Skrevet 14-12-2010 14:06
Tænkte at dette her kunne være interessant for Nintendo-spillereIt's been nine years -- jeez, already? -- since Super Smash Bros. Melee was released for the Nintendo GameCube. The multiplayer fighter wound up becoming the GC's #1 release, with over seven million copies sold worldwide, but as designer Masahiro Sakurai explained in his most recent column for Famitsu magazine, development wasn't exactly fun and games. "On a personal level, Melee had an extremely grueling development cycle," Sakurai wrote. "Some of my other games did, too, but Melee sticks out far ahead of the pack in my mind. I worked on that game for 13 months straight, after all, without a single Sunday or holiday off that whole time. During parts of it, I was living a really destructive lifestyle -- I'd work for over 40 hours in a row, then go back home to sleep for four." What drove Sakurai through all that work? "I seriously felt like a man on a mission," he said. "With the original [Nintendo 64] Smash Bros., there was no guarantee the game would be well-received at all -- I had my hands full just trying to make it into the completely new sort of fighting game I had in mind. With Melee, though, the previous game did well enough that Nintendo and the character designers knew what I wanted in advance. And I wanted a lot. It was the biggest project I had ever led up to that point -- the first game of mine on disc-based media, the first that used an orchestra for music, the first with 'real' polygon graphics. My staff was raring to go, and we plunged in full-tilt from the start. I pushed myself beyond any limit I could think of because I doubted I'd ever have this sheer amount of work in my hands ever again." Looking back, nearly a decade on, Sakurai seems proud of Melee overall. "Melee is the sharpest game in the series," he wrote. "It's pretty speedy all around and asks a lot of your coordination skills. Fans of the first Smash Bros. got into it quickly, and it just felt really good to play." However, he has one particularly deep regret: the game's accessibility level. "I had created Smash Bros. to be my response to how hardcore-exclusive the fighting game genre had become over the years," Sakurai said. "But why did I target it so squarely toward people well-versed in videogames, then? That's why I tried to aim for more of a happy medium with Brawl's play balance. There are three Smash Bros. games out now, but even if I ever had a chance at another one, I doubt we'll ever see one that's as geared toward hardcore gamers as Melee was. Melee fans who played deep into the game without any problems might have trouble understanding this, but Melee was just too difficult." Accessibility has always been a watchword in Sakurai's design style, and there's little doubt he learned a lot from the Melee development experience. "If we want new people from this generation of gamers to come in," he concluded, "then we need it accessible, simple, and playable by anyone. You can't let yourself get preoccupied with nothing but gameplay and balance details. That's where the core of the Smash Bros. concept lies, not on doggedly keeping the game the way it was before."
Kilde: 1up.com
Hvad siger I? Var Melee for svært til at være sjovt? Er Brawl for nemt? Er det hele bare lige meget?
#1 - Skrevet 14-12-2010 14:40 - Redigeret 14-12-2010 14:46
Jeg forstår stadigvæk ikke hvordan han kommer frem til konklusionen om at det var for svært ud fra de ting han fremhæver.#2 - Skrevet 17-12-2010 13:30
Jeg har aldrig sagt, at spil skulle være nemme. Der er forskel på tilgængelighed og nemhed. Det har Nintendo bare ikke fattet. De tror, at alt skal gøres så nemt.#3 - Skrevet 17-12-2010 13:44 - Redigeret 17-12-2010 13:46
Nu siger Stelzig jo også, at du er uenig i, at spil skal være overdrevet nemme.#4 - Skrevet 17-12-2010 13:57
Jonas skrev:er det bare på grund af den forøgede installationsbase og SSB-seriens ry som et sjovt spil?
Ja
#5 - Skrevet 17-12-2010 14:04
Jeg har aldrig spillet Brawl i samme grad som Melee, så jeg er nok ikke den rette at spørge. Når det er sagt, så gør kritikerne af Brawl måske spillets problemer større, end de er.#6 - Skrevet 17-12-2010 16:16
Problemet med Brawl er bare, at spillet ikke opfyldte det Sakurai håbede på. De dårlige får stadigvæk smæk af de gode, selv i Brawl... Såh deeet...#7 - Skrevet 21-01-2011 15:49
^Undskyld, men det er altså i marginalerne. Når jeg spiller mod hvad jeg ville kalde "dårlige" gamere og når jeg spiller mod "gode" gamere i smash, så ses det også i udfaldet.#8 - Skrevet 20-04-2011 10:41 - Redigeret 20-04-2011 10:49
^Lidt sent svar, men tror du misforstår onis indlæg. Eller er egentlig lidt selv i tvivl om hvordan din post skal tolkes så måske tager jeg fejl...#9 - Skrevet 20-04-2011 15:15 - Redigeret 20-04-2011 15:16
Jeg forudser, at Nintendo laver et nyt Smash Bros. til 3DS, der bryder med den klassiske 2D arkade stil. Der er simpelthen ikke eye candy nok. Vi skal have et spil, hvor det er i rigtig 3D, så vi kan få den fantastiske dybde med i billedet. Måske kameraet kan flyve rundt, så vi virkelig får nogle gode vinkler og "indlevelse". Det er jo på grund af den manglende dybde i billedet, at folk ikke spiller videospil nu om dage!#10 - Skrevet 28-04-2011 15:02 - Redigeret 28-04-2011 15:26
Nyt rygte: SSB4 bliver vist frem til E3?#11 - Skrevet 28-04-2011 19:06 - Redigeret 28-04-2011 19:08
Jeg er sikker på, at hvis du spørger Zøvnig så skal Sakurai have lov til at "tage chancer" og proppe Brawl-serien med sin egne egoistiske visioner om, at det skal gøres "dummere" og "nemmere", så de dumme "casual" gamere også kan spille det. Han er jo en stor kunstner, så vi bør slet ikke stille spørgsmålstegn ved hans beslutninger.#12 - Skrevet 04-06-2011 00:08 - Redigeret 04-06-2011 00:14
Mere Smash?#13 - Skrevet 04-06-2011 00:17 - Redigeret 04-06-2011 00:17
Har ingen ide om det er ægte.#14 - Skrevet 04-06-2011 00:23 - Redigeret 04-06-2011 00:23
Ja, det er jo alt for svært at lave smash attacks bevidst i stedet for normale angreb (og omvendt), for det kræver nemlig lidt for meget finesse med styrepinden og er ikke noget, man kan gøre indenfor de første 5 minutter#15 - Skrevet 04-06-2011 00:26
Det var bare, da jeg prøvede Street Fighter IV til 3DS, opdagede jeg spillets fantastiske '3DS-mode', hvor kameravinklen for det første var nærmest bag skulderen på ens karakter, så man rigtig kunne se 'ZOMG 3D-effects', og derudover var fire ikoner på touchskærmen, som hvert resulterede i et specialtrick. Jeg tænkte, at ideen var så dum, at Nintendo ville lade sig inspirere af det.