist.
 
I'd love to see another director's take, I feel like sakurai has too much say on every detail at this point: wario is nothing like he is in any of his games because sakurai likes warioware, the new stages seem anti-competitive (without even an option to turn off stage bosses) because sakurai is personally not a fan of the competetive scene. The emphasis on fifty half-baked extra modes instead of directing those resources towards more characters and stages is because sakurai likes adding modes since he feels *that's* what is real content for a game.


Hes done a ton of good for the series, and smash 4 is rad but I think someone else should be at the helm, with samurai on for heavy creative *consulting*


New bloods great and all but only playing on Final Destination with no items and banning characters for "the competitive scene" is not my idea of fun; stage variety, imbalanced characters and the items are just a part of smash as wave dashing or whatever.
 
Let's not break down into reductionism. A lot of us aren't saying "it's not melee", a lot of us are saying its a different approach to competitive gameplay with emphasis not on button strings and button complexity, but on approach games and footsies with a lot more focus on reads, punishes, and risk/reward gameplay offstage from the new ledge mechanics.

Calling people out for "lol its not melee" leaves us only the option to call out the "lol sm4sh isn't competitive". Both are stupid.

I wouldn't say "a lot." Look at all the driveby posts in basically any Smash thread about "Melee players." It's not everybody, but it's definitely an awful lot of people.


Higher technical skill ceiling = higher technical skill gap.

Lower technical skill ceiling =/= lower overall skill ceiling.

Melee and Sm4sh have the same skill floor, more or less, with some dips and climbs here and there. Melee has a much higher technical ceiling, but the overall? That's arguable. I'd argue that Sm4sh introduces a considerably higher off-stage skill check... which Melee for the most part lacked because I do not believe in ledge hogging as skill intensive. The way that options and mixups work between the games is also different.

I'm not even making any specific references with the point. Sakurai said it though, with his mountain metaphor. The higher the peak, the more narrow the base. That isn't true, and a good game designer should be able to manage to create a game with simplicity, but with depth. And perhaps he did manage that despite his own beliefs, but it doesn't change what he said or how he feels.

I'm not sure what Metal B's point was if he wasn't saying that a more simple game can't or doesn't have the depth of a more complicated one and, as a result, doesn't appeal to people who want something more competitive. You don't have to have a higher skill floor to have a higher skill ceiling.


Edit: And god damn it now I'm right back in the discussion I said wasn't necessary just a page ago. There is WAY more reason to not be entirely happy with Sakurai on Smash than it's tournament viability.



It's not surprising to me when I hear that people like Brawl or 4 more than Melee. But I rarely hear explanations about the actual core mechanics as the justification for that. It's usually amounts to the content: more fighters, better graphics, more modes, etc. I'm not sure if I've ever heard anyone argue their preference in such a way where it seems they think that Melee or Smash 64 would be superior games if everything stayed the same except the fighting engine in those titles was replace with Brawl's.

It's something that never really gets brought up, but even when Melee came out some reviewers noted that it was "too sensitive" and "too precise." And I have seen a number of people who don't like the faster fall speed in that game.

So I wouldn't really be surprised if Sakurai put more weight in critical reviews that, presumably, more accurately depict the opinion of the masses versus a vocal but ultimately small minority that plays the game at a higher level. Whether or not that presumption is correct may or may not be the case, and honestly, I would be even less surprised if Sakurai had the slightest clue how western competitive gamers felt about Smash in general.
 
I though that what made smash 64 relevant was it's gameplay. Nintendo characters attracted the players, and they stayed because they had fun. No? It definitely wasn't " the sheer amount of content" (smash 64 didn't have that). And i'm going to guess that it was not because of the "love".

Smash 64's game play was novel enough to spin off into it's own franchise but the lack of a real budget behind the game and the lackluster content meant that it almost never made it to the west and for the most of the part it was a game that lived off of a cult following. The game sold amazingly off of it's premise alone which managed to secure a western release where it only really received a mostly positive reception thanks to the multiplayer content and nothing else. It wasn't until Melee when the game was infused with an extreme slew of content in which the game became a worldwide phenomenon and even though many hardcore fans will still prefer Melee's game play (myself included), Brawl still remains the most acclaimed and sold game in the series for many good reasons in spite of it's simplified mechanics, which are still fun and great enough to get into, and have still been enjoyed competitively by many.

If "competitive game play" was all the game needed to stay afloat, something like Playstation All-Stars would still be alive and reign over Smash Bros. But every iteration of Smash Bros has drawn in a wide array of players of all skill levels, and what keeps it mostly together is the incredible cohesion that only a director like Sakurai has proven himself to provide after so many competitors have failed to replicate the formula.
 
it's a different approach to competitive gameplay with emphasis not on button strings and button complexity...

In all the smash threads that we have had lately, people have made it clear that they don't need that aspect of melee back. All the mechanics that needed "fast/complex" inputs can be changed into requiring easy inputs. What some people want is having an alternative method for using those mechanics (that added deep to the game) instead of having none. Many people (myself included) agree that L-canceling was not necessary. Instead, all the developers need to do is to give us "L-cancelling landing lag" without L-cancelling. Furthermore, many people don't need wavedashing back. Etc...

...but on approach games and footsies with a lot more focus on reads, punishes, and risk/reward gameplay offstage from the new ledge mechanics.

All that was present in melee too. But some people (myself included) liked how those things worked in a game like melee: a game with a faster pace, with greater movement options like dashdancing and momentum conservation (that allowed a very different type of footsie game), with a more offensive oriented neutral game (thanks to things like different shields and low landing lag), with a different punish game that involved more "free style combos" (thanks to things like high hitstun and high gravity) where you had to read/react to your opponents DI. All in all, a game with a very different player to player interaction.

edit: also, some people (myself included) complain about the new ledge game but it's not because of the new ledge mechanic alone. It's a matter of extremes. It's the combination of different mechanics that help the recovering player that doesn't work: low gravity + upBs/sideBs that travel a huge horizontal/vertical distance + infinite air dodge + being able to grab the ledge from both sides + new ledge mechanic...

Smash 4 is a perfectly competitive game. But it's just to f*cking different compared to the first two smash games. And if you liked the direction where those two games where going... now you're going to be disappointed.

The way that options and mixups work between the games is also different.

edit 2: and i'm not, and have never been, a competitive/tournament player. I simply agree with them that the gameplay of the first two smash games was insanely better and that there was no reason for changing it...
 
Nintendo is plagued with this "for everyone" mentality, while nothing is truly for everyone except air and water. They already satisfy the casual party audience plenty with Mario Kart and Mario Party.
Why must smash be as much of a dumb fighting game as MK is a dumb racer? Now their console doesn't even have street fighter, that's as basic as you can get. How do they expect anyone thats not in the shrinking nintendo fan group to care about their system?

