Editor’s Note: This is an op-ed piece. The opinions of the author may not necessarily reflect the full views of the Melee It On Me team; this article was made to encourage dialog between different communities.

It has been a very eerie feeling, watching history repeat itself.  This past week on Smashboards has looked staggeringly identical to what it looked like in 2008; in so many ways, history is beginning to repeat itself. I feel the need to share some thoughts on Smash 4, what I see happening to our community and it’s direction. Most importantly, how we as a community can do better next time

First, Smash 4 as a competitive game, from the perspective of game mechanics.

 

Impressions

Smash 4 looks to me now, from what we now know of the game (I have had the demo for a week, and have a copy of the full game in my region), like it is going to develop very similarly to Brawl.  From a competitive perspective, the game seems to have taken two steps forward and one or two steps back, to arrive at about the same place Brawl was.

The game has actually fixed most of the aspects of Brawl that hurt the game for a lot of people- planking is gone, hitstun is back, Metaknight is nerfed, the big chain grabs and infinites are (mostly) gone.  In many ways, it’s Brawl 2.0 in all of the positive connotations, but with most of the undesirable parts cleaned up.

Smash 4’s combo game will evolve to work very similar to Brawl’s.

Now, simply removing the ability to airdodge out of hitstun helps a lot, but you can still airdodge out of tumble.   You might be thinking “so?  There’s still hitstun.” The reality is that you actually have very poor options after exiting hitstun in Smash 64 and Melee. Many combos are not truly in hitstun, but work because the opponent still can’t avoid the follow-ups.  The reason characters like Samus are so hard to combo in Melee is because she can immediately nair out of hitstun;  most characters don’t have a quick option like that.  Everyone in Smash 4 is comparable to Melee Samus because you can airdodge out of tumble, and have slow fall speeds.


 

New Mechanics

A lot of new design decisions undermine many of these positive changes.  For example, the Vector Influence (VI) mechanic is going to result in a lot more survivability.  The buffing of many recoveries and removal of edgehogging creates a game where you can chase people very deep offstage, but you can’t stop someone from getting back if you fail to kill them with the initial chase. Combined with the slow fall speed, this means stocks are going to last a very long time, and being offstage is a very comfortable position.  But VI is worse in another aspect- it creates (from the attacker’s perspective) inconsistent knockback.  People can end up anywhere within a radius after being hit.  VI, when combined with the fact that you can still airdodge out of tumble (not hitstun), means that combo game is not going to be very strong.  Why?  People will have a very large number of options as to where they end up, AND a very large number of options after exiting hitstun.  These are all defensive options, which make it hard to chase combos.

The “rage mechanic” is poor game design;  it’s made for rubber banding.  It means that the player who is “losing” has better kill options and can suddenly turn the tide.  For newer players who may be used to party games like Mario Kart, or board games, this might sound like a good thing, but it is definitely not in a competitive game.  In a fighting game, the winning player should have an advantage that he can use to press his opponent.  The losing player has to then take riskier options that will either get him back in the game or end the game very quickly.  This leads to very interesting, and very quick, matches that force interaction.  This is true of every major competitive game- Starcraft, Poker, Magic, and Chess all meet this design criteria.  The winning player in the aforementioned games exerts pressure on his opponent, and brings the game to an end very quickly by forcing their them to make risky decisions to try to get out of the situation.  If the opposite were true, you’d see longer games with more inconsistency. The better player may not win with consistency because the loser is given a handicap; the only thing that matters is who plays better at the very end of the game.  If the better player cannot consistently win because of this, the game should not be considered competitive.  Fortunately, Rage is fairly weak in effect.

The new ledge invincibility mechanics are also interesting, and favor the person in peril; the person returning to the stage will snap with invincibility, while the person chasing will not have invincibility.  That is because invincibility is determined by airtime.  This seems like a negative change to offstage game, however, it is likely a worthy tradeoff to rid the game of planking.

 


 

What Does This Mean?

