Dark Sonic
Smash Hero
^^That was a very well written post and a great read. It's also quite refreshing to see these kinds of well thought out discussions emerging from the brawl section again.
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I stopped reading here.Melee is the closest game to being perfect for tournaments and competitive play that we have seen so far.
You REALLY need to let up. Wether or not that is true(which it most likely is) it has no affect on the point he was trying to make.I stopped reading here.
You need to play more Super Street Fighter 2 Turbo HD Remix, boy!
...You REALLY need to let up. Wether or not that is true(which it most likely is) it has no affect on the point he was trying to make.
lol talk to zig about that one. he always mains characters no one else knows how to playI just wanna know who in St. Louis will be playing Olimar, since Olipuff is destined to be the greatest team of all time...
Well, not much to comment on here because I skipped most of it. In fact, I think this whole post could have done without that paragraph. Anyway...[paragraph 1]
Again, it's the same story here. You took an entire paragraph (a really long one, too) to say "I haven't actually played the game yet, so take this with a grain of salt." Remember: Omit all unnecessary words.Super Smash Brothers Brawl, from which now on will be referred to as simply Brawl, cannot be fully understood yet. One reason for this is it has yet to be released in the U.S. with exceptions of a very few amount of people who have imported a Japanese version. The entirety of my analysis is based off of video, abundant on the internet, that I have studied and carefully analyzed. So as one reads this they should keep in mind that I have no hard evidence and that everything I am basing this analysis on can easily be proven wrong, or possibly right, in the future. That being said I will start off the remainder of this article by instead of stating assumption or fact I will ask a question, a question I had to ask myself after I formed my initial opinion about the game.
Yadda yadda yadda...Originally after viewing game play footage of Brawl I formed the immediate opinion that “Brawl will not be a tournament worthy game”. I took my opinion and I questioned it. I asked myself, “Why do I feel that Brawl will not be a tournament worthy game”? This was not the proper question yet, other questions should precede this one. I tried to go all the way to the roots of this opinion.
This one was actually pretty clever.After several days of questioning more questions I found the question I was looking for.
OK, now I'm interested. Thing is, I could've been interested from the very start. But, anyway. Let's see what your opinion is about what makes a game competitive.Instead of asking, “Why do I have this opinion?” or, “What does Brawl offer for competitive play”? I needed to start with the root question that is simply, “What are the factors that make a game tournament worthy”?
I seriously doubt you could have typed such an... eloquent response in a moment of "shear" emotion. But, I see that you have a good point, but I'll get to that later.I had this question for several weeks. I could not put my answer into fluid thought but I knew the idea I was trying to convey. Finally, while in a conversation with a friend on the internet during a discussion of the Brawl game, in a moment of shear emotion I wrote in the message box my answer without even thinking about it. I wrote, “…; a game with speed and strategy at its core, a game that requires accurate and precise control of one’s character/s, where the ability of the player is not limited by the character, but where the characters are limited by the ability of the player, a game that consistently allows players of better ability to win against players of lesser ability”. Those are the factors that make a fighting game tournament worthy.
Yeah, we don't care how you came to your conclusion.... Wait, what? "Melee is the closest game to being perfect for tournaments and competitive play that we have seen so far?" I guess by "we," you must mean "people whom have never played chess, poker, Magic: The Gathering, Super Turbo HD, Puzzle Fighter, StarCraft, or even (shudder) Marvel vs. Capcom 2."The next question to follow is simply a question to inform my audience of my background and how I came to this conclusion. My question is a simple one. How did I come to that conclusion? The way I found the answer to my first question was not accomplished through critical thinking alone. Since the fall months of 2005 I have been playing Brawl’s predecessor Super Smash Brothers Melee competitively. I was a late starter in the competitive world considering the game was released in 2001. The factors that make a good tournament game were found almost entirely in the game play of Melee. Before I go any further it is necessary for me to state that no game is perfect but, I will make the bold assertion that Melee is the closest game to being perfect for tournaments and competitive play that we have seen so far. Arguing that point would require an article all its own. For the sake of the rest of this article one should keep that in mind.