Smash is the best thing they have that could offer a serious competitive experience.
As evident by the ridicioulus numbers that LOL and DOTA draw in there is a huge market of people that aren't afraid of complex games AND a terrible community full of douchbags.
If done right smash could be huge, but that would require support from a company that doesn't even get patchnotes right.

They don't even have to stop milking the casual smash fan, just move all the unnecesary stuff like trophys, too much music, stadium, masterpieces and what have you to 'Nintendo Party' complete with flashy simplistic minigames drawn from their IPs.
So yes get Sakurai outta here, he can do 'Nintendo Party' or whatever else floats his boat.

Though all that will never happen anyways. Hopefully at least Zelda stays appealing to my taste.
 
I think he should still direct the next one, and that it should basically be a Smash bros 4 "plus or 4.5" for launch on nintendo's next console.

Graphics bump, improved features, engine tweaks, and a handful of new characters blah blah blah...

He should have a VERY small role in a sort of spin off sequel for that generation. Basically Smash bros with 3d gameplay.

Something closer to a Kid icarus multiplayer or Naruto storm game in terms of camera angle and movements, but with mechanics that fit the Nintendo roster. Make sure it can do 4 player split screen. Not sure if it should keep the ring out concept though.

And then a full fledged return of smash bros for the system after that, directed completely by Sakurai again. Gives him a huge break from the series..while still providing us with our Nintendo roster fighting games with big fan service.
 
It's more of a damned is he does, damned if he doesn't kind of thing.


After Smash 4 I've realised that Sakurai will probably never make a game I really enjoy in either multiplayer or single player anymore, another director probably wouldn't either, but atleast there's the chance of it being a fresh take on the series.

The thing people don't understand is that, while Sakurai changed his stance on how to develop games, he is still the guy responsible for 64/Melee; pretty much the most competitive games Nintendo has ever produced. He is responsible for SSB existing in the first place as it is and no one else. That's also why he has the complete & full reign over the franchise. There is no Miyamoto interfering or table turning. No, he himself is to SSB what Miyamoto is to Mario. He is literally the only reason you got a family-friendly brawler with Mario, Link & co. to be one of the most competitive games ever.

Now, if some other in-house Nintendo EAD studio would have tackled a game like this? They wouldn't even care about any competitiveness (in the same vein as past SSB games anyway) whatsoever. They would have made it as accessible as possible, because that is what Nintendo does. Nintendo doesn't care about some Mario 64 speed runner saying the Mario move set has been shit & stripped down since Sunshine. No, they'll make it as simple as possible, make it as family-friendly as possible, that is intended for all ages. And that's what will happen with a SSB game directed by some other guy at Nintendo. They aren't some weekly watchers of SSMB tourneys. These are guys just doing their daily job at Nintendo, intending to make a product to be playable for a wide audience. And they surely will never work with the same passion on these games as Sakurai will, whatever influence it may have on the outcome.

Critique him and his games all you want, that is how it should be with every game on earth, but the Sakurai hate itself has no point. He will some day stop directing games anyway, some dude at Nintendo will direct them and everyone will proclaim the franchise dead, but that also isn't the point. He is solely responsible for the direction SSB went on until Melee and I'm 99,9999% sure without him these games would have never been what they are regarded as today. Maybe the first and on-going SSB games should have been developed with the competitiveness of a Mario Kart game in mind? No one would complain about that stupid shit now, because people would argue that these games aren't intended for hardcore play and if someone won't agree, you should play some shitty hardcore fighting game instead. But no, the very guy people are hating is responsible for essentially making a Nintendo-all-stars-party-brawler with depth comparable to any other competitive hardcore game out there. It won't get any better than him at Nintendo in that regard, as bad as that may sound to some.
 
Brawl still remains the most acclaimed and sold game in the series for many good reasons in spite of it's simplified mechanics, which are still fun and great enough to get into, and have still been enjoyed competitively by many.


In terms of just sales, the reason why Brawl sold more than Melee is clear: the Wii sold five times as much hardware as the GameCube. However, in terms of Smash sales this only resulted in a 70 percent increase in Smash software vs. a 400 percent increase in hardware. It's nothing to sneeze at, mind you. But given the discrepancies in the GC vs. Wii install base, I don't think it's fair to do an apples to apples sales comparison between Melee and Brawl and conclude that the latter was more commercially successful. The former was the best selling title on its platform. The latter was outsold 3:1 by Mario Kart.

And in terms of critical success, the current MetaCritic standings have Brawl at 93 and Melee at 92. While that does make Brawl more well received in a strictly technical sense, I think that difference is ultimately extremely insignificant.
 
edited my comment:

Also, some people (myself included) complain about the new ledge game but it's not because of the new ledge mechanic alone. It's a matter of extremes. It's the combination of different mechanics that help the recovering player that doesn't work: low gravity + upBs/sideBs that travel a huge horizontal/vertical distance + infinite air dodge + being able to grab the ledge from both sides + new ledge mechanic...

and i'm not, and have never been, a competitive/tournament player. I simply agree with them that the gameplay of the first two smash games was insanely better and that there was no reason for changing it...
 
Only if it makes him happy, so many interviews in the run up to and following Smash 4 where he just sounded stressed to hell. I'm sure most directors feel the same way some of the time, but Sakurai seems unusually open about it. I guess his illness made things quite a bit harder this time around.

I don't mind someone else taking over but I hope they continue Sakurai's mentality of making Smash Bros. a game that appeals to people who aren't just fighting game fans, or might not even play many games. The games could do with better tutorials but otherwise they're fun for almost anyone to pick up and join in. Brawl was too slow and had stuff like tripping but I think Smash 4 has nailed the balance in speed and splitting the game into having an extra "competitive" mode with sensible stages.

I suck balls at fighting games and so do most of my friends. The day I need to learn combos to play Smash Bros. is the day I stop buying them. I disagree with competitive fans who think Smash Bros. would benefit with a larger competitive focus. We got that with 4, and any more in that direction the game will start to look hard to get into.
 
This claims are basically meaningless. How can PM bring new blood in the scene? For someone to get into PM, he first need Brawl, has an understanding of the community and a big desire to play Smash competitive. PM always looked like an combining of the Melee and Brawl community, which doesn't really bring new blood in the scene.

I like because you have no personal experience in the community or even in the scene you can still make these ridiculous claims.

Have you ever had an interest in EVE? I have, do I want to get into EVE? No, because I feel like it's a little too complex and I'm a player that if I play anything, I want to play it right/competitively/I want to be a part of what makes EVE, EVE.

Now if someone were to make a new EVE that added a few more things that I like and made things a little easier to get into, I'd totally jump in? Would I not count as new blood?

