Me too. I doubt Sakurai even considers Advance Wars character though..
I meant the game, not the characters. The characters shouldn't go anywhere if Sakurai can help it!
It probably means that they are not presuming that the players are using extremely high-end tactics. Games tend to have a lot of high-end mechanics that only the very hard-core enthusiast will be able to master. If you use these mechanics to balance the characters, then you run into problems when 90% of the players can't use all of the characters to their limit.
In other words, balancing purely towards the high-end can result in situations where certain characters are disproportionately powerful at lower skill levels because they don't require advanced skills in order to use.
It probably means that they are not presuming that the players are using extremely high-end tactics. Games tend to have a lot of high-end mechanics that only the very hard-core enthusiast will be able to master. If you use these mechanics to balance the characters, then you run into problems when 90% of the players can't use all of the characters to their limit.
Perfect balancing is impossible in any fighting game.
I don't understand what balancing for the intermediate player even means. Character balance is character balance; how does that change when it comes to intermediate players or more advanced players?
Someone on the Wario Ware team must love Ice Climbers as their game keeps making appearances in that series.
It probably means that they are not presuming that the players are using extremely high-end tactics. Games tend to have a lot of high-end mechanics that only the very hard-core enthusiast will be able to master. If you use these mechanics to balance the characters, then you run into problems when 90% of the players can't use all of the characters to their limit.
In other words, balancing purely towards the high-end can result in situations where certain characters are disproportionately powerful at lower skill levels because they don't require advanced skills in order to use.
For example, I would consider myself an low to intermediate level fighting game player. I can pull off all of a character's special moves in a game like BlazBlue, but I can't combo for the life of me. I can link three or four attacks and special moves together, but nothing close at all to the stuff skilled players can do. For a player on my level, I can crush my opponents with Iron Tager (a C-Tier character), but will get absolutely wrecked when I try to fight using Hazama (an SS-Tier character). That is because Iron Tager is really simple to use compared to some of the really technical characters. All you have to do is land a few of his power throws and your opponent is pretty much dead. In comparison, Hazama takes a lot if practice and knowledge just to not get clobbered.
In other terms, I played Melee for five years on a near-daily basis and I am fairly confident in my ability to beat more than half of the game's players. However, I never learned how to wave-dash. Any balance built around wave-dashing would through the game balance off for me.
The balance of the game shifts greatly from stage to stage, with or without items, and is totally different if playstyle changes. I think that if the game was balanced for advanced players, intermediate players might think a character is weak or boring because they don't know how to exploit that character's moveset. So while at the higher tier of competitive play, the character is relatively balanced, he's no fun to use for someone who doesn't understand all the subtle nuances of the game and just throws bob-ombs across the screen at you. Every character should be equally fun and feel like you have just as good a chance to win on 'standard' game rules.
This is pretty much what i was trying to say, thank you. You don't want the game to seem unfair to 95% of the players. In my household, if I play toon-link, I win almost time, so in my house, toon link is considered unfair and I have basically been banned from using him. If he were balanced for high-tier gameplay, he'd probably be even stronger, and seem way more disproportionate to my household.
I don't know much about casual SSB play, but do players who not play competitively think every character is equally fun to play as? Do people, even on a non-competitive level, not claim that certain characters are broken or that others suck? Everyone in that level of play thinks every character is just as fun to play as and is just as good?
Was Sakurai asked anything about the homebrew and modding scene?
Whoa, wait a sec. Are you saying that Toon Link is overpowered, that you're just really good with Toon Link or that people in your household really suck against Toon Link? Either way, that has nothing to do with balancing at a high level.
I think you might be misunderstanding the concept of balancing? The objective of balance IS so that every character has an equal chance against each other.
I basically pick RANDOM every time, so i've learned to enjoy almost every character in their own way. I can usually find a way to win with every character by outplaying the rest. Items help too. Also, everyone in my household typically mains the person whose franchise they love the most. The kids favor mario/peach, I favor link, my girlfriend favors ice climbers. Has nothing to do with how they play in game, but what franchise they love or how cute the characters are. And then they learn to play that guy, regardless of how good they are or how bad they are. I don't care that Link is basically bottom tier, I love playing as him because I love the zelda games.
but balancing toward high-end might skew percieved balance for intermediate players simply because they don't fully understand the nuances of the game.
Then where's the problem? Again, "balancing for advanced players" is a concept that I don't think can even be applied to SSB. This isn't BlazBlue or any other kind of intense 2D fighting game where there are 3 kinds of Burst moves, meter management, super cancels, Guard Cancel Attacks, Roman Cancels, X-factors or any of that. This is a simple, 2D brawler where the more advanced moves are obscure and unintentional by the developers, only exploited by competitive players.
