SilverUchiha said:
I feel like some people might be missing the bigger point that isn't being directly made. Sure, yes, Sakurai could easily just do Melee again or a game that feels like Melee again and please the fanbase. But, as a creator, how do you think it feels to constantly be requested to do the same game (or song, or story, or joke) over and over again that everyone holds up as the best one, but you're constantly trying to improve upon yourself and introduce new material? Yes, some of it isn't as good as your previous work (like tripping) but there's more variety being offered and some cool ideas being explored. I sympathize with Sakurai because I feel this is how his life is and I can fully understand why he's said he won't be back for the next Smash. He's tired of people shitting on his new ideas (to a degree, not completely) and not accepting his newer ideas he wants to push forward.
(again, this is in reference to competitive gamers, not so much critics or people like myself).
People aren't really asking him to redo Melee again. They are asking for a new Smash that is as good as Melee or better. It should have at least the same depths plus more. What we got from the 2 games after Melee was less. In fact, that should actually make it even worse fro him as a creator because with Brawl and U he didn't deliver anything different. He just made less. The "casual" gameplay of Brawl and U are just as good as Melee. Hell, it's actually worse in Brawl because of the tripping. Even all my casual friends complain about it because losing to pure randomness isn't funny. There is a huge difference between tripping and a hammer spawning next to the enemy. At least you have a chance of countering the second one or run away.
In short people ask for him to build on Melee.
What he does is he takes Melee, removes elements, adds some minimal stuff (Except the roaster. I like it in both games and some of the unusual addition are freaking awesome once you try them. I can't stop playing Duck Hunt Duo.).
As an creator, he did less new stuff than what people asked him to do.
Callate said:
The "competitive", "hardcore" Super Smash Bros. base...?
At the risk of alienating those people, I kind of think the first and second halves of that sentence should be an oxymoron. There's no lack of fighting games that can be analyzed to death with regard to things like the number of frames of unblockability and aerial/juggling versus distance/missile capabilities. Having one game that's steered more towards pick-up-and-play accessibility than savant-like specialist dominance is no bad thing.
I didn't really see anyone complain that Melee wasn't accessible. In fact, most competitive Smash player nowadays were casuals who picked up Melee. The game, as any other Smash game was extremely accessible for casuals. Simple controls, simple visuals, easy learning curve, "casual friendly" setting. Yet it offered enough depth for people to study the game and get good to the point of leaving people speechless when you see what can be done.
While I generally dislike Extra Credits because recently they are more often wrong than right, they did have a nice point about depth and I believe Smash is one of the best examples of it. The game isn't complex, it's easy to pick up and play casually, yet offers enough depth for the hardcore competitive player to master it.
The two user bases never affected each other except if maybe few situation where one friend plays it casually, but the rest competitively making it impossible for him to play with them. But even then the game offers a way to balance it out with randomness, items, stages and handicap.