Just listened to this...a little shocked by something Sakurai said.
"If we develop the game with the veteran player in mind, our job is easier. The flip side is we reduce the number of people who are enjoying and playing the game."
I just don't understand this mindset.
Dude step out of your bubble. What he said is pretty much Game Design 101. Most developers of games belong to the "hardcore" segment and are usually somewhat familiar, if not deeply familiar, with what that segment of the population wants. However, literally every fighting game developer on the planet struggles with trying to make its games more and more accessible to newer/casual players since they ALWAYS WAY outnumber the other groups. Hell you see this in any game, not just video games, with potential competitive elements. You can't just design a game for yourself. A balance has to be struck and that's hard to do. A good argument can be made that they didn't find the right balance with Brawl. However, there are several reasons why Smash is one of, if not THE, most successful fighting game IP and that's because Sakurai thinks of as much of the audience as possible.
It is a bad opinion honestly, one of the reasons I feel that Sakurai shouldn't be in charge of developing any more Smash games. No one picked up Melee when the game first came out and hated it. EVERYONE loved that fucking game top to bottom, and the competitive community just kept it going for years after.
Balance the game for fun competitive play, drop crazy content, items, and levels. Everyone is happy.
Drop tons of the elements that make Smash the game it is and that tons of people love? Ok here is where the entitlement bullshit comes needs to stop. You sound like the the type of dude who got the put down in the Roundtable.
To be clear to all I know games can be designed to be good at both a competitive and casual level and plenty of the critiques that have been aimed at Brawl are valid and I'm sure a good number of those aimed at Smash 4 are valid but a lot of you guys sound like you really DON'T know how to design games (or at least games intended for a mass-market and a large, diverse audience base)