The Great Gonzales
Member
It feels like the window for teching is really generous this time around. I mean, it was pretty easy in Brawl, but here, even when I feel like I've hit the button too early or too late, I'm still successful.
This is more akin to a legitimate screw up than something put in to deliberately ruin competitive play. A lot of competitive fighting games tend to have mechanics or imbalanced design that are birthed from lack of foresight.
No, no, no. It's all about audience. We're arguing over gameplay design based on perceived audience. You're perceived audience is more competitive minded players, while my perceived audience is general players and Nintendo fans. Both can glean the nuances of the game from extended play, and both will. One will surely more than the other. I'm saying a game is poorly designed when the intended audience ceases to get enjoyment out of it because of a ill thought out design choice.
For you, the audience is the more professional, competitive-minded players. I can understand while some design choices may hinder their enjoyment of the game. However, these same mechanics, even if they are not readily apparent to the general audience, I posit, would not negatively affect (and most likely positively affect because of the general intuitiveness of them) the enjoyment of the game.
Subtly and nuance are very important, of course, especially in fighting games. Many players won't actively be aware of them but only be aware of them implicitly. For example, in regards to VI: a casual player might not know the intricacies of VI as much as we do, but they would use it as much because of it's intuitive application and obvious results (as in, holding down while flying up helps them survive). In this way, it's a well designed mechanic because it is simple, clear, and intuitive. The magnitude of the effect is up for debate, but I don't see it affecting the enjoyment of the game from a casual perspective.
I guess my point is that when you look at Smash 4 as a game designed for a general audience, the design choices actually make a lot of sense. Whether or not the subtleties and nuanced mechanics are balanced for competitive play is still up for debate, of course, but I can't say the game is poorly designed because a subset of some of the players don't agree with it.
Your avatar combined with your excessive use of expletives, all caps, over-exaggeration, hyperbole, admittance of annoyance, general attitude and attacking a strawman arguments (with exclamation points) tells me you're at the very least not reasonable. Maybe not angry, but certainly not reasonable.
It feels like the window for teching is really generous this time around. I mean, it was pretty easy in Brawl, but here, even when I feel like I've hit the button too early or too late, I'm still successful.
Pretty much this. There's a world of difference between adding elements to appeal to the competitive community (such as For Glory) and designing the game with the competitive player in mind.
People need to accept that Smash Bros, while it's a game that can be played competitively and has elements that appeal to the competitive community, is mostly (if not completely) designed with the "FFA, all items, all stages" players in mind. Most of the complaints of the competitive players has little impact in the quality of the design for the non-competitive players.
I understand the frustration. It sucks to have the game be designed to a different audience than the one you belong to. But saying the game is badly designed is pushing it a bit too far. As far as a game where you can play as your favorite nintendo characters, in crazy stages and with items flying everywhere, it's a game wih damn good design.
Okay. Just played the 3DS demo.
Hrm.
Playing this just makes me wish I could play it on the big screen with a proper controller.
I'm not sure how I feel about it. First, I wish I could change the controls.. so I'm uncomfortable with that, as is.. But the resolution is so low for having the camera zoomed out so far.
Initial impression: Does this need to exist? It seems competently constructed, but it sure feels limiting.
Brawl made teching harder, but now it's back to Melee's more forgiving 20 frames I believe.It feels like the window for teching is really generous this time around. I mean, it was pretty easy in Brawl, but here, even when I feel like I've hit the button too early or too late, I'm still successful.
Avatar shaming now?
One of my main problems is the idea that the game has to be competitive OR casual, as if Smash Bros. has never struck a balance in the past (64, Melee).
Many of the things that would make the game more enjoyable at a more complex level either won't affect the casual player or they just won't care about it.
Wave 1 doesn't even have a date yet...of course it is totally the 21st November...Any word when wave 2 of the amiibos are due?
Ah, I was considering getting something like this. Even with the shoulder button issue, it definitely seems to fix the issue of cramping my hands up to grip the 3DS. Just be sure I'm looking at the same one, this is around $27, right?As a lame NA person who doesn't own a Japanese 3DS, I don't have much to contribute here. But since I was talking about it a bit earlier, I'll update my earlier talks about wanting a grip for my XL after playing the demo. I went with the CYBER grip. Overall, it's a lot better. My one complaint is that I feel like even though it makes the circle pad and face buttons infinitely more comfortable, it makes the L and R buttons harder to reach. Here's a screen shot of the back I swiped off of a Google Image search:
See where I've circled? If this thing had added some sort of complicated mechanism to make those the actual shoulder buttons, this thing would be perfect. As is, I have to rest my middle finger up there so that my index finger has easy access. It works, but it's not the way I'd have liked it. Alternatively, I can leave my middle finger on the back of the pad next to my ring and pinkie fingers, but reaching the shoulder buttons is quite a stretch.
