
The latest game, Super Smash Bros. for Wii U and 3DS has seen numerous balance updates, and support for tournaments from Nintendo. One of the biggest focal points for Masahiro Sakurai is ensuring that Smash can cater to all kinds of audiences and playstyles.
Sakurai said:There are moves that are completely useless in a 1v1 battle, but in a four-player free-for-all those moves might prove quite useful. Therefore, if I played only one kind of battle, the game would feel very slanted towards a particular style of play. —The Act of Balancing, June 11, 2015
Despite seeing Smash as a "party game", there has been a seemingly increased focus on character balance with every installment to the series.
Despite not fully understanding why competitive Smash is played the way it is, Sakurai believes that fans should play the way that makes them happy and is glad that people can enjoy the game.Sakurai said:During development of Super Smash Bros. and Super Smash Bros. Melee, I balanced the game personally. For the third game, Super Smash Bros. Brawl, we monitored a team of four people, looking at their records against each other, for example, and adjusted from there. This time, we’re monitoring a team of 12 people…—Famitsu Interview from E3 2014
The full article can be read here and covers the changes with each game, and contains additional quotes.Sakurai said:Recently, there was a tournament featuring the top Japanese and American players. In 1v1s, the natural tendency is to use low risk moves to gradually deal damage to the opponent. Smash attacks rarely came out, and the matches were prone to becoming long, drawn out affairs. When considering the variety of ways Smash can be played I think this is a shame, but the winner was certainly decided by skill.
Just as surely, people who play the game this way enjoy it from the bottom of their hearts, and make many friends playing this way. Because the game accommodates a wide variety of playstyles, it’s only natural that it captivates so many people in a variety of ways. —The Act of Balancing, June 11, 2015
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