That's basically what happened to the New Mexico scene when PM came out. Everyone that had interest in Melee from the sidelines bought modded Wiis, used copies of Brawl and SD cards to play PM. They may have used the existing Smash scene that was focused on Melee to get it started, but those players, weren't Smash players before PM.

One of our most recent hires randomly mentioned Wolf at lunch and I was going to explain how Brawl was bad and he was like, "LOL, I know, I'm talking about PM."

The local community college gaming club had one smash player, once PM came out they asked him to supply a Wii with PM, then the club grew to over 50 people. All wanting to play PM, not Melee.

It is actually SSB4, that will bring new players into the community. You know the heavily advertise and new game with an actually working Online-Mode and the support of a big company.

New Blood for the moment, hopefully for the long term, but I don't care for Smash being a game only for the moment. Right now it has traditional big game hype that every Call of Duty, Assassin's Creed, etc gets. That doesn't mean those players will stay.

Unlike yearly franchises or 'in the moment' games. A good smash game needs to last 10+ years in the competitive space because it will be 5+ years before another one comes out. Competitive players need games with depth. This is why APEX currently has more Melee entrants than Smash 4 entrants, because Smash 4 seemingly doesn't have a lot of new blood (in the competitive scene.)

You kind of proved my point in the whole, 'not realizing how successful PM has been.'
 
Sakurai's justification for removing advanced techniques that were present in Melee doesn't even make sense; it's like he's obsessed with screwing over the competitive scene to make as casual a game as possible. Most people who play Smash aren't going to realize wave dashing, l canceling, fast falling, pivots, chain grabs, etc exists and will just have fun playing it as a casual party game. I'm a perfect example of this - I had no idea advanced techs existed until about two years ago when I stumbled upon an Evo stream and got hooked on Smash. The competitive scene is what has turned me into a hardcore fan; before I was extremely casual and didn't really care about the series.

Removing advanced mechanics just hurts the competitive community and creates resentment within the hardcore fanbase that is most likely to support the game years after release. Personally, I think Sakurai needs the boot so they can get somebody in there that isn't going to alienate the core audience. I mean, Smash is going to sell regardless but I feel like Brawl didn't really have legs. Heck, look at the apex participation numbers.
 
Yes, but dude deservedly needs a break. Like, a long vacation on a tropical island with around-the-clock catering to his every whim, or something. Iwata had better make the arrangements.
 
Removing advanced mechanics just hurts the competitive community and creates resentment within the hardcore fanbase that is most likely to support the game years after release. Personally, I think Sakurai needs the boot so they can get somebody in there that isn't going to alienate the core audience. I mean, Smash is going to sell regardless but I feel like Brawl didn't really have legs. Heck, look at the apex participation numbers.

Basically what's bolded is 100% accurate. I feel like only salty people that would never be good at the game at a competitive level to begin with benefit. People that just want to beat their core group of friends and hate losing to new people that show up.

I know these salty people personally because they would turn off Melee after a few matches saying "You take it too seriously" and now grind their teeth when I beat them in Smash 4, but at least they keep the game on. So I guess that's a benefit?
 
I'm not even making any specific references with the point. Sakurai said it though, with his mountain metaphor. The higher the peak, the more narrow the base. That isn't true, and a good game designer should be able to manage to create a game with simplicity, but with depth. And perhaps he did manage that despite his own beliefs, but it doesn't change what he said or how he feels.

I'm not sure what Metal B's point was if he wasn't saying that a more simple game can't or doesn't have the depth of a more complicated one and, as a result, doesn't appeal to people who want something more competitive. You don't have to have a higher skill floor to have a higher skill ceiling.
We still go around the same problem over and over. Brawl was a mess, everybody agrees even Sakruai. But where is the problem with SSB4? The game is simple with a lot of deep. The actually argue, that many changes made for Brawl, was because of mixing up the feel of the game and balance it. Yes, they failed hard with it, but try to correct it with SSB4. But it wasn't to simply dump down the game.

The overall point of me is, that if you want to design a game with a real competitive goal, you design it differently and you will also target a much more narrow audience. That's why your Chess point is actually a point for my case. Check is a simple and deep game, but also one of the most popular one in human culture. This is because, it actually attracts a wide audience of casual and hardcore games trough history. I don't see any rule heavy or overlay complex game stand the test of time. So you want to target the middle ground, which is what Sakruai tries to archive.


But with that out of the way, I've never really understood the justification for the changes from Melee to Brawl onward. Listening to interviews, it's clear that Sakurai is not interested in making a game tailored to the competitive fighting scene. And that's fine. I get it. That's great. But I don't really understand why changes were necessary in the first place. Smash 64 was a surprise hit and Melee went on to be the best selling game on the GameCube. And while Brawl was obviously successful on the Wii, it's not like it came anywhere near Kart/New Super Mario/Wii Sports sales that can explain why a deviation from the Melee formula were necessary to target the expanded audience compared to the success the previous installments were already enjoying.

[...]

Melee wasn't regarded as this overly complicated game. Plenty of people played and enjoyed the title for years playing four player free for alls with items on and never had a clue that things like wavedashing and l-cancelling existed and didn't give a shit about what was being discussed on Smash Boards. Melee was already a great party game. The fact that a small subset of the community became insanely skilled at the game and developed a scene that would be completely alien and uninviting to casual fans that just wanted to throw pokeballs around and hit each other with hammers doesn't diminish at all its appeal as a casual party game. It was fine in that capacity.

So where I stand is that I certainly don't think Sakurai should be booted to the curb -- this has been a labor of love for him for almost two decades now and I think he's got a lot of great ideas and the games are better for it. However -- though I don't think you hire someone from the Project M team as the lead and assume it'll lead to a fantastic Smash 5 -- I do honestly believe that taking on someone from the competitive community to consult on the core fighting engine would benefit the series. And I say that because I just don't see why it's not possible to make a game that appeals to both the casual and the competitive communities simultaneously seeing as how 64 and Melee already did that. The changes made from Brawl onward strike me largely as solutions to problems that didn't exist.

You not understanding the whole picture is actually a problem. You see, people always praise Melee, but all the expert of the scene know, it is actually a broken mess. Is just happens to be broken in a way, that some specif rules, characters and glitches make the game competitive and lot of fun. But overall the game gets dominated through some mechanics, that only helps two handful of characters to have all the fun.

One of the expert is Sakruai himself, who pretty much noticed the brokenness of the game like everybody else and also mentioned it in one infamous interview. So he needed to change the game to more balance it out. Brawl of course was his first try and it didn't work out. Like at all and there are many good reasons for it. SSB4 now is his second try and it actually looks like he managed to produce out a much more balance game. Much more balance then Melee.