Again, another big paragraph where you say essentially nothing. Writing tip: never say "I'm going to tell you this." Just tell me whatever it is.I spent over 2 years studying videos and traveling across the nation not only playing professional players but asking them questions trying to understand the game more than just how to play it. After years of study and taking what I knew and applying it and figuring out my own ideas along the way I understood why Melee was a great competitive tournament game. There are hundreds of small and detailed points I could make that would support the overall idea, it just took me up until this last month or so to produce a small list of general factors that accurately describe the important attributes of Melee that make it so significant to tournament and competitive play. Now that I have the factors in a list I can take the list and break it down to illustrate why these are the factors that matter. As I do this I will be using examples from melee game play so if one is reading this article and has no prior experience playing this game from here on out they will have to keep an open mind and try to stay with me.
I disagree.To restate the factors of competitive compatibility they are: speed,
I agree.allows strategy,
Are you saying that the game needs us to be accurate and precise, or that the game itself needs to have accurate and precise controls?need for accurate and precise control,
"Enables the game to be limited?"freedom of control that enables the game to be limited by the abilities of the player,
Okay, I agree.and the last point which, in theory, will surface in a game that has these previous factors, the better player can win against the worse player.
...What? I thought those WERE the first 2 factors!This is not as simple as it can get, this is still somewhat of an expansion of the factors. The only 2 factors that really matter in this line up are the factors with the subject of control. Having total freedom to control the game contains the speed factor, and the speed and control should allow strategy. This eliminates the first 2 factors completely.
I didn't understand the rest of this, because I was still confused by the "first 2 factors" thing.So why did I even state them in the first place? They are discussed and highlighted because they play a significant role in competitive play even though they can be easily categorized under the other factors.
Um, okay...Looking at what I consider to be the most important factor in a fighting game to make it tournament viable, freedom of control, I can take this idea and put it into measurable numerical terms.
*groan*Before I continue on that, however,
Opinion: this conveyance isn't sufficient either.I need to explain that in the beginning before I was able to identify these key factors by definition, this was how I tried to justify my idea. While in numerous discussions with peers in the recent months I have tried to make this a point only to find out that simply in the way I had been conveying my point of view on this factor was not sufficient.
I think we can tell what your native language is.I needed to find a way in my native language of English
You have failed to meet this goal.to place my idea into a more compact and understandable statement other than a 5 minute sign language battle and a lot of numbers.
Remember that writing tip I gave earlier? Good.So in essence, what my audience is about to read is
Stop turning this article into a "history of how I got to writing this article" blog post.what my argument used to try to stand on, but now I feel that coupled with my definition of this factor, this has become an example more than just the argument itself and the end result being they support each other and it gives my argument 2 legs to stand on.
I agree.This article is wordy to say the least
Illogical! Illogical! Norman, coordinate!so I will try to restate some things in order to keep the points together.
I see your point, but you would be hard-pressed to find a game with an ability level of 20.To further define freedom of control we can make a scale of numbers. First, I will go over an example of a game that limits control. In hypothetical game A we see 2 players compete in a match. Both players select the same character for the purpose of simplicity. Player1 has an ability of 300, while Player2 has an ability of 50. However, the character they have both selected to fight each other with only has a maximum capacity to be controlled at an ability level of 20. Is it not too unimaginable to see how this can lead to an unfair victory and loss? At this point the player’s individual ability levels do not matter, or matter less. Both of them are limited to the character which is stuck at a maximum capacity of 20. So in this instance we have a 300 versus a 50 and it’s obvious by looking at their skill who is the better player, but Player2 still has just as much of a chance to win as Player1 in these circumstances where neither of them can play any better than the ability level of 20.
No kidding.Immediately if one questions this who has competitive experience they may discredit this example
I agree with this, but I dislike the feeling that you think "mindgame" is a synonym of "strategy."and make an understandable argument that even though they are still evenly matched, Player1 with a higher skill in the game none-the-less would still be able to use a more developed strategy, or what it is commonly referred to in the video game community as “mind games”, to defeat Player2 who is of lesser ability with less strategy.
