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Sakurai talks about the importance of balancing in the next Super Smash Bros. games

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Sakurai talks about the importance of balancing in the next Super Smash Bros. games Empty Sakurai talks about the importance of balancing in the next Super Smash Bros. games

Post by Lugia2453 Mon Jan 06, 2014 1:57 pm

In a recent Famitsu column, Sakurai talked about the importance of balancing in the next Super Smash Bros. games. Among other things, he talks about how Bowser has become stronger, how lowering performance can make the games less fun, and the difficulty of adjusting the balance for things such as 1-on-1 battles and free-for-alls.

“Now that Sunday’s day off is past, I’m currently working on the character adjustment for Super Smash Bros. for Nintendo 3DS and Wii U. At the moment, Bowser is very strong. He’s really strong. Fans of Smash Bros. probably never saw him as too much of a strong character, but this time, his ability to knock others out is very strong!”

“Doing things like simply ‘lowering the performance’ can make games lose its fun. Additionally, making a strong attack weaker can take away from the ‘good feeling’. By making adjustments that get rid of all advantages and disadvantages, it can turn a game into a mediocre one without any challenge.”

“Rather than directly weakening an attack’s advantageous parts, we’re putting effort into keeping them strong, while adding other weaknesses to them. Like giving the attacks punishable openings, or weakening the character’s mobility or recovery rate. We’re making comprehensive adjustments to characters, even for parts that might seem completely irrelevant.”

“The game balance of Super Smash Bros. Brawl started six years before its release, and it most likely goes back even further during its time of development, and it’s never been reformed even through the updates afterwards. We’re at a stage where we’d like to release the new title as soon as possible, and offer something more enjoyable than ever.”

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Post by ZeldaFan996 Mon Jan 06, 2014 10:36 pm

The game balance for Brawl took that long?  How'd they get Meta Knight so wrong, then?
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Post by halibabica Tue Jan 07, 2014 10:17 am

I'm not the most informed on the matter, but Meta Knight has never been that broken to me. His attacks are very fast, but they have short range and don't do a lot of damage. He's a light character, so he can't take big hits, but he can return to the field from most any non-fatal launch.

I guess they didn't anticipate players becoming so skilled with him that his weaknesses could be compensated for.
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Post by ZeldaFan996 Tue Jan 07, 2014 1:19 pm

halibabica wrote:I'm not the most informed on the matter, but Meta Knight has never been that broken to me. His attacks are very fast, but they have short range and don't do a lot of damage. He's a light character, so he can't take big hits, but he can return to the field from most any non-fatal launch.

I guess they didn't anticipate players becoming so skilled with him that his weaknesses could be compensated for.

The big problem with Meta Knight is not only that his moves are fast, but his moves have very high priority.  This makes up for any range drawback that Meta Knight might have, because as soon as he gets in someone's face, he tends to dominate.  Take a look at any pro Meta Knight player on YouTube, and you'll see what I mean.
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Post by halibabica Tue Jan 07, 2014 6:37 pm

Ah, so they override a lot of moves that would interrupt them, and other characters aren't nimble enough to deal with it. That's probably the core of the problem right there.

Maybe Sakurai wanted Meta Knight to be the strongest warrior in the galaxy...?
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Post by Taidow Wed Jan 08, 2014 12:26 am

This is part of the problem by having only one person who handles he balancing issues. They have some accidental bias.
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Post by halibabica Wed Jan 08, 2014 1:10 am

I was just kidding! I don't think that's the actual reason. It was probably just an oversight on their part. ;P
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