The next big subject matter is appealing to all audiences. If you already working on rebalance the game, you also look into getting a wight audiences. One of the goals of Smash was also to make a Fighting Game into a high selling franchise. Which wasn't the case besides a few game-series at the time of SSB64. That's what people always forgetting, if they talk about Melee. People not only play Smash, because it is a fun game, they also play it for the Nintendo characters. And if you want to startup a series and sell its predecessor, you better not make the audience stop liking your game.

So we start to get into the problem of making a game to comparative. There will always only be a very narrow audience for overly complex games. If you sell people a game, which you advertise as simple to learn and start making it more complex, you will lose the casual audience.
That's pretty much, what happened to Street Fighter and Mortal Kombat. Before Street Fighter 4 the fighting game genre was almost dead and only lived through it comparative scene. You would never guessed that in the middle of the 90s, where people loved the genre to dead. At the height of its popularly the games were also very accessible. But then the developers failed to adapted to the new console market and the death of the Arcade triggered its downfall. Many fighting games just didn't work on consoles the same way. They lost there accessible! I would argue mainly because of the controllers, which didn't fit the gameplay, and the games getting a little too complicated and similar (how many times were the same Morrigan Sprities used in different fighting games? Oh yeah, seven times! ).

On the other Smash is still the best selling fighting games series to date. Sakruai archives this to a simple tactic: Get as many people like the game as long as possible. This means creating an appealing product, have comparative gameplay and accessible for different audiences. You don't wanna scare them away by getting too complicated and lose accessible; getting bored through to dull gameplay; or angry by having a imbalance game and no way of catching up to better players. In this way they will be willing to buy the sequel. I would say, that there could be a even better middle ground between all the goals aka even more complex and still different, better Online-Experience or a deeper Single-Player-Mode, but sadly the game needs to released at some time.

In my opinion is this the reason, why creating a competitive focused Smash-game would have no future. Nintendo would lose an audience, which in return would mean, that the series needed to scale down and properly has a harder time to recover (look at Street Fighter 4). Smash only works as an complete product. Many failed Smash Clones show, that you need all the pieces to become as successful as the series.
 
I always feel somewhat uneasy commenting on this because I'm someone that isn't overly bothered by the mechanical changes that came in Brawl and 4, but still prefer Melee. However, I'm nowhere near being a pro-caliber player, and never even came close to mastering even the basic techniques like wavedashing, so it's not as though I'm attacking this as a representative of the competitive community that laments some sort of casualization of Smash and demands the return of all of my advanced glitch moves that separate me from the rest of the Smash newbs.

But with that out of the way, I've never really understood the justification for the changes from Melee to Brawl onward. Listening to interviews, it's clear that Sakurai is not interested in making a game tailored to the competitive fighting scene. And that's fine. I get it. That's great. But I don't really understand why changes were necessary in the first place. Smash 64 was a surprise hit and Melee went on to be the best selling game on the GameCube. And while Brawl was obviously successful on the Wii, it's not like it came anywhere near Kart/New Super Mario/Wii Sports sales that can explain why a deviation from the Melee formula were necessary to target the expanded audience compared to the success the previous installments were already enjoying.

It's not surprising to me when I hear that people like Brawl or 4 more than Melee. But I rarely hear explanations about the actual core mechanics as the justification for that. It's usually amounts to the content: more fighters, better graphics, more modes, etc. I'm not sure if I've ever heard anyone argue their preference in such a way where it seems they think that Melee or Smash 64 would be superior games if everything stayed the same except the fighting engine in those titles was replace with Brawl's.

In that sense, I often find myself sympathizing with the fighting game community moreso than Sakurai even though I don't really feel like I have a dog in this fight. I'm simply not good enough to really appreciate what pros are complaining about, but even in spite of that I really don't agree at all with anything Sakurai says about his vision for Smash as a competitive game. And what I mean by that is that there always seems to be this misconception that appeasing casual and competitive fans are mutually exclusive goals, which doesn't make sense to me.

Melee wasn't regarded as this overly complicated game. Plenty of people played and enjoyed the title for years playing four player free for alls with items on and never had a clue that things like wavedashing and l-cancelling existed and didn't give a shit about what was being discussed on Smash Boards. Melee was already a great party game. The fact that a small subset of the community became insanely skilled at the game and developed a scene that would be completely alien and uninviting to casual fans that just wanted to throw pokeballs around and hit each other with hammers doesn't diminish at all its appeal as a casual party game. It was fine in that capacity.

So where I stand is that I certainly don't think Sakurai should be booted to the curb -- this has been a labor of love for him for almost two decades now and I think he's got a lot of great ideas and the games are better for it. However -- though I don't think you hire someone from the Project M team as the lead and assume it'll lead to a fantastic Smash 5 -- I do honestly believe that taking on someone from the competitive community to consult on the core fighting engine would benefit the series. And I say that because I just don't see why it's not possible to make a game that appeals to both the casual and the competitive communities simultaneously seeing as how 64 and Melee already did that. The changes made from Brawl onward strike me largely as solutions to problems that didn't exist.
This is all well said.

And if anything, I'd argue that the so-called problem of over-complication exists more now than it did in Melee on a character moveset level, if not a general gameplay/physics one.

A greater proportion of the newcomers from Brawl onwards have a different moveset philosophy than 64/Melee. We have puppeteer characters (Rosalina) and characters whose A-button attacks act more like B-button attacks (Mega Man), or buffing qualities (Shulk) - all of which may be true to the games that the characters hailed from but honestly are way more obtuse to casual players than the most of the original two rosters.

I realize that Sakurai is concerned about high level mechanics being a deterrent to casuals but I feel like there are other obstacles that can push them away if he really considered it.
 
I wouldn't say "a lot." Look at all the driveby posts in basically any Smash thread about "Melee players." It's not everybody, but it's definitely an awful lot of people.

Ignore them.

I'm not even making any specific references with the point. Sakurai said it though, with his mountain metaphor. The higher the peak, the more narrow the base. That isn't true, and a good game designer should be able to manage to create a game with simplicity, but with depth. And perhaps he did manage that despite his own beliefs, but it doesn't change what he said or how he feels.

If you're going to reference the metaphor, at least reference it correctly. The mountain metaphor was about the peak and how isolated/limited it becomes in its inclusion of players. The base was never mentioned.

And his metaphor isn't wrong. The top of Melee, the God's of Olympus, are incredibly isolated and insular. Its very difficult to reach that summit because the skill-gap is a years-on-training sort of climb to reach almost entirely based on technical, reactionary prowess. You could have the clairvoyance of a god and still fail at Melee because you are bad at button timings which leads to you having a strictly inferior tool-set at your disposal. This has always been and always will be my biggest qualm against Melee: its tight gameplay nature comes at the expense of its basic options rather than because of them.