... So, you just introduced a counter-argument (DO WANT) only to immediately dismiss it (DO NOT WANT). Also, "less control means less mindgames" is false. You don't need good controls to have a good mindgame. You just need a good... mind.This would be a good argument that I would love to get into, however, that is another subject for yet another article, but I will still address this with a point I have already made. In my hypothesis I link speed and strategy directly with control. I firmly stand by this assertion. If your control is decreased, one’s ability to produce strategy is lowered proportionately with it. Less control means less “mind games”.
I'm not really feeling the whole number analogy. By your logic, Tic-Tac-Toe has a maximum skill of 2, and any fighting game ever made has a maximum skill of over 9000.Inversely, a game with more control is able to grant more strategy in play. Now I take the game that is limited by the player’s ability. Hypothetical game B is being played by Player3 and Player4. For simplicity again we will say they are both playing the same character against one another. Player3 has an ability of 300, while Player4 has an ability of 400. The character’s full potential is an ability of 1,200. Now the players are free to fully control the game to the best of their ability and the contest is no longer in the hands of a flip of a coin. The player with a 400 ability in this game should, in theory, consistently win most matches against the player of a 300 ability. These outcomes seem a lot fairer to me, as they should to anyone. To tie this lengthy example together, this is what I mean by the control factor. A good tournament worthy fighting game is one where a player’s ability defines the game play. From this hypothesis of control stems the; speed factor, strategy factor, accuracy and precision factor and, consistency of outcome factor.
The limit of human (hands / motor skills / reaction times) will be reached long before the limits of the actual game. This, in my opinion, actually makes Melee less balanced than some other games where you have less control.Melee is a game where several characters are so complex that it seems almost humanly impossible to ever truly tap into their full potential. The limit is set far beyond the ability of any player the game has ever seen. Melee is an example of a game that allows a player the freedom to use their full potential in some cases. Not all characters in the game are completely controllable, as previously stated Melee is not the perfect fighting game. Melee players have constantly been improving as a whole, the bar keeps getting set higher and higher and the limit has yet to be reached. Players are proving every year in every tournament that they can play even better than previously observed. Every year the tournament videos are faster and more complex and the matches even more exciting than the year before without fail. However, no one has even come close to controlling the game at its limits.
Really? Is that what "tag" means? What's Action Replay? I'm sorry, I don't know anything about competitive Smash, that's why I'm on SmashBoards.com.This is demonstrated in a series of videos made by a player who goes by the alias, or “tag”, Super Doodleman. He slows down the game to a frame by frame state (one sixtieth of a second intervals) using special software called “Action Replay” and demonstrates just where the limits of the characters lie. The videos are shown in real time and are truly impressive to a player familiar with the game; to someone not familiar with Melee these videos will not make sense to you. Refer to the end of this article for the links to these videos.
Oh, here we go...Examples of fighting games that limit player control are a lot easier to name.
"Confined to the entire roster?" What the ****?One could take almost any classical fighter and identify how confined you are to the entire character roster.
Once again, I would disagree with you, if I had any idea what you were trying to say.Games like; any Street Fighter (Capcom), any Dead or Alive (Tecmo), any Tekken (Namco), the list goes on. This does not mean that these are bad games. The point I make is that they are not tournament and competitive play conducive as much so as Super Smash Brothers Melee. This is the reason I make the bold assertion that Melee is the world’s best fighting game so far.
Well, at least you proved it to someone.This is all the analyzing that I had to go through just to prove to myself that I had reason for my opinion and that I wasn’t just jumping to conclusions.
That ship sailed a few paragraphs back.When doing exploration into a subject like this with critical thinking and logic one has to keep an open mind to the facts and not “fall in love with one’s own ideas” (Keith Edwards).
You never really said why you thought speed was important. I believe that speed is not important at all. Games that go in turns (Magic: The Gathering) can be just as competitive as games that don't (StarCraft).Ready with this open minded mind set I started looking at this subject not to justify my opinion, but to reform it if necessary. After my analysis I was successfully able to logically place Brawl’s visibly slower and more constricting game play under the “not tournament conducive” bracket.