Unless they would decide to include a bunch of complex mechanics in SSB, there would be no worry in having a character be super complicated to handle while another one was super simple. Balancing, considering that, is good for everyone because it ensures that every character would have an equal chance at winning, regardless of the level of play.
You're likely right. I don't know what i'm really talking about. I'm making an assumption that there's a possibility that balancing with a focus on high-end gameplay could make some characters seem really unfair low-end, but if we're just picking who we love anyway, I guess it doesn't matter.![]()
I don't know much about casual SSB play, but do players who not play competitively think every character is equally fun to play as? Do people, even on a non-competitive level, not claim that certain characters are broken or that others suck? Everyone in that level of play thinks every character is just as fun to play as and is just as good?
I think that somewhat exemplifies how you can't ignore relative player skill when it comes to game balance. You can't just "balance the characters". The characters don't exist in a vacuum. Everything from stages, game mechanics, items, game modes, to player skill has a huge effect on game balance. You need to keep all of that context in mind when balancing the game.
Interview with Sakurai pretty much solidifies that both versions will have the exact same roster.
He also explained that bringing back stages from Brawl will be slightly difficult in the 3DS version and that for some reason that also affects the Console version, despite Sakurai already stating that both versions will have dfferent stages. I personally don't like the 3DS version holding back the Wii U version, wish they were sort of more different experiences.
Source: http://www.nowgamer.com/news/1972435/super_smash_bros_the_difference_between_wii_u_3ds_versions.html
Edit: Its from yesterday, so I will assume know it was posted here before.
Ah, and there goes eventhubs, putting a spin on it in a way that will rile up the FGC.
guys... I just realized...
how cool can Smash Bros be with online communities like Mario Kart 7???
Now I want that.
Well, yeah. But are you saying that the fact that you're horrible with Olimar and that others can be awesome with him is a bad thing? Balance isn't about making every character a clone of each other so that no matter the stage, items or player skill everyone will be able to play any character efficiently. That makes for an insanely boring experience where we might as well just have only 3 characters in the roster.
The characters are so varied from one another and have different properties and different special moves. People are different as well. Some might enjoy a fast character and others might enjoy a character who moves slower. The one who prefers a slow-moving character won't have as much fun or perform as well with a fast-moving character and vice versa. I don't see why that's a bad thing.
It's not a big deal OP, but you are a month ahead in your pictures. June not July.
I want something more robust than MK7's communities. Konno's team is like the only team at Nintendo with ideas for online in games.
Hopefully online will be LEAGUES better than Brawl and at least on par with current gen games in terms of connection and customization (lobbies, Matchmaking, Custom Games, etc.).
I'm not trying to say that every character should be the same, nor that other people being better than me as Olimar is a bad thing. But I am saying that it is possible for the relative power of characters to vary significantly between different general skill levels. So it isn't as simple as just "balancing the characters". You need to keep in mind the complete context when balancing. Balancing is an exceedingly complex task that can't be reduced to a simple description.
In any case, the biggest goal of balance is ultimately to avoid causing frustration for players, particularly ones of lower skill levels. Truth be told, I think perfect balance between all characters at the high end of play is probably impossible, and it might even be undesirable. After all, a large part of any competitive game's metagame is finding out what works and creating new, stronger tactics.
What really should be avoided is giving low and intermediate characters "trap" options. A low-skilled character should never find themselves in a blatantly unwinable or notably unbalanced scenario when fighting against an opponent of roughly similar skill. This creates frustration, which sucks the fun out of the game.
Kotaku: I know that you can't talk too much about the characters that will be in the next game, but for previous Smash Bros. games, have there ever been characters that you wanted to include but couldn't figure out a good mechanic for them, like a way to fit them into the game?
Sakurai: Yeah, there's been a lot of instances like that. For example, there are places where we planned to have a character but then implementing that character just didn't work out. Or we wanted to implement some character but there was too much overlap with other characters from the same title, and it didn't work out. Or there's places when I wanted to implement some character, but the image for how it works in the game just never comes to fruition.
Kotaku: Could you give some examples?
Sakurai: Unfortunately, I can't talk about it, because what will happen with those instances in the future is something that is still up for debate.