In all the smash threads that we have had lately, people have made it clear that they don't need that aspect of melee back. All the mechanics that needed "fast/complex" inputs can be changed into requiring easy inputs. What some people want is having an alternative method for using those mechanics (that added deep to the game) instead of having none. Many people (myself included) agree that L-canceling was not necessary. Instead, all the developers need to do is to give us "L-cancelling landing lag" without L-cancelling. Furthermore, many people don't need wavedashing back. Etc...

L-canceled landing lag already exists in Sm4sh. It's simply limited to two of the four aerial options on most characters bar Luigi who has no lag on any of his aerials, and certain specials are also lagless if executed correctly. Moves without canceled lagg are uniformly stronger and more rewarding when executed properly.

So what exactly do you want?

All that was present in melee too. But some people (myself included) liked how those things worked in a game like melee: a game with a faster pace, with greater movement options like dashdancing and momentum conservation (that allowed a very different type of footsie game), with a more offensive oriented neutral game (thanks to things like different shields and low landing lag), with a different punish game that involved more "free style combos" (thanks to things like high hitstun and high gravity) where you had to read/react to your opponents DI. All in all, a game with a very different player to player interaction.

Movement options exist in Sm4sh, they are simply different. The game IS slower, though, but such a thing is preference not objectively better game design for either competitive or not. Also the combo game you mentioned... also exists in Sm4sh, reading DIs is how most combos work outside of a few Diddy/Luigi combos. Almost everything in Sm4sh is about reading the DI or reading the air dodge. This isn't Brawl where you can perma-dodge your way to the ground or special-cancel your tumble animation. What isn't in Sm4sh is a guarantee on strings due to hit-stun as was the case in Melee. Whether or not you like this, is again, a matter of preference.

Sm4sh's neutral game is also entirely match-up dependent. There are entirely offensively oriented characters that thrive on an offensive neutral game, as well as there being the opposite.

edit: also, some people (myself included) complain about the new ledge game but it's not because of the new ledge mechanic alone. It's a matter of extremes. It's the combination of different mechanics that help the recovering player that doesn't work: low gravity + upBs/sideBs that travel a huge horizontal/vertical distance + infinite air dodge + being able to grab the ledge from both sides + new ledge mechanic...

I, conversely, like the new off-stage game because those recovery options work both ways. Attackers also have the freedom to go deep and far because they can return to the stage. If recoveries didn't work that way, you'd never see the combos where Ness/Sheik/Falcon/WiiFit/etc can chase someone to the edge of the blast zone for a kill.

Smash 4 is a perfectly competitive game. But it's just to f*cking different compared to the first two smash games. And if you liked the direction where those two games where going... now you're going to be disappointed.

This, right here, is the crux of the problem.

People like different things. Sm4sh existing and offering an alternative does not cause Melee to cease to exist.

A greater proportion of the newcomers from Brawl onwards have a different moveset philosophy than 64/Melee. We have puppeteer characters (Rosalina) and characters whose A-button attacks act more like B-button attacks (Mega Man), or buffing qualities (Shulk) - all of which may be true to the games that the characters hailed from but honestly are way more obtuse to casual players than the most of the original two rosters.

This came up from 64 to Melee as well (see: Ice Climbers), its nothing more than an evolution of options and gameplay styles all still bound by the same basic rule-set. This evolution has occured in MOBAs, TCGs, FPSs, what have you. Adding new options for players to play the game under the same set of rules should not be considered a bad thing necessarily. Now, if it breaks the rules of the game outright, that's a different story.
 
New bloods great and all but only playing on Final Destination with no items and banning characters for "the competitive scene" is not my idea of fun; stage variety, imbalanced characters and the items are just a part of smash as wave dashing or whatever.
The competitive scene likes other stages actually. Battlefield, Smashville, Yoshi's Story, Yoshi's Island (Brawl), Pokemon Stadium, Dreamland (64), Hyrule Castle, Lumiose City...

And the appeal of Smash is that it can be played in different ways. Items off or on, New Pork City or Final Destination, stock or time, 1v1 or 2v2 or 4 player free for all, etc. It's a very versatile game.
 
The competitive scene likes other stages actually. Battlefield, Smashville, Yoshi's Story, Yoshi's Island (Brawl), Pokemon Stadium, Dreamland (64), Hyrule Castle, Lumiose City...

And the appeal of Smash is that it can be played in different ways. Items off or on, New Pork City or Final Destination, stock or time, 1v1 or 2v2 or 4 player free for all, etc. It's a very versatile game.

Yeah, it's like that person doesn't realize that the competitive scene has no impact on the casual one. People can still turn on items and play whatever crazy stages they want.
 
If you're going to reference the metaphor, at least reference it correctly. The mountain metaphor was about the peak and how isolated/limited it becomes in its inclusion of players. The base was never mentioned.

Zefah's translation:

If the game turned into something like a sport, where a person's skill level can be measured to a narrow degree, that mountain starts to get very steep. The sharper the peak of the mountain is, the narrower the base becomes, too.
 
Yeah, it's like that person doesn't realize that the competitive scene has no impact on the casual one. People can still turn on items and play whatever crazy stages they want.
One of the things that's often ignored is how casual mechanics have decayed. For example, Brawl and Smash 3DS allow less Pokeballs to be on the screen than Melee, apparently for framerate issues. This removes the hectic chaos of Melee's Pokemon battles.
 
This, right here, is the crux of the problem.

People like different things. Sm4sh existing and offering an alternative does not cause Melee to cease to exist.
That's not the problem. Those games offering alternatives (and Sakurai's philosophy) means that any (official) development of Melee's philosophy ceases to exist.

And that's what bothers a lot of its fans; everybody is well aware that Melee has problems: its roster is unbalanced for one. But they like the style of play in spite of that and believe that, maybe with another sequel, those issues could be fixed. However they're never going to get a redo to fix the character balance (or add new characters) the way the also-imbalanced Brawl did with Smash 4, and that is irksome.

Melee exists and will always exist, fine, but its style of gameplay basically won't be replicated in another game, with better balance, more characters, and better graphics - which is what some Melee fans also want.
 
Zefah's translation:

Someone will have to point me towards the original article then, so that I can check it for myself.

Melee exists and will always exist, fine, but its style of gameplay basically won't be replicated in another game, with better balance, more characters, and better graphics - which is what some Melee fans also want.

Great. And what about the Sm4sh fans who want that style of gameplay and not Melee's... who also can't find that style of gameplay replicated elsewhere?

He wants. She wants.

Problem is both groups want different things, and there's only one pie.
 
L-canceled landing lag already exists in Sm4sh. It's simply limited to two of the four aerial options on most characters bar Luigi who has no lag on any of his aerials, and certain specials are also lagless if executed correctly.

So what exactly do you want?

I think the fact the 64 and Melee were going one way and Brawl and Sm4sh are going another way is a big problem and probably the most significant one to most people.