Overall, I'd say it's a huge improvement for the game. Much more comfortable having it than not. But it still doesn't magically transform the 3DS into being a controller I like using.
Not really. The best you can do is put up shield, drop it, turn around, or shield then roll.Is there a way to quickly turn after running at someone? I just started playing the demo and the CPU keeps dodging through me .
Is there a way to quickly turn after running at someone? I just started playing the demo and the CPU keeps dodging through me .
Brawl made teching harder, but now it's back to Melee's more forgiving 20 frames I believe.
teching is actually harder in Brawl than in Melee, haha
Ah, I was considering getting something like this. Even with the shoulder button issue, it definitely seems to fix the issue of cramping my hands up to grip the 3DS. Just be sure I'm looking at the same one, this is around $27, right?
One of my main problems is the idea that the game has to be competitive OR casual, as if Smash Bros. has never struck a balance in the past (64, Melee).
Many of the things that would make the game more enjoyable at a more complex level either won't affect the casual player or they just won't care about it.
The problem is that there are people who feel like any sort of criticism of the game is some sort of sacrilege against Smash and Sakurai.
Considering there's only one left on Amazon, they possibly bumped it up with people buying it for Smash. I may have to buy this soon.Hmm... went up about $5 it seems. We're probably talking about the same thing. This is the one I bought: http://www.amazon.com/gp/product/B008ZXBYJU/?tag=neogaf0e-20
Dash one way and then press the other way and grab simultaneously to pivot grab.
Dash one way and then press the other way and A to pivot forward tilt.
When running forward you can always just jump back and use an aerial.
Down smashes in general tend to counter people rolling behind you from the front.
Pretty much this. There's a world of difference between adding elements to appeal to the competitive community (such as For Glory) and designing the game with the competitive player in mind.
People need to accept that Smash Bros, while it's a game that can be played competitively and has elements that appeal to the competitive community, is mostly (if not completely) designed with the "FFA, all items, all stages" players in mind. Most of the complaints of the competitive players has little impact in the quality of the design for the non-competitive players.
I understand the frustration. It sucks to have the game be designed to a different audience than the one you belong to. But saying the game is badly designed is pushing it a bit too far. As far as a game where you can play as your favorite nintendo characters, in crazy stages and with items flying everywhere, it's a game wih damn good design.
When you boil things down to pure competition, it's not always the most engaging experience. For example, think about the 50-meter dash. This is something that really comes down to speed. You see a lot of people progressing in a linear direction, and the person who is fastest in the beginning is quite often going to be the winner. It's predictable--and while it is pure competition, it's not necessarily engaging in the same way as events with unpredictability. As developers, we have to think about all of these circumstances when designing fighting games.
When I began working on the first Smash Bros., there was a great focus on [highly-technical] fighting games, and that's something we've seen branch off into sort of a niche direction. Now, those types of fighting games have a very high barrier to entry for new players, while Smash was always meant to appeal to lots of people from different gaming communities. When you look at fighting game forums, you'll see a preference for Melee, and yet, I think there are lots of people in the silent majority who don't post online who prefer Brawl. Ever since I started working on the Kirby series, I've always thought about the needs of the less vocal, beginning players of games.
One of the best ways to look at the fighting game genre is thinking about this pinnacle--this peak--we've built up to where these games have become more of a hobbyist [genre]. I think that trend might be reaching an end.
The idea of Brawl’s ‘carefree brawling’ motto was to get rid of as many restraints as possible and allow people to choose whatever play approach they liked. I’d like people to take some freer approaches with their gameplay, but the sort of battle style you describe in your letter is not interesting or fun. That’s why I’ll probably be thinking of a way to deal with that in the next game. We’ve learned a lot about net play since Brawl was released, after all, so a lot more is possible. I suppose the fact that we’ve still got no-fee online battles available in a game that was released five years ago is another cause of the problem. It would have been nice if we could have revised the game rules as appropriate, but with the system we had, that wasn’t possible.
Sakurai goes on to say that Melee’s controls were rather complicated, and that this is one of his regrets regarding the game, as it ended up being a “Smash Bros. game for hardcore fighting fans,” and that isn’t the goal of the series at all. In fact, Sakurai says, he feels that complicated controls are the greatest shortcoming of fighting games in general, and this is why he feels the need to avoid them.
“Companies that release products that target a very vocal, visible group of gamers tend to receive good reactions and they may feel good about it, but I think that we have to pay special attention to the less vocal, not so visible group of players, or else games will just fade away,” Sakurai explains. This is a sentiment that is often voiced by many other designers that work internally at Nintendo as well.
Instead, Sakurai says, the goal of Smash Bros.is to be an “opponent-based action game” where a wide variety of events can occur, some of them “quite outrageous”.
“The most important thing is that the game have breadth and depth, since we would like them to be popular with both novices and hardcore gamers,” he shares. “We think that people who aren’t so good at turning the tables and coming back from behind can still get enjoyment out of the [new] game, even if they turn off items and Smash Balls.”
