chriscox1121 said:
TM25 said:
My point was very clear and not a moot point, if I had no real point you wouldn't have saw fit to reply to several people in defence of yourself. I won't be replying anymore since there is a fundamental difference in ideologies here. The community as you put it, is not and could never be more important than the game itself, the mechanics are the game the game is the focal point. My comparison was very much relevant and was a yes or no answer. You as far as I am aware have not played ssb4 nor have the people in this thread, if that's the case you have therefore not used the gamepad or the Wii U pro controller with the game, that is frankly what I find most disheartening the unwillingness to try. I reiterate I won't be replying further, I hope no hard feelings.
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no hard feelings at all, were just having a discussion. Your point was irrelavant in regards to the context and comparison you gave. Agreed about the differences, because there is a fundamental difference in terms of the competive scene and the nature of it. The "community" is a component of the whole, hence the reason Nintendo addresses it with the controller and was obviously pertinent to them. Anyone can play with the multiple control options they incorporate (e.g. brawl), but in the end nothing compares to the GC controller. The wireless function alone eliminates it from competitive play alone. Again, try and convince pro Street Fighters to give up their fight sticks....what your asking is illogical and not practical. There is a "reason" why GC is preferred...at least in the competitive scene.
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It's clear that SSB4 is intended to be a more competetive game than Brawl was. Creating the 'for fun' and 'for glory' modes, different versions of the same stages, and moderating online matches makes it clear to me that they're trying to appeal to both competetive and casual players. Producing a GC style controller for more competetive players seems to be a natural move in this context - the wider choice in controller matches the wider choice in game modes to suit all playing styles.
It's not pandering in my eyes - it's recognising what the consumers want and and incorporating it into the product so that it has as wide an appeal as possible.
(Edit) - and as far as tripping is concerned, even without random tripping I'm sure the characters will still be slipping over banana skins, which, as with all items, can be switched off.