I must be one of the few people on this board ok with this.
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I feel the same way . I am taking my time with it. Zero pressure to unlock everyone.
WoL is super fun and I'm glad it's hours and hours long.
I'm also using Kirby exclusively. It's my nod to Sakurai :)
Sure, Smash has a competitive audience, and Nintendo knows that. But the competitive audience isn't the only audience, and it's never been Sakurai's number one concern even with his shifts in design approach. That the game doesn't make concessions to make the entire roster available for a tournament on the day of release was never of concern to him or to the dev team (or else they would have made such options available).I think that's maybe something you could say a few Smash games ago but Smash does acknowledge competitive players as does Nintendo so I would say it is a problem now. I don't think we can hand wave the issue away as "Smash isn't for competitive players!"
I say that and I'm not even a competitive player. I play casually and the roster unlocking design is still a flaw in my experience. I don't own the game yet but playing it at a friend's and not having the whole roster or at least the characters I wanted to play as made it considerably less fun. There are a lot of other perspectives where this is a problem too, like new players who aren't great at defeating the CPU for example.
I don't really agree with your assessment that it's "personal desires clashing with the game's design" instead of an actual game design flaw. You could use that excuse for basically any flaw in a game. "What? This game is full of weak, repetitive fetch quests? Well, that's just your issue for wanting good side quests, this wasn't made for you to enjoy side quests!" Now if I want to play a sports game and I'm mad that Animal Crossing doesn't meet my desires then I think it's fair to say my desires don't match the game design. But the people criticizing this aspect of the game clearly enjoy Smash Bros and if they aren't newcomers, they've enjoyed past Smash Bros. where this wasn't an issue on this scale. It's totally a design problem.
Wait, do you mean "trophies" in the sense of like PlayStation achievements? Because you can absolutely disable them in certain settings. Like Minecraft for example. The second you flip the switch once on a world to Creative