Forums - Nintendo Discussion - Should Smash Have Been Released in August with Fewer Characters and Slowly Built to 75 with Free DLC?

I'm going to admit something that will probably draw some scorn, but Ultimate might just be too big for me at this point in my gaming life.  I haven't played since Brawl at this point and the sheer size of the game is a little overwhelming.  I remember Smash originally being a game with the classic Nintendo trick of being deceptively simple.  One button for attack, one for specials.  Simple.  Now?  Not so much.  And 74 characters on top of it to challenge my much atrophied skill-set.

It might be blasphemy to say, but I kinda wish that they would have released a pared down version of the game during the for late-summer with maybe 35-40 playable characters and then built the roster by adding a new character every other week along with extra modes as free DLC.  The approach has worked before.  Splatoon had nearly 18 months worth of additional gameplay, weapons, stages, costumes, specials, etc. that turned it into a consistently fresh game.  Mario Tennis is also doing well under such a system as did Arms.

That way, the original lineup would be manageable for a casual to hop into and their skill level would scale with the size of the roster and give experimentation a bit more of a chance as one rushes to check out the new toys each week.  Additionally, the Switch itself could have really used Smash in late summer.  Having both of the system's big hitters back-to-back right before Christmas was obviously not optimal.

The only thing that might really have difficulty with such a system would be World of Light.

Edit:  A lot of people seem to be bringing up Street Fighter V.  I don't see the comparison.  Free, frequent updates in the Splatoon model for about 6 months is a completely different beast than keeping half the characters behind paywalls.  For the record, I find Street Fighter V's model to be rather scummy and would not like to see it in a Smash game, or any other game for that that matter.  Heck, I think the current Smash DLC plan is over-expensive and exploitative.

Again, reiterating.  The suggestion is that the use of frequent updates in the Splatoon/Arms/Mario Tennis model would have been best.

Last edited by NightlyPoe - on 14 December 2018

Around the Network

Not really

Splatoon 1 did keep things fresh with new additions, but it was super barebones when the game launched. Smash fighters is what makes up this game so building up to 75 would be a huge drag for those that want all the characters.



 - Official  VGChartz Tutorial Thread -
 

   NintenDomination [2015/05/19 - 2017/07/02]
 

          

 

 

Here lies the hidden threads. 

 | |

Nintendo Metascore | Official NintenDomination | VGC Tutorial Thread

| Best and Worst of Miiverse | Manga Discussion Thead |
[3DS] Winter Playtimes [Wii U]

This is a horrible Idea. Ultimate's main selling point was "Everyone is here". They would have to take that away. It's not like Splatoon and Arms had the content, but kept it away for dlc down the line. New content was being made after the game came out



Cutting down on characters wouldn't have necessarily sped all the other sections of the development up.

The way video game development works is they staff people for different segments of the game and usually in the final stages they're polishing stuff. It's almost certain the character artists and animators, and any engineering resources (and xml scripters) were entirely different staffers than the rest of the team. The only staff they'd have had in common was QA, and cutting out a few characters would have saved them days, not months.



I describe myself as a little dose of toxic masculinity.

No way. I think the releasing it this month during the holiday was the right decision. Sure, there's a lot of characters to unlock, but it won't take too long to do so. :)



Around the Network
Jumpin said:
Cutting down on characters wouldn't have necessarily sped all the other sections of the development up.

The way video game development works is they staff people for different segments of the game and usually in the final stages they're polishing stuff. It's almost certain the character artists and animators, and any engineering resources (and xml scripters) were entirely different staffers than the rest of the team. The only staff they'd have had in common was QA, and cutting out a few characters would have saved them days, not months.

Despite Sakurai saying this game was not a port from the Wii U version, it seems to me as though much of the groundwork was taken from that game. Thus, a large part of the development time was indeed creating characters and balancing them. I get your point, and for many games what you're saying is probably true, but I don't think so for Smash. I don't think they can pump out a new character every single day as your post implies.

And on a side note, it looks like my suggestion for getting a dark version of TinyMCE to match the dark theme seems to have been implemented. Thanks to whomever made that happen! :)



The free DLC from Nintendo hasn't exactly been an amazing system. I don't even want to get into that again, but needless to say I don't like it, it's terrible. So, no thank you. Focus on a few characters you know from the previous games, or a few characters you like, just like everyone else does. That will help you learn the game faster.



No, the Holiday season is when Nintendo sells the most games and sells the most consoles.



If they did that... the title would be super smash bros: kinda ultimate until by the end of the year



 



Pancho A. Ovies

Nintendo Switch in Japan (Famitsu): 2018 vs. 2019
http://gamrconnect.vgchartz.com/thread.php?id=238945&page=2

PlayStation 4/Xbox One/Nintendo Switch: 2018 vs. 2019
http://gamrconnect.vgchartz.com/thread.php?id=239387