The mechanics of Vector Influence and Rage both contribute to making knockback inconsistent.  (Note: I don’t mean “random”- I mean that the player attacking will be unable to know the amount of knockback his attack will have as so many variables effect it, including ones his opponent controls.) Making knockback inconsistent completely changes the appraisal of the game if it becomes hard to know when a move transitions in to a kill move. Often times, you won’t know if an upsmash is enough to finish your opponent. Adding inconsistency makes the game worse at high level play, even if it’s not random. It prevents the threat of “now I can kill you with this move,” from entering into play at a time where both players know it. In Brawl and Melee, you have to start spacing and DIing to avoid certain moves once you know they can kill you. In this game, it’s going to be very hard to know, and that takes away depth from the player interaction.

A lot of players may read the paragraph above and disagree, but in a high level situation, gameplay becomes a conversation. You each know the extent of the opponent’s capabilities and are trying to wrest control of the situation, using your knowledge of what your opponent is capable of and what he wants to do to predict him. It’s almost like debate, in a way. Blurring the lines of a player’s capabilities in any given situation reduces the depth of the interaction between the players. Neither of these mechanics are definitive enough to decide on the the game’s competitive nature.  However, when combined, they essentially counteract the gains made from the added hitstun. One step forward, one step back.

However, you no longer have a game where being on the ledge is safer than the stage, much like its predecessor;  planking is gone, which is definitely a major improvement. Other minor defensive nerfs, like easier shieldbreaks, are appreciated. In the end, Smash 4 combos will still likely be, in this writer’s opinion, very Brawl-esque.  You will hit your opponent, and position yourself to cover their options, like Brawl.  You will not be able to set up in to kills, and instead rely on fishing for them.  The player that takes the first stock will have a high likelyhood of taking the game; Brawl players will likely have a clear advantage in this game.

 

However, both the Rage and VI mechanics have a fairly small effect on total knockback, particularly Rage. Since the mechanics are not overly pronounced, they should not be game-breaking (and there are other fighting games with similar mechanics to Rage that have remained competitive, including Tekken and Marvel vs Capcom 3), and it would be unfair to write the game off because of these.  The steps forward of fixing planking


 

History: Brawl’s Final Stock

Now that I’ve established why I believe we will see the game develop similarly to Brawl, let’s talk about what happened to it, and the positive side for Smash 4 players.

Brawl died in the U.S. in 2013.  It did not in Japan, and Brawl is still bigger than Melee there.  Contrary to what the documentary portrayed, it’s important to make sure new players know this: Brawl was bigger than Melee for about three years.  A ton of new players joined the scene for the new game, and a large number of Melee players switched over or played both.  Players like Mew2King and ChuDat were huge forces that pioneered new things through Brawl’s entire life, and Azen was an early champion.  Genesis 2 was the first big tournament in which Melee outstripped Brawl, but Brawl continued to have very large tournaments that rivaled Melee until it self-destructed in 2013.

Why did Brawl self-destruct?  A combination of these factors:

  • Huge community dissent over Metaknight, wanting to ban Metaknight, the ban falling apart, etc.
  • The game devolving in to Metaknight vs Ice Climbers on flat stages (because most counterpicks were banned because they made Metaknight win, but flat stages make Ice Climbers win) with little variety.
  • Bad press from the Melee documentary
  • The prevalence of stalling techniques (something Japanese players soft ban), infinites, chaingrabs, and matchups that are incredibly one sided.

Interestingly enough, this sudden self-destruction did not happen in Japan.  If Brawl had magically been patched to not have the polarizing issues of characters like Metaknight and Ice Climbers, it would likely still be played to this day on a large scale, even if second place to Melee. Its decline was sudden and surprising, and likely unique.  I expect Smash 4 to have a thriving competitive scene like Brawl did, and likely one that will stick around longer.  I’m not sure competitively which game is better or worse between the two, but Smash 4 has the advantages of newer hardware and HDMI support which Melee doesn’t (unless Nintendo blesses us with a Melee Wii U release).

