Super Smash Bros. for 3DS & Wii U Thread 10: Against the Odds, We Choose to Hype!

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I think this topic came up several threads ago as well. Definitely something I'd like to see.

Haha, with 10 threads, I'd be surprised if every idea possible hadn't already been brought up.

Or everyone just spent the last two threads talking about big purple boss dragons. But that would be ridiculous.
 
Haha, with 10 threads, I'd be surprised if every idea possible hadn't been brought up.

Or everyone just spent the last two threads talking about big purple boss dragons. But that would be ridiculous.

Utterly ridiculous. Medeus showing up in the Colosseum wouldn't even make sense.
 
I dislike the idea of not having atleast a couple of stages from all past games on each version but they will look off.


They looked off in Brawl as well, it's why I think they should remodel the stages instead of just straight up porting them, but that's not going to happen.

Brawl didn't have any 64 stages.

Brawl botched the Melee stages by making them all so tiny for some reason.
 
Utterly ridiculous. Medeus showing up in the Colosseum wouldn't even make sense.

It would actually be a pretty cool idea if Coliseum had a random FE character show up like an assist trophy to fight people. You know, as if they were entered into the Coliseum.
 
It was a fairly ambitious project, and the lead programmer (who was also the guy who came up with the idea) kinda vanished into thin air.
Basically, we wanted to make a MUGEN-type engine, just using Smash Bros.'s fighting game mechanics instead of the regular flat stage with health bars. We would've given people the options to make their own fighters and whatnot, of course, but we also would've made an own set of characters, which was what I was responsible for.

That sounds fairly interesting. The lead disheartening on stuff like this is something I am all to familiar with.

Anyways, I hope your future video game endeavors are more fruitful.
 
Was that a response to something?



Anyway, do we know how many stages we're getting for our guest characters? 1 each? Sonic has so many good zones, I hope we get more than generic Green Hill.

I was just bored. :V

Not sure so far. I wonder how many stages will be on each game. We're at a very low number considering release is almost here, especially for 3DS.
 

Still sad this was never a stage:

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Maybe this time!
 
It would actually be a pretty cool idea if Coliseum had a random FE character show up like an assist trophy to fight people. You know, as if they were entered into the Coliseum.

Having a group of characters, say, Lloyd, Linus, Ursula and Jaffar or Murdock, Brunya, Narcian and Galle, show up and attack in unison might be a good way to implement something like that - it's too elaborate a setup for an assist trophy, but it might work as a stage boss with a shared health bar, in the style of the Ice Climbers.
 
I think my favorite part from Sakurai's column about Robin was that he was able to see how Robin could be used to represent so many unique aspects of Fire Emblem. Stuff like being able to show off a lot of the game's magic system, as well as the idea that weapons and magic run out of uses over time.

It's the weird, small details like those that make me really really love this series. For some characters, it's not just about getting them in there, but also using them to represent the series they come from.

Having a group of characters, say, Lloyd, Linus, Ursula and Jaffar or Murdock, Brunya, Narcian and Galle, show up and attack in unison might be a good way to implement something like that - it's too elaborate a setup for an assist trophy, but it might work as a stage boss with a shared health bar, in the style of the Ice Climbers.

You actually just gave me a good idea for an assist trophy: Pegasus Knight Trio - Could be any trio from the series, but they'd all fly around the stage and then intersect on top of one character for an insta-KO.
 
They looked off in Brawl as well, it's why I think they should remodel the stages instead of just straight up porting them, but that's not going to happen.

I think it actually could happen here, if we actually get stages from Melee or 64. This new Smash Bros started development by porting Brawl. In fact, the one Melee stage we've seen was one of Melee's stages in Brawl.

So, if they want to bring back an actual Melee or 64 stage, they'd likely have to rebuild it, rather than just port it directly, unlike the Brawl stages. If they're going to rebuilt them, there's a chance they could have new visuals. Of course, we could also just get something similar to Brawl, where all classic stages are from the preceding games - so the only classic stages would be Brawl's and the Melee stages that were ported to Brawl.
 

Beautiful. This is one of my favorite tracks in the game. <3

As always, thanks 1000 times over for your translation. The entire English speaking Smash fanbase appreciates it. However, I think you may have misinterpreted what he said. The only way to have a 100% balanced fighting game is for all the characters to be the same. The more similar they are, the more likely and easier they are to balance. Little Mac represents a bit of a departure from other Smash characters in that he's so "extreme" so to speak. As such, he is harder to balance and has a higher chance of being Top Tier or Bottom Tier than a lot of other characters. Sakurai is more interested in selecting characters with interesting movesets that will "spice up the game" than more pedestrian movesets that are easier to balance. It's part of the reason a game like Marvel vs Capcom 3 has relatively poor balance (Capcom being rushed due to shitty licensing agreements and some degree of ineptitude contribute though :P). When you have characters like Magneto next to Arthur, shit gets crazy.

Perhaps I misphrased my interpretation. Based on the article it sounds like Sakurai has his own tier list-of-sorts when it comes to developing games:

1) Fun to play
2) Unique and interesting characters
3) Balanced gameplay

In other words, I agree that it's impossible to have a completely balanced game so long as you introduce any variables into the gameplay (different characters, stages, etc.)--and I think Sakurai acknowledges this fact as well. He does make an effort to create a largely balanced gaming environment, but it sounds like he would rather spend his time creating a unique and enjoyable experience than slaving away at balancing out every character such that the playing field is perfectly even.

