Sakurai: Villager was scrapped from Brawl; how characters are chosen
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Sakurai: Villager was scrapped from Brawl; how characters are chosen
Villager seems like a rather unusual choice for the next Super Smash Bros. games, doesn't he? Well, believe it or not, he was previously considered for Brawl, but was scrapped during the planning stages because he wasn't suited for the game. According to Sakurai:
“A lot of people understood Mega Man, but they kept asking me ‘Why did you go for the villager and the Wii Fit trainer?’, Neither of them are fighting characters, certainly. In fact, we had previously removed the villager from Super Smash Bros. Brawl in the planning stages because he wasn’t suited for battle.”
On including characters that are unique and can "stick out from the pack":
“Something I think that people noticed in the movies and screenshots released, is that the villager and trainer were not choices we made for the sake of cheap novelty. Each has their own unique attacks and battle strategies, and they make the game more interesting. If I have an image of a character in my mind that dances around and jibes with what I want, then that’s the most important thing. On the other hand, even if you have a character suited for a fighting game, if you can’t make him stick out from the pack and extract something unique from him, then what can you do?”
On how the same philosophy applies to Mega Man:
“For Mega Man as well, if all we cared about was who we could get in the game, then he would just have regular old punches and kicks, like how he largely does in the Marvel vs. Capcom series. But Mega Man’s most unique trait is how he gains new attacks from bosses. Working that fully into the game results in a more complete Mega Man that we can give you. That’s why he’s done up in NES-era proportions rather than something more realistic; that’s why he’s a little expressionless; that’s why his jumping and damage motions and the way he can fire the Mega Buster while walking are all what they are. It’s all in an effort to present the character.
“Making a game by yourself is one thing, but if a lot of people are involved, retaining a unified direction is vital. Every member of the team has their own vision of Mega Man that springs to mind instantly when they think about it. However, as long as the original image you construct remains firm, then that can survive a few discrepancies without the character falling apart. So what’s key in character selection is whether the guy dances out at you, and whether you have what it takes to portray that appeal.”
Source
“A lot of people understood Mega Man, but they kept asking me ‘Why did you go for the villager and the Wii Fit trainer?’, Neither of them are fighting characters, certainly. In fact, we had previously removed the villager from Super Smash Bros. Brawl in the planning stages because he wasn’t suited for battle.”
On including characters that are unique and can "stick out from the pack":
“Something I think that people noticed in the movies and screenshots released, is that the villager and trainer were not choices we made for the sake of cheap novelty. Each has their own unique attacks and battle strategies, and they make the game more interesting. If I have an image of a character in my mind that dances around and jibes with what I want, then that’s the most important thing. On the other hand, even if you have a character suited for a fighting game, if you can’t make him stick out from the pack and extract something unique from him, then what can you do?”
On how the same philosophy applies to Mega Man:
“For Mega Man as well, if all we cared about was who we could get in the game, then he would just have regular old punches and kicks, like how he largely does in the Marvel vs. Capcom series. But Mega Man’s most unique trait is how he gains new attacks from bosses. Working that fully into the game results in a more complete Mega Man that we can give you. That’s why he’s done up in NES-era proportions rather than something more realistic; that’s why he’s a little expressionless; that’s why his jumping and damage motions and the way he can fire the Mega Buster while walking are all what they are. It’s all in an effort to present the character.
“Making a game by yourself is one thing, but if a lot of people are involved, retaining a unified direction is vital. Every member of the team has their own vision of Mega Man that springs to mind instantly when they think about it. However, as long as the original image you construct remains firm, then that can survive a few discrepancies without the character falling apart. So what’s key in character selection is whether the guy dances out at you, and whether you have what it takes to portray that appeal.”
Source
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