However, what I'm quoting above is my biggest problem.

Having played Melee from 2004-2009 pretty seriously I got to see how moves developed and how kill moves evolved to the meta game. In Sm4sh too many moves have very obvious uses and certain moves are obviously kill moves. Moves are too well defined.

The lag statement you write and I quote is probably the best representation of this. Sakurai wanted to decide how moves were used, which ones should have the most lag, etc. Which I get, because I imagine this makes balancing ALOT easier.

Melee in this regard, due to L Canceling and Wave Dashing giving players more movement options, allowed players new ways to extend combos and new ways to utilize spikes and traditional kill moves. (If you played Tony Hawks, L Canceling is basically manual-ling except the difficulty to maintain it is on the player rather than the character stats. Those mechanics granted players a larger playground which allowed for more creativity.

At the end of the day I think Melee fans and casual players that just prefer Melee can feel the strict guidelines on the moves that limit creativity. Which is also why PM fans aren't showing a lot of interest in Smash 4 over PM. Also potentially why custom moves are so loved.

PM gave players that traditional Smash playground (64/Melee), but with more toys - allowing creativity to still rule.
 
The lag statement you write and I quote is probably the best representation of this. Sakurai wanted to decide how moves were used, which ones should have the most lag, etc. Which I get, because I imagine this makes balancing ALOT easier.

Melee in this regard, due to L Canceling and Wave Dashing giving players more movement options, allowed players new ways to extend combos and new ways to utilize spikes and traditional kill moves.

These only gave you the illusion of options.

Melee has FOOS because free-form tools of L-Cancel/Wavedashing favored certain options disproportionately more than others. Whether or not Sakurai put down the stamp of approval or not, the basic gameplay did it all on its own anyway.
 
Removing advanced mechanics just hurts the competitive community and creates resentment within the hardcore fanbase that is most likely to support the game years after release. Personally, I think Sakurai needs the boot so they can get somebody in there that isn't going to alienate the core audience. I mean, Smash is going to sell regardless but I feel like Brawl didn't really have legs. Heck, look at the apex participation numbers.
So those not in the competitive scene can't be seen as the core audience? Bit narrow minded. The problem with Smash is that it has so many reasons to like it you can't really say one market is more important than another. For example I buy Smash for the fan service so I'd hate if someone with rubbish Nintendo knowledge took the helm and that aspect took plunge. I followed the progress of this game every day so I'd like to consider myself just as "core" as someone in the competitive scene even if I play for completely different reasons.
 
This came up from 64 to Melee as well (see: Ice Climbers), its nothing more than an evolution of options and gameplay styles all still bound by the same basic rule-set. This evolution has occured in MOBAs, TCGs, FPSs, what have you. Adding new options for players to play the game under the same set of rules should not be considered a bad thing necessarily. Now, if it breaks the rules of the game outright, that's a different story.
You're missing the point with your citing of Ice Climbers, which I knew you'd bring up; the proportion of weird/obtuse movesets among newcomers has increased between games. I didn't say it never existed, just that it's gotten worse.

And if you can't see how adding ever more eccentric styles of play can make a game more insular or off-putting, then let me direct you to many of those FPS, TGC, etc that have dwindling communities due to the existence of too many options and customizations.
 

Ay, indeed he does mention the base (裾野) then.

He's certainly wrong if he's talking about Melee with that regard. If anything, I'd have gone more for saying that the base remains the same, but the complexity makes the slope steeper.

You're missing the point with your citing of Ice Climbers, which I knew you'd bring up; the proportion of weird/obtuse movesets among newcomers has increased between games. I didn't say it never existed, just that it's gotten worse.

And if you can't see how adding ever more eccentric styles of play can make a game more insular or off-putting, then let me direct you to many of those FPS, TGC, etc that have dwindling communities due to the existence of too many options and customizations.

Like DotA/LoL? Please, direct me towards them. There is a balance to be struck between variety and base-form.

Also the proportionality is not that much higher but I may be thinking on this differently from you because, at current, the only Puppeteer is Rosa/Luma, the other characters are all evolutions of the original 64 base set in my mind.
 
I like because you have no personal experience in the community or even in the scene you can still make these ridiculous claims.
[...]
The local community college gaming club had one smash player, once PM came out they asked him to supply a Wii with PM, then the club grew to over 50 people. All wanting to play PM, not Melee.
It is actually very hard, because i'm from Europe and the only resonantly announce a PAL-Version of PM. Being to old doesn't help to, so your first person experience sounds actually great and wish you a lot of fun.

New Blood for the moment, hopefully for the long term, but I don't care for Smash being a game only for the moment. Right now it has traditional big game hype that every Call of Duty, Assassin's Creed, etc gets. That doesn't mean those players will stay.

Unlike yearly franchises or 'in the moment' games. A good smash game needs to last 10+ years in the competitive space because it will be 5+ years before another one comes out. Competitive players need games with depth. This is why APEX currently has more Melee entrants than Smash 4 entrants, because Smash 4 seemingly doesn't have a lot of new blood (in the competitive scene.)

So please help me here. Smash 4 needs some years to develop its meta-game, but PM gets a free pass in this regards? Let's not forget, that PM will be not part of many bigger tournaments, since it being a mod and copyright problems. Who says PM has the staying power and will not lose it hype. Many thing actually help Smash 4 more, to stay competitive. Beginning of advertising, big cooperate support, not being a grey-area mod to not being in official control and the possibility of the modder abandoning it. There is also critic of different high level players, who see PM as too dull, over patched and imbalance. Mainly that the characters feel to even and not go in enough extremes. Pretty much the problem of all overpatched games.

But i actually didn't want to criticize the mod. I played it since the beginning (thanks to an NTSC-Version) and followed it baby steps. It is a highly interesting project and i always love to read about its deveoplemt. But it is simply too overhyped and weaponized by some bad-apples.

Sakurai's justification for removing advanced techniques that were present in Melee doesn't even make sense; it's like he's obsessed with screwing over the competitive scene to make as casual a game as possible. Most people who play Smash aren't going to realize wave dashing, l canceling, fast falling, pivots, chain grabs, etc exists and will just have fun playing it as a casual party game. I'm a perfect example of this - I had no idea advanced techs existed until about two years ago when I stumbled upon an Evo stream and got hooked on Smash. The competitive scene is what has turned me into a hardcore fan; before I was extremely casual and didn't really care about the series.
This again. Sakruai only removed ONE advance technic, all the other technics where glitches or exploits. L-Canceling is a stupid mechanic with no downsides, which only makes the game unnecessary complex. Wave dashing is a glitch. Chain grabs are exploits. Fast falling is still there and the usefulness of pivots were actually extended.
The other changes in game-speed, limitless air-dogging, removal of increasable momentum and the edge-mechanic were mostly because of a new overall game-feel, balance issues and acceptability.