Furthermore, these factors probably will not apply to Smash 4.  None of the stalling techniques or infinites from Brawl look like they will exist, and we just have to hope we don’t end up with a new Metaknight. So, I expect both Melee and Smash 4 to have lengthy, healthy competitive scenes.  Even though Smash 4 will be extremely similar to Brawl in gameplay, pace, logic, and speed, it will probably surpass Brawl’s lifespan.


 

Community Split

The most important thing is this: people are going to hear what they want to hear, and they are going to seek out sources that corroborate them.  You are going to see people making very big leaps to justify mechanics that are poor.  You will see people citing famous player’s quotes on Smash 4.  You will see certain reasoning clung to and repeated, and community figures making speeches about how things are just different.  The two groups of people will have completely different world views, much like the same article can get posted on a Democrat and Republican site and get a completely different set of group think.

Here is what you are going to see, if history continues to repeat itself.

You’re going to see a flood of new players, particularly on Smashboards and Reddit.  These new players will frequently hold very out-there opinions, and be vocal about them. The annoyance of having such a huge flood of ignorance in places that are typically very knowledgeable will result in a lot of players being quite rude as they get tired of it and correct people snappily.  This will lead to new players perceiving Melee players as rude, particularly on Smashboards (rude players may get downvoted on Reddit). When you’re rude to someone when you are correcting them, they tend to focus on the injury to their pride and argue, rather than learn. There will be people who feel the community should abandon Melee for the new game; they will be hailed by Smash 4 players, and derided by Melee players.


 

Smash 4 Players Will:

1. Accuse Melee players of being elitist or afraid of change.

This will often accompany claims of “it’s just different, not worse”.

There’s a fair case to objectively describe Melee as the best game in the series.  From every aspect of competitive game design, Melee is a better game.  That does not mean an individual has to prefer Melee as their game of choice, any more than thinking The Empire Strikes Back is the best Star Wars movie means someone can’t do a marathon of the prequels or Clone War cartoons or even A New Hope, because being technically better may not matter to taste.

To be fair, some individuals will be elitist.  However, a lot of them simply understand the kind of gameplay they don’t feel makes for a game they enjoy, and aren’t interested in playing it.  Smash 4 players should try to understand that Melee players who stick with Melee don’t enjoy the new changes.

I have personally spoken with a lot of top Melee players, and the issue definitely isn’t a fear of change.  Most of these players would convert over in a heartbeat if the game was very different, but still offered the same kind of mental interaction.  But the mental interaction of Brawl is very different from Melee.  There are no real rushdown characters. Most Melee players would switch over to a new game even if it didn’t have L cancelling and wavedashing, if it still had techniques that let them move, fake out, combo, and pressure at high speeds like Melee allowed.  It’s about wanting something different from the game, not about being afraid of change.

2. Accuse Melee players of being entitled.

A lot of players behave as if loving Nintendo means you have to love the latest game, that a true fan should play Smash 4.  Others believe that Nintendo did all this work for us, and we should be grateful we got a new Smash at all.  Others will get mad at anyone speculating negatively about the future of a new mechanic, seeing them as pessimists or elitists.

Nintendo isn’t some non-profit.  If someone doesn’t like the game, they shouldn’t feel they have to reward Nintendo for making a game they don’t like.

This “be grateful for what you get” attitude is a bad thing.  Nintendo is a business and should make money by providing consumers what they want.  People should be able to complain if the game isn’t what they want.  This is the only way games improve in quality.  If you buy a game regardless of the quality, what incentive does the company have to improve it?

3. Make embarrassingly bad justifications for some of the game’s issues, especially if they are newer players.

Try not to be too mean to them.  When someone tells you how Rage is a great mechanic and says “God forbid your opponent has a chance to turn the tide on you,” reply nicely.  They will perceive you as arrogant otherwise.