So, at the end of this wall of text, your agrument is that Brawl is less competitive because it is slower (bull****), and you have less control (bull****).It has already been confirmed by many sources that several of the techniques that gave far more control in the previous games do not exist in Brawl giving the player far less control. My prediction stands.
Oh, was that your thesis statement? Because I sure didn't see any arguments for it anywhere except the last few sentences.I believe that Brawl will be a step backwards in tournament play from its predecessor Melee.
How charming.I am sure a lot of my readers disagree and are not happy with my conclusion.
Yep.I am aware I have probably made some enemies with this article.
And so, at the end, you invalidate your own entire argument, making this whole post meaningless. Great job there, Orwell.However, there is hope. All I have done here is based my judgments off of observation. Once the game is released widespread in America the Super Smash Brothers community will be studying the game play non-stop like a nationwide task force. If there is hope for Brawl to be played at a higher tournament level than Melee, we have nothing but time to find out how. So, my prediction is nothing more than that, a prediction. No one can tell the future accurately, we can only make our best guesses, and I am sure I stand along-side most of you in the hopes that I am absolutely wrong.
Oh c'mon. Do people actually think this way? Let's just all assume OP is a smartass just because he tried to make something worth reading, because that makes us feel smart instead! We all know about the internets right?NB: Walls of text with fancy vocabulary don't make you look smart, they make you look like a jack***.
This write was not a traditional research paper. This article was an exploratory essay where the goal is not to form a thesis statement and do research on it but to question a current belief so much that in the end you find a thesis statement, and that is exactly what I did.Oh, was that your thesis statement? Because I sure didn't see any arguments for it anywhere except the last few sentences.
This was not written originally with Smash Boards as the intended audience. It was after I completed the paper that friends of mine wanted me to post it here, so I did. This was originally written with an audience in mind that may or may not even play video games. The paper also has a double point. It makes a prediction and at the same time it shows my thought process which is another aspect of exploratory essay.Really? Is that what "tag" means? What's Action Replay? I'm sorry, I don't know anything about competitive Smash, that's why I'm on SmashBoards.com.
That actually was my exact quote just to clear that up. The person I was talking to was SamDvds so she can confirm this. Minor point but I feel I needed to clarify that.Quote:
I had this question for several weeks. I could not put my answer into fluid thought but I knew the idea I was trying to convey. Finally, while in a conversation with a friend on the internet during a discussion of the Brawl game, in a moment of shear emotion I wrote in the message box my answer without even thinking about it. I wrote, “…; a game with speed and strategy at its core, a game that requires accurate and precise control of one’s character/s, where the ability of the player is not limited by the character, but where the characters are limited by the ability of the player, a game that consistently allows players of better ability to win against players of lesser ability”. Those are the factors that make a fighting game tournament worthy.
I seriously doubt you could have typed such an... eloquent response in a moment of "shear" emotion. But, I see that you have a good point, but I'll get to that later.
This was good, phrased in a way I haven't thought about it or heard it that way yet. After reading this line and thinking for a small while it is imaginable for this to be true in some senses. This response made me think and question more about he topic which I originally thought I questioned as much possible.The limit of human (hands / motor skills / reaction times) will be reached long before the limits of the actual game. This, in my opinion, actually makes Melee less balanced than some other games where you have less control.
No, his arguments aren't based on that at all. They are based on control and speed, both of which have been reduced in Brawl. Most everybody sees a topic like this and they incriminate the creator and miss any new insight they give, and I don't know where you got these ideas. Brawl is balanced, whether it is deep is arguable, but if you're going to be optimistic at least give some proof.I'll advise you to not act as if this were some sort of science; it isn't. The competitive scene is a malleable entity. Despite its current state, I personally believe that players can change their way of thinking of the series, in much the same way Super Smash Bros. was retroactively deemed a competitive game after Melee's success. Does Super Smash Bros. have the intricacies of Melee? Not even close. Brawl is so much more deep than Melee, it almost encourages a tournament scene. Your arguments are based on the fact that a game needs hidden skills that one needs to warp physics to perform in order to be valid in a tournament. Brawl's gameplay is streamlined as compared to Melee's, that doesn't make it worse for competition.