SSB4 will evolve hopefully, but it looks right, that this isn't about the game anymore. The problems are much deeper in the community. No wonder people call it one of the toxic communities in the medium ...

He's certainly wrong if he's talking about Melee with that regard. If anything, I'd have gone more for saying that the base remains the same, but the complexity makes the slope steeper.
Before PM and SSB4 people didn't have much of choice, if you love Smash and didn't like Brawl, there was nothing (except a few bad clones and Jump Superstars, which was never released in the west. Also a Nintendo Co-Production by the way.).
 
These only gave you the illusion of options.

Melee has FOOS because free-form tools of L-Cancel/Wavedashing favored certain options disproportionately more than others. Whether or not Sakurai put down the stamp of approval or not, the basic gameplay did it all on its own anyway.

You understand the game's champs have all played different characters and they've defined how those characters are played because of the way they use their character.

Maybe, I don't really get what you mean to be honest.

There really isn't an illusion of options if certain competitive players can be identified by playstyle and by the movement they create to be staple.

If you mean in a certain abstract way that's super abstract, than I know what you mean, but the same applies to Chess, in that way, so that's a silly argument to make.

So yeah, I'm honestly lost on your point.

Back in the day I could see videos and be like, that's Ken's Marth, that's Azen's Marth, that's a AZ Marth, etc.

So if these options were so limited I wouldn't be able to do that. Unless of course you're speaking big picture, super abstraction, at which point that applies to all video games.

So please help me here. Smash 4 needs some years to develop its meta-game, but PM gets a free pass in this regards? Let's not forget, that PM will be not part of many bigger tournaments, since it being a mod and copyright problems. Who says PM has the staying power and will not lose it hype. Many thing actually help Smash 4 more, to stay competitive. Beginning of advertising, big cooperate support, not being a grey-area mod to not being in official control and the possibility of the modder abandoning it. There is also critic of different high level players, who see PM as too dull, over patched and imbalance. Mainly that the characters feel to even and not go in enough extremes. Pretty much the problem of all overpatched games.

I feel ya, I don't see PM getting a free pass, it took some time for it to be accepted. Smash 4 hasn't even been out for as long as it took for PM to be accepted. However, I think the issues Sm4sh has, lack of creativity in the way moves are used and not enough interesting movement options. I don't really care if Melee had glitches or exploits, I care if it's fun to play and watch, also, is it competitively respectable, it is on all those fronts.
 
This again. Sakruai only removed ONE advance technic, all the other technics where glitches or exploits. L-Canceling is a stupid mechanic with no downsides, which only makes the game unnecessary complex. Wave dashing is a glitch. Chain grabs are exploits. Fast falling is still there and the usefulness of pivots were actually extended.
The other changes in game-speed, limitless air-dogging, removal of increasable momentum and the edge-mechanic were mostly because of a new overall game-feel, balance issues and acceptability.

Wave dashing isn't a glitch iirc. imo, chain grabbing is stupid and I'm glad its gone.
L-Cancelling is a shitty mechanic and it should never return.
 
You understand the game's champs have all played different characters and they've defined how those characters are played because of the way they use their character.

Maybe, I don't really get what you mean to be honest.

First Order Optimal Strategies.

There is a definite flow-chart of effectiveness vs. risk in Melee's approach options that disproportionately favor certain options over others because of how wavedashing/L-cancels work. Almost always these options were not only the strongest moves but also the most rewarding, with next-to-all risk removed because of the options made available.

In Sm4sh, the rule set is already written in stone but because of this the strong/rewarding options come with an unavoidable risk. FOOS cannot form around these moves because they simply cannot ever be made less risky while maintaining the same reward, Falcon's knee is probably the easiest example of it because its been made much easier to hit now but the lag is enormous.
 
『Inaba Resident』;146529350 said:
Wave dashing isn't a glitch iirc. imo, chain grabbing is stupid and I'm glad its gone.
L-Cancelling is a shitty mechanic and it should never return.

Yeah, I love Chain Grabbing is gone, but will never get the hate for L canceling and don't really care. If all A aerials automatically had zero lag the competitive community would be okay with that as well.

Seems silly it's complained about so much.

i like it because it punishes people for trying to do a late read or for people that don't practice against different character heights or shields, but it's not like the oppressive force people make it out to be.

First Order Optimal Strategies.

There is a definite flow-chart of effectiveness vs. risk in Melee's approach options that disproportionately favor certain options over others because of how wavedashing/L-cancels work. Almost always these options were not only the strongest moves but also the most rewarding, with next-to-all risk removed because of the options made available.

In Sm4sh, the rule set is already written in stone but because of this the strong/rewarding options come with an unavoidable risk. FOOS cannot form around these moves because they simply cannot ever be made less risky while maintaining the same reward.

Gotcha, but you understand that the FOOS that exists right now for Melee took like 10 years to make. It's been pretty consistent for the last 4 years, but watch videos from 2004-2008 and the FOOS were very different because players weren't technically proficient enough to realize what options existed.

As people realize expanded options they have to increase their technical abilities, as technical abilities increase, new options are made available, then the meta game evolves to resolve those new options and new defenses are made with technical abilities and so fourth.

if you just started watching Melee the last two years I can get that perspective, but if you watched it from the beginning than it's kind of silly to say that. If you mean in general, than all games have FOOS so I don't get your point.
 
Gotcha, but you understand that the FOOS that exists right now for Melee took like 10 years to make. It's been pretty consistent for the last 4 years, but watch videos from 2004-2008 and the FOOS were very different because players weren't technically proficient enough to realize what options existed.

Yes, but release Melee today and the creation of FOOS wouldn't take longer than a few months due to how the internet and youtube have evolved since its release. Information dissemination is simply orders of magnitude faster and nowadays people are looking for such breaks in the game.
 
This is all well said.

And if anything, I'd argue that the so-called problem of over-complication exists more now than it did in Melee on a character moveset level, if not a general gameplay/physics one.

A greater proportion of the newcomers from Brawl onwards have a different moveset philosophy than 64/Melee. We have puppeteer characters (Rosalina) and characters whose A-button attacks act more like B-button attacks (Mega Man), or buffing qualities (Shulk) - all of which may be true to the games that the characters hailed from but honestly are way more obtuse to casual players than the most of the original two rosters.

I realize that Sakurai is concerned about high level mechanics being a deterrent to casuals but I feel like there are other obstacles that can push them away if he really considered it.

I'm surprised that there's people disagreeing with this.

I know that it's anecdotal evidence but my little brother has a harder time understanding smash bros character since melee. Now he needs more help. Characters being more complex/weird/different started long ago. It's also a problem for him that different B (special) moves require different additional button presses (and to a lesser extent, this also happened in melee): sometimes you don't need to press the B button again after doing the special attack, sometimes you have to press it once , sometimes you have to hold it, sometimes you have to mash it.... and that in addiction to how moving the control stick (during the special attack) can change it.
 
