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Versione completa: Sakurai on Brawl and Melee
Super Smash Bros. Italia > SUPER SMASH BROS. 4 > Super Smash Bros. 4 (WiiU&3DS)
Dax
Niente di particolarmente nuovo, fondamentalmente le solite cose, cmq alla fine del post ho pure riassunto i concetti

I think the popularity of Melee rested fundamentally on the game’s speed. The dazzling exchange of skills was the game’s most exhilarating aspect and the rough edges in terms of the game’s balance went mostly unnoticed. Even though the dynamic range of the characters was limited, the game somehow made its mark, even with hardcore fans of the genre. Melee’s controls were, however, quite complicated and very tiring if the player really got into it in a serious way. This made the game less accessible for novice players and it basically ended up becoming a Smash Bros. game for hardcore fighting fans. I personally regret that, because I originally intended the Smash Bros. series to be for players who couldn’t handle such highly skilled games. If tournament popularity was the most important consideration, then I think we would create a Smash Bros. game that included a multitude of fast moves with complicated controls. However, I believe this is actually the greatest shortcoming of fighting games at present, and that is the reason why I don’t do it. Games aimed at casual users, such as Wii Sports and Wii Fit, reinvigorated the market and their success lay behind Wii’s popularity, [so] we had to make sure that Brawl would also be fun for first-time players. We also had to make sure that everyone could use the controls, such as holding the Wii Remote sideways. As a result of these considerations, overall Brawl is rather tame game; this had its advantages, but it also took away some of the excitement. While there’s a lot of enthusiasm for tournaments on the one hand, there are also users who just give up on these sorts of games because they can’t handle the complexity and speed. While other fighting games continue to work on honing this tournament aspect, I think that we need to move in a direction where there is more of a focus on inexperienced gamers. 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. There are so many other games out there which are geared to tournaments. It is important for us, however, to maintain the game’s status as a kind of ‘rough’ party game in which anyone can play without feeling too much pressure over winning or losing. We therefore want to keep a nice balance in which a wide variety of events can occur in the game, some of them quite outrageous. With this, Smash Bros. isn’t just a fighting game, it is an opponent-based action game. 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. 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. Although the pace of the game had to be lowered compared to Melee in order to achieve this balance, we have managed to keep the dynamism because we didn’t have to gear towards novice players like we did with Brawl. In fact, we recreated all characters almost from scratch. Also, I feel on a personal level that this game is more interesting than the three previous games in the series.

- tratto dalla rivista EDGE

riassunto:
- "Pentito" di Melee, i controlli erano complicati (?) e stancanti se ci si provava a giocare seriamente. (Magari pensa all'L cancel, non so). Diverso da quello che aveva in mente all'inizio con la serie Smash Bros.;
- Brawl pensato principalmente per essere giocabile da "tutti" (in riferimento a giocatori che hanno cominciato a giocare con il Wii), riconosce che alcune scelte hanno tolto un po' di "eccitazione" alla serie
- Ora pensa che il suo target deve comunque essere una platea di giocatori "inesperti" (probabilmente non si rende nemmeno conto di chi ci gioca veramente)
- Tuttavia, spera che possa essere apprezzato anche dagli utenti più hardcore, anche togliendo oggetti e smash balls.
Omega
melee uscito per caso confirmed una volta per tutte
Dax
CITAZIONE(Omega @ 29 Aug 2014, 11:15) *
melee uscito per caso confirmed una volta per tutte


imho questa roba non ha senso

se stiamo parlando del metagame 1 vs 1 senza oggetti allora certo che è uscito "per caso", e di sicuro non avrebbe mai previsto che 10 anni dopo ci stiamo ancora giocando XD
ma i tools (l cancel, techs, combos e friends) erano lì, e volutamente. altrimenti non avrebbe avuto nulla di cui pentirsi.

E lo stesso vale per il 64, eh. Solo che Melee l'ha superato, per cui giochiamo a quello
AvengerAngel
CITAZIONE(Dax @ 29 Aug 2014, 13:12) *
CITAZIONE(Omega @ 29 Aug 2014, 11:15) *
melee uscito per caso confirmed una volta per tutte


imho questa roba non ha senso

se stiamo parlando del metagame 1 vs 1 senza oggetti allora certo che è uscito "per caso", e di sicuro non avrebbe mai previsto che 10 anni dopo ci stiamo ancora giocando XD
ma i tools (l cancel, techs, combos e friends) erano lì, e volutamente. altrimenti non avrebbe avuto nulla di cui pentirsi.

E lo stesso vale per il 64, eh. Solo che Melee l'ha superato, per cui giochiamo a quello


Secondo me Sakurai aveva previsto tutto, TUTTO.
Nel suo piano geniale era incluso anche https://www.youtube.com/watch?v=peacRSq01jo...detailpage#t=86

gg Sakurai
Dax
fonti bene informate mi hanno confermato che up b to throw era usatissimo da Saku sì

con doc dopo aver cancellato l'Up b
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