When planning the development of a new game, I always take a lot of care to discuss the concept and try to define it as best I can. For example, I like to think of Smash as a four-player battle royal action game. You'll notice that's a lot longer than saying it's a fighting game, because 'fighting game' is a completely different label. You can talk about a fighting game or an action game or a racing game, but as soon as you define your game specifically in those terms, you start limiting your creative range because you're thinking of the limitations of that genre. Perhaps the best thing we can do now is start with a concept rather than a genre. If we can do that, perhaps we can grow the whole idea a little bit.
I dont see how it is game breaking honestly, people are over exaggeratingI think that's a fair point to make, but there certainly have been some posts and commenters that do seem to have an axe to grind with Sakurai, and reasonable or not, fill their posts with dripping sarcasm and contempt, which becomes tiresome.
This kind of stuff also gets directed towards the competitive players too, unfortunately. I think both sides need to take a bit of a step back and calm down. There are issues with the game, we don't know how game-breaking/changing they are, they could be patched, so we could all stand to tone things down a bit.
Is there a way to quickly turn after running at someone? I just started playing the demo and the CPU keeps dodging through me .
People will never be happy
I for once am more than excited for this game. Love the demo, cant wait for the full 3ds version, and of course the wii u version, this games will last me years and will be a lot of fun. All these new technicalities we just have to get used to, thats it, I simply cant wait for this game and beat you guys up when its out xD
I did that at first too, lol! Well, not to the touch screen... but at first my right thumb kept getting confused and not knowing where to go. Then for a while I was accidentally hitting R to attack like I was playing 64. You get used to it over time.lmao holy shit, I jumped at someone off the stage and my thumb moved to the touch screen so I could hit the C-stick.
Awesome, thanks. Moving around still feels weird so this stuff is appreciated.
It's on the SmashBoards "Vectoring" thread:
http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/page-22
Personally I feel 64 is the only perfect balance due to how physics and speed were handled there. The characters weren't like round shaped boulders like in Melee.
Depends on what you mean by "causal player". Is somebody who plays hours upon hours of Smash Bros, but not competitively, a causal player? Perhaps they enjoyed Melee in a noncompetitive way, but the changes made from Melee to Brawl could have made their method of play even better.You can't just say separate anyone who isn't competitive into a "casual player". The changes made matters to them just as much as any competitive player.
Playing this just makes me wish I could play it on the big screen with a proper controller.
I'm not sure how I feel about it. First, I wish I could change the controls.. so I'm uncomfortable with that, as is..
Initial impression: Does this need to exist? It seems competently constructed, but it sure feels limiting.
Because it does more knockback/damage in a more predictable direction. The bigger the effect of the attack, the more clearly we can get a picture of what effect the VI mechanic has. No one is acting like he's simulating an actual match. He's just testing something.Why was this guy testing fully charged up smashes? lol. That has no bearing on a real match.
If Smash 4 had 64 physics people would rage so hard at getting 0 to death all day long.
Ya that's true. He ended up actually doing an uncharged test as well. Nevermind then haha.Because it does more knockback/damage in a more predictable direction. The bigger the effect of the attack, the more clearly we can get a picture of what effect the VI mechanic has. No one is acting like he's simulating an actual match. He's just testing something.
No worries! It's kind of exciting that we're still figuring out mechanics like this and the rage thing. I look forward to seeing what other subtle changes are in place.Ya that's true. He ended up actually doing an uncharged test as well. Nevermind then haha.
It's on the SmashBoards "Vectoring" thread:
http://smashboards.com/threads/vectoring-the-replacement-to-directional-influence-in-smash-4.368780/page-22
I wonder if you can import the 500 coins from each demo >.>
I think I agree with what D1 said about this game ending up being better as a 2v2 game though.
It isn't as exciting as I'd like a 1v1 game to be, but maybe with 2v2 we'll have more opportunity for actual combos and better edgeguard setups.
As a lame NA person who doesn't own a Japanese 3DS, I don't have much to contribute here. But since I was talking about it a bit earlier, I'll update my earlier talks about wanting a grip for my XL after playing the demo. I went with the CYBER grip. Overall, it's a lot better. My one complaint is that I feel like even though it makes the circle pad and face buttons infinitely more comfortable, it makes the L and R buttons harder to reach. Here's a screen shot of the back I swiped off of a Google Image search:
See where I've circled? If this thing had added some sort of complicated mechanism to make those the actual shoulder buttons, this thing would be perfect. As is, I have to rest my middle finger up there so that my index finger has easy access. It works, but it's not the way I'd have liked it. Alternatively, I can leave my middle finger on the back of the pad next to my ring and pinkie fingers, but reaching the shoulder buttons is quite a stretch.
Overall, I'd say it's a huge improvement for the game. Much more comfortable having it than not. But it still doesn't magically transform the 3DS into being a controller I like using.