It's also a problem for him that different B (special) moves require different additional button presses (and to a lesser extent, this also happened in melee).

Its been true since 64.

Expand the roster the more you have to add variety otherwise everyone is Mario. Recoveries and specials have been complex since inception, they became more complicated with Melee as the roster and four-way option were introduced.
 
Its been true since 64.

Well, yeah. I know. I mentioned melee because both 64 and melee were going in a similar direction (and also because i'm used to haha). But i agree with what Tookay said that, since brawl, movesets started to become harder to understand for casual players.
 
Well, yeah. I know. I mentioned melee because both 64 and melee were going in a similar direction (and also because i'm used to haha). But i agree with what Tookay said that, since brawl, movesets started to become harder to understand for casual players.

Melee introduced side-specials, d-special character swap, and puppeteers, if anything it made things considerably more complex in the N64 to Melee jump than from the Melee to Brawl Sm4sh jump.

Like I said, I want someone to actually list me these odd-complexities that have apparently lingered now that IC, Snake, Pokemon Trainer, and Sheik/Zelda are gone.

Here are the oddities I can think of:
  1. Lucario (skill set isn't complicated at all)
  2. Olimar (he's an odd one alright)
  3. Rosa/Luma (Puppeteer no different from IC.)
  4. MegaMan (he's an odd one alright)
  5. Shulk (no different from Sheik/Zelda, in fact considerably less bizarre)
  6. DuckHunt (in same category as MegaMan and Olimar, they're basically a new "genre" so to speak.)
  7. Robin (nothing about his odd outside of the fact that he's got strong moves that you have to keep track of)
 
As someone who overall prefers the gameplay of Smash4 to Melee, I will try to give you my reasons on mostly a technical basis, with maybe some other non technical preferences sprinkled in.

Melee’s gameplay is extremely fast paced, with combo’s and chaining attacks as it’s primary foundation. It is a heavily offensive based game. Stocks go very quickly. Edge guarding and gimping techniques are used at a much greater frequency of success. Reading many of the arguments from melee enthusiasts, these are the primary reasons I’ve seen used as to why they prefer Melee over Smash4:

- The speed of the game is overall faster
-Hit Stun, L-Cancelling, Wave Dashing all provide much more offensive options, and limit defensive play.
-Melee players prefer the momentum jumping, and the air dodging mechanics of Melee.

From a competitive/technical standpoint, this is why I prefer Smash4 over Melee.

Often times I think the emphasis on offense in Melee is too much. 0 to Deaths, or close, are cool to see, but they are often times too easy to do. From my experience playing, which has been awhile, and my experience watching competitive play, most the strategy revolves around who can hit their set up move first to create a chain of attacks that will either lead to a ko/gimp or a high percentage. I like it when a person on the receiving end has defensive options to avoid these long chains. Smash 4 has a better balance, and I think the defensive options are overstated by Melee fans. In the air, most characters have 1 or 2 options to recover from being chained into something else. The focus on reading your opponent and understanding their patterns is emphasized in Smash 4 because if I hit someone in the air, and I want to follow up, I have a narrow window of hit stun available (Hit Stun was lengthened in Smash4). If I know I can’t follow up with an
attack before that hit stun goes away, I have to know what options are available to my opponent. Is he more likely to immediately air dodge, or bust out an attack, while moving towards or away from me? More often than not, I gain an understanding of how the opponent operates and can accurately follow up with an attack, but it at least gives the opponent an option to get out of a bad situation. In this regard I prefer Smash4.
I’ve never been fond of the idea that speed = better. That puts an emphasis on reflexes, which is fine, but I’d rather a fighting game finds a balance where competitive play emphasizes both quick reflexes AND critical thinking, analyzing the opponent/scenario, etc. I think both Melee and Smash4 do this fine. I’ve heard the argument that Smash4 is too slow. I don’t think this could be further from the truth.
I prefer the ledge mechanics in Smash 4 to Melee. Makes it much harder to gimp and edge hogging is virtually impossible. Edge hogging is too easy in Melee and Brawl. This change also makes more characters potentially competitively viable. Characters who may have very bad recoveries. Again, this doesn’t take the edge game away at all. The person edge guarding still has the advantage and the ability to gimp, but it’s a little tougher on them and requires more skill to pull off on a consistent basis.
Overall the character balance seems to be much better in Smash4 than Melee or Brawl. Many characters feel much more competitively viable to use, which will hopefully lead to more variety. Still early in the game, but it’s feeling like this is accurate. In addition, and this is because it is a newer game, but the character variety, move variety is just on another level compared to melee.

I’ve never been a fan of chain grabbing, infinites, or 0-Deaths that occur because the person being attacked had no options. It’s less about skill and more about memorizing an attack pattern. This is why I like some of the seemingly minor changes that have a lot of impact, such as the already mentioned ledge mechanics, and the inability to immediately grab after a previous grab.
Summarizing:

Ultimately, I feel like Smash4 strikes a much better balance between offense and defense. I think a greater emphasis is placed on reading and understanding your opponent vs Melee, which puts a greater emphasis on setting an opponent up for a quick death or a combo chain. For the most part, with some situational exceptions, I don’t feel like the defensive options inhibit offensive play. It strikes a much better balance than Brawl in this regard. I feel like Smash4, for obvious reasons, has much more character variety, based on the amount of characters, move variety, and competitive variety. Ultimately though I suppose it comes down to preference. My gripe with the community is that I feel a lot of melee fans are not open minded, and are really just regurgitating tired arguments that they heard from other melee fans that don’t really apply to Smash4. It’s very easy to read opinions and see who has no idea how to perform at a high level in Smash4’s
style. The notion that it doesn’t offer high level competitive play is laughable in my opinion.
 
...they became more complicated with Melee as the roster and four-way option were introduced.

This is true but, after that change (having 4 special moves) was introduced in melee, some movesets started to feel a little to complicated in the next iterations (but like you said, that may be just because the game needed variety). Now, some characters have pretty strange special moves.
 
How many are stranger than Zelda/Sheik d-special? I bet none. :p

You know that i can't compete with that :p

(i'm actually having to think what character where added in brawl/smash 4 because i haven't played those games in so long.... how sad)
 
How many are stranger than Zelda/Sheik d-special? I bet none. :p

This is disingenious. I don't think there's anything confusing about it and I don't think any casual player will find it confusing in the moment, they get a very big visual that their character has changed and likely their move set.

Regardless, I think Shulk's neutral B is more confusing. It effects all his moves and he has the same move set so you have to be pretty experienced to use the same moves, but with nuanced changes.

But yeah, I think this is a derail point.
 
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