Re: balance as an afterthought: I totally agree!

The game should be fun to play in the first place, above all else. If this leads to imbalance, it doesn't really matter. If only one character is viable, the community can ban it. If 2 or more are viable, then that's enough variety for me.

It'd be exciting to see some of my favorite characters on the upper end of the balance, but there's no way to get everything perfect. Making the characters fun and exciting first is absolutely the more important thing to worry about.

I actually agree with Sakurai in that sense: there's no point in making (or playing) a game if it isn't fun. Lucas is at the bottom of the Brawl tier list, but I absolutely love the way he plays--and that's exactly what I think Sakurai wants people to get out of Smash. I had a blast bouncing off people's heads with Greninja when I tested out the 3DS version last month, and playing as Little Mac was truly a rush of adrenaline, so I have high hopes for the two upcoming installments of Smash.

I'm trying to see where he said unique characters are bad.

Are we saying Masked Man mistranslated this and what Sakurai really meant was that it's the most fun if all the characters are the same?

I'll clarify: he definitely did /not/ say that unique characters are bad. In fact, he stressed that unique characters are one of the aspects he focuses most of his efforts on when developing games. The translation itself is admittedly not terribly artful compared with what I do for work, but I feel confident that there aren't any glaring mistranslations. ;)

Thank you so much for doing this. There's nothing I love more than hearing Sakurai talk about game design.

My pleasure. I'm likewise fascinated by Sakurai's in-depth discussions on game design. :D He released two books back in 2012: one about playing games and one about designing them. Both are essentially anthologies of his Famitsu articles, but it would be nice to see those published in non-Japanese markets as well.
 
In other words, I agree that it's impossible to have a completely balanced game so long as you introduce any variables into the gameplay (different characters, stages, etc.)--and I think Sakurai acknowledges this fact as well. He does make an effort to create a largely balanced gaming environment, but it sounds like he would rather spend his time creating a unique and enjoyable experience than slaving away at balancing out every character such that the playing field is perfectly even.

Well said!

I had a blast bouncing off people's heads with Greninja when I tested out the 3DS version last month, and playing as Little Mac was truly a rush of adrenaline, so I have high hopes for the two upcoming installments of Smash.

Now you know why I'm sad that toon link had his bounce removed :( :( :( :( :( :( :( :( :(
 
Well, with any luck we'll see it in the final version of the game. There's still hope! ;)

It was a pretty fundamental change to his down air. It's unlike any 'divekicks' in smash, afaik, which is why I think it'll stay. It basically passes through anything it hits and doesn't stop until it hits the ground.
 
Sakurai said:
However, when choosing a character, I want to focus on whether he/she has some kind of special ability that no other character does, and whether he/she contributes to making a better and more enjoyable gaming experience. Compared to these two primary concerns, "balance" and "fairness" are afterthoughts. I mean, hasn't Smash Bros. always been that kind of game? You get together with your friends, duke it out and have a good laugh--that's what the game is really about. It's no fun if all the characters are the same.

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People saying balance isn't important are crazy to me. Playing Brawl jigglypuff in FFA, 1vs1, with items or just in general was no fun because she sucked so much. Balance is key to even casual play because it does directly effect how fun a character is to play.
 
People saying balance isn't important are crazy to me. Playing Brawl jigglypuff in FFA, 1vs1, with items or just in general was no fun because she sucked so much. Balance is key to even casual play because it does directly effect how fun a character is to play.

Good thing nobody said that :P
 
People saying balance isn't important are crazy to me. Playing Brawl jigglypuff in FFA, 1vs1, with items or just in general was no fun because she sucked so much. Balance is key to even casual play because it does directly effect how fun a character is to play.

Jiggly is definitely unique in that she's no fun to play for beginners. She's very seemingly underpowered, which is rare in smash bros where most fighters feel really strong. Most casual players aren't going to want to spend the time to master her and actually make her useful. I'd love if she got some new fairy-type moves that made her more fun to play.
 
People saying balance isn't important are crazy to me. Playing Brawl jigglypuff in FFA, 1vs1, with items or just in general was no fun because she sucked so much. Balance is key to even casual play because it does directly effect how fun a character is to play.

This.

It doesn't matter how unique the mechanic is, if the character is complete shit to play as compared to other characters then what's the point.


Balance doesn't mean that the playing field is completely even with every character, it just means the gap between the top tier and bottom tier is smaller so that you're not stucking losing to someone else despite having the same skill level, or having to work much harder than the other person just to have a chance.

I think when talking about balance, Project M is the closest the smash franchise comes to where you can just pick your favourite character and have about the same chance of winning as someone else of the same skill level, apart from a few unfavourable matchups.
 
Jiggly is definitely unique in that she's no fun to play for beginners. She's very seemingly underpowered, which is rare in smash bros where most fighters feel really strong. Most casual players aren't going to want to spend the time to master her and actually make her useful. I'd love if she got some new fairy-type moves that made her more fun to play.

Jiggly IS underpowered in brawl and I can go into detail about that. She has no tools to make her useful
 
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