Yes, I know, a wall of text. It's not as bad as yours though.
... Are you ****ing serious? Street Fighter isn't a competitive game? Really? Are you joking me?Examples of fighting games that limit player control are a lot easier to name. One could take almost any classical fighter and identify how confined you are to the entire character roster. Games like; any Street Fighter (Capcom), any Dead or Alive (Tecmo), any Tekken (Namco), the list goes on. This does not mean that these are bad games. The point I make is that they are not tournament and competitive play conducive as much so as Super Smash Brothers Melee. This is the reason I make the bold assertion that Melee is the world’s best fighting game so far
The only thing I was trying to hit at you was the STREET FIGHTER thing. Like I said earlier, you actually had a concise post. I'm just fed up with the idiots on this board who shove fingers in their ears and yell around yelling on the top of their lungs about how the game will NEVER be competitive or as competitive which is just a ******** claim at this point.I feel I am being misunderstood on the point I make about Street Fighter since I am getting a lot of responses and a really.....enthusiastic one.....just recently.
I did not mean by my post to discredit the Street Fighter as a tournament game. Now, with RedrappeR's previous post I have hours of footage evidence to say that it is a game played and enjoyed in tournaments. I am not a professional player of Street Fighter, so, considering you're the expert on the subject of this game over me, I can only understand what you say to be true.
However, that was not the point. My wording could easily not have been clear enough so I will clear it up with this post.
The games listed in the article give less freedom for the players of the game to define the game play with their own physical and mental ability than Melee. I am willing to argue this. Take, for example, one of the key differences in Melee from all other fighting games, King of the Hill game style over Death Match. This , I believe, is a key difference that makes the game play of Melee far more designed by the player than the game structure. This style appears to free up movement, and aerial movement to a point where it takes a huge weight of the players shoulders to play the game.
This is exactly what I did not want to get into when I wrote this article.
If one reads the article they will notice that nowhere in it do I state anything about canceling, teching, wavedashing, or any other small point. This is because I believe they are all irrelevant to what I am trying to say, and they have all been argued to death already with absolutely no progress.
I'll end it with this, I don't want to agrue little bits and pieces in this thread. One could that anywhere in this website. Let's try and discuss what we feel are the key pieces that make a game better for competitive play and try to expand on those.
Still I love the feed back. Continue to tear me down to the best of your ability, all it does is show me my own weaknesses and it tells me where I need to improve. This community is helping me clean this article up with every post and I thank you all for doing it.
Hopefully that makes sense towards what you were going for random.
That person is an idiot.i actually have a friend who plays on a Namco sponsored team for Soul Calibur, Tekken, Street Fighter, and every other possible fighting game imagineable...he usually places top 3 in all these tourneys and...he said he doesn't consider Smash a 'real' fighting game, because it has TOO MUCH control...of course i argued with him for hours about this...but anyway thats coming from the perspective of some 1 who does play those other games professionally
QFT.In Melee, at the highest levels of play (with certain characters), simply getting your character to do exactly what you want them to do is incredibly difficult unless you're one of the pros among pros, or dedicate TONS of time to get the input right. I'm NOT talking about things like timing your attacks. I mean specific things, like waveshine combos, ken combos, etc.
I don't think that anyone would disagree that a player who can properly input commands (as well the very best players) without strategy, will probably overpower someone who understands all the deep mechanics of the game and has great strategy, but has trouble timing their l-cancels. There are many things you can do in Melee which, assuming you connect (opponent guarding or not) will be 100% safe. That might even reduce strategy. I'm not awesome enough at Melee to comment further on that, but I think it's interesting to think about.
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I haven't played Brawl, but I like the idea of it not being as difficult to control your character. I'm not saying to dumb things down, but when you look at a video like perfect control... and see that to maximize certain characters you literally need to be a computer... I think that's a bit much. I'm hoping that Brawl will have depth in control, but not to the point where players CANNOT fully utilize it. I think the fight should be between the heads of the two players, not their fingers.