4. Make big sweeping posts about future potential that get a lot of attention and upvotes.

Expect to see a lot of stretches, or airdodge chases and strings phrased as combos.  Don’t get too pedantic; Melee combo videos include strings and frame traps too.

5. Accuse Melee players of pessimism.

Smash 4 players need to understand that someone being disappointed for legitimate reasons does not have to take away from your enjoyment, and not attack players who express disappointment.  There are already threads on Smashboards claiming that Smash 4 pessimists are “ruining it” for everyone else.

On the other hand, Melee players do not need to try to make Smash 4 players feel bad about the game. This is merely going to result in encouraging Smash 4 players to be defensive and band together in the thread.

6. Come out with the “next big thing” magic AT to revolutionize the game every week.

People are going to be constantly looking for something that will allow them to approach.  Like Brawl, Smash 4 will have an emphasis on walking over running, because there is no movement option out of run.  So running reduces your options, and thus, people will generally walk or dash > shield.

A lot of people will be trying very hard to find any technique that gives promise, and because people are desperately looking to up the game speed, will get a lot of visibility.

7. Say that the game is too young to judge.  This excuse will get stretched out for ages.  There will always be more metagame development needed.

Smash 4 games seem to be much longer than Brawl was at launch.

Here’s a tournament match from my region’s first event where we had early copies of Brawl:

Brawl
Chip vs Jamo
Here is top players from the other side of our state in Brawl’s first month:
Jem vs Silent Wolf
Here is some randoms at a GameStop tournament on release day:
Smash 4
Compare to the first Japanese Smash 4 3ds regional:
Or this event in Texas:

Smash 4 will definitely improve with time, but it’s going to improve on a similar schedule to Brawl.  The game is not going to magically turn in to Melee.  Game length is already much longer than early Brawl games.

 


 

Melee Players Will:

1. Get pedantic.

As mentioned above- a frame trap or string by controlled manipulation of options may not be a true combo, but you don’t need to run in to every thread saying “this isn’t technically a combo”.

2. Bash on the game in an exaggerated fashion.

You will have to keep in mind that this game is going to be an improved version of Brawl, and many people are going to enjoy it.  The game will have a lot of depth, even if it is at a slower, and more defensive place.  Keep in mind that there are people who enjoy playing Jigglypuff vs Young Link in Melee out there.

To this day, I hear all kinds of complaints about Brawl from people who clearly never played it competitively and simplify the game to nothing.  These players are usually Melee players, and sometimes even casual Melee viewers repeating statements they’ve heard.  As a Brawl player, this would drive me nuts.

3. Start getting territorial.

Right now, you might think you won’t.  But when EVO and MLG have to decide between Melee and Smash 4, Melee players will start viewing Smash 4 as a threat.  Even if the majority don’t, a vocal minority will.  This was a major issue in Brawl.  Melee players would heckle Brawl players, insult the game, boo their grand finals, and in several cases there were a number of players who would enter Brawl tournaments, pick Metaknight, and camp the timer, to “show people how bad this game is” in their words.  I even remember one Melee player who wanted to get Metaknight banned because he felt it would split the Brawl community and kill the game faster.

Does this sound juvenile?  Yes.  But it happened regularly.  If you ask any Brawl player who started in 2008 and stuck around, they will remember this.  Some regions worse than others.  It left a bad taste in new player’s mouths, and it DID NOT HELP MELEE PLAYERS.  All it did was create a generation of Brawl players that did not want to switch to Melee.

I know a fair number of Brawl players who now prefer PM who did not want to play Melee because they still have a distaste for the community’s behavior in those days.

I want to put a special shoutout here for Hungrybox, who I remember cheering on Brawl grand finals at Apex 2010 while other Melee players left.  Hungrybox heavily contributed to me personally eventually becoming involved with the Melee scene in addition to Brawl and Project M.  I doubt he even remembers me being at that tournament, but it had a lasting effect.

If you want Smash 4 players to appreciate Melee, be like Hungrybox.

– Praxis