Creepiness as you call it infects every gaming community where there are female characters involved. Human or animal, its rule 43, welcome to the internet. The bolded is where the close mindedness comes in. You let your distaste for fan fiction distract you from the fact that the people who read it and write are very real fans. Since Krystal doesn't have her own game series, and thus, sales numbers to indicate her popularity, I would like to see you suggest some method Nintendo might use to gauge her or any other auxiliary character's popularity outside of looking at the internet fanbase.
It was a classic...but it wasn't well known. Hmm
And you think your average Kirby fan was just clamoring for him to get in as a Smash character? Do you think a casual Kirby fan is even aware of how "classic" DeDeDe is, or even what the name of that fat penguin thing is? You're letting your Nintendo nerdiness cloud your assessment of how recognizable these characters are, and all I'm doing is saying that a character didn't have to be that recognizable to begin with.
What does your opinion about Star Fox Adventures have to do with anything?
Its clear that you want to dismiss the reality of this character's popularity, as you also want Nintendo to; because you find it creepy, when in reality Nintendo doesn't give two shits about why a character is popular. If you can't acknowledge all of that there's no point in arguing any further with you.
Ignoring your other qualifications, that's not really a barrier for entry.
- R.O.B.'s games weren't great; the guy wasn't an especially reliable partner, making Gyromite and Stack-Up fairly frustrating for reasons beyond your control.
- A lot of Link's moveset was borrowed from Zelda II, which Miyamoto called his "[most] disappointing" game. The game still gets a lot of flak, to this day.
- Samus's design is based on Other M, which is something of a laughing stock from what I've seen.
- Sonic's games have been total shit, starting anywhere between Sonic Heroes and Sonic 3D Blast (depending on who you ask), and not ending until Sonic Colors or Sonic Unleashed (again, depending on who you ask). They were still in the crapper when Brawl came out.
- Does anyone really, really care about Ice Climbers? IIRC the game was thoroughly mediocre.
So, yeah, I'm not inclined to say high-quality games are necessarily the bar you have to clear.
Ridley probably. Possibly similar thing with Mewtwo and Lucario where they ran out of time before they could figure out something to diversify them more.I'm very curious who are those characters.
Interview with Sakurai pretty much solidifies that both versions will have the exact same roster.
He also explained that bringing back stages from Brawl will be slightly difficult in the 3DS version and that for some reason that also affects the Console version, despite Sakurai already stating that both versions will have dfferent stages. I personally don't like the 3DS version holding back the Wii U version, wish they were sort of more different experiences.
Source: http://www.nowgamer.com/news/1972435/super_smash_bros_the_difference_between_wii_u_3ds_versions.html
Edit: Its from yesterday, so I will assume know it was posted here before.
Plusle and Minun have a lot of overlap with Ice Climber and Pichu/Pikachu.I'm very curious who are those characters.
Ridley probably. Possibly similar thing with Mewtwo and Lucario where they ran out of time before they could figure out something to diversify them more.
Someone on the Wario Ware team must love Ice Climbers as their game keeps making appearances in that series.
I'd be very surprised if they don't do another one.I thought there was gonna be a dojo for this? Has it just not started yet?
I thought there was gonna be a dojo for this? Has it just not started yet?
I thought there was gonna be a dojo for this? Has it just not started yet?
Sakurai said:During the development of Sakurai's last Smash Bros. game, 2008's Super Smash Bros. Brawl for Wii, this is the type of insight we'd hear from the designer through the Super Smash Bros. Dojo website. Sakurai said we should expect to hear less from him during the development of Super Smash Bros. for Wii U and Super Smash Bros. for Nintendo 3DS. The developer promises "daily visual updates" from his desk will be posted to Miiverse and on the game's official website.
"I'm not going to talk as much," he said.
That's a bummer. The Dojo was one of, if not THE best marketing pushes I've seen accompanying a game. It suits Smash so well because of the amount of content, too. Maybe more of the game will be a surprise now, though.
Maybe it was too distracting for him? I expect us to get a bursts of new information through directs or something rather than having it trickle down.
Plusle and Minun have a lot of overlap with Ice Climber and Pichu/Pikachu.
I'm glad that the 3DS limitations are essentially going to boil down to "They're getting their own unique set of stages."
Plusle and Minun have a lot of overlap with Ice Climber and Pichu/Pikachu.
I'm glad that the 3DS limitations are essentially going to boil down to "They're getting their own unique set of stages."
Didn't the interview say that the 3ds limitations would mean less characters? I think it's really lame that version would hold back the Wii U version. I don't care about the 3ds version at all. I wish they'd just cut characters from the 3ds version if they can' squeeze them in. Don't disrespect the Wii U fan base.