Lixivium
Smash Champion
- Joined
- Mar 26, 2006
- Messages
- 2,689
You know, I think Sakurai must have hypnotized Kyle or something at GDC. Before Brawl came out, Kyle was the most anti-Brawl smasher in St. Louis. Then he gets a signed controller from Sakurai and all of a sudden he's drinking the kool-aid of a bright, happy world where nobody ever loses a game.
Mew2King said:you know the E for all demo had Crouch Canceling, Fast Falling to L-cancel moves, Dash Dancing, more hit stun, among other things that gimpyfish and dsf told me, but they decided to take it all away. Sakurai WENT OUT OF HIS WAY to make it not competitive, regardless of if melee being competitive was an accident or not, THE END RESULT is that brawl is way less skillbased of a fighter than melee is.
Unless a game is truly broken or unbalanced, if a player finds an effective technique/tactic, the appropriate thing is for other players to come up with ways to counter it, not for the designer to coddle them by removing options for everybody playing. Unfortunately this is Sakurai's idea of "competitiveness", to handicap everybody so no one has to feel bad.Masahiro Sakurai said:The game I worked on, Smash Bros., is a fighting game, but keeping in mind such reasoning, I set out to make sure the game did not over-emphasize the notions of victory and defeat. I won't go into too much detail, but the game was built so that if a player is strong in combat, just doing the same thing over and over again won't guarantee they'll always win over their opponents. There is a mechanism of accidents occurring, balanced so that the game's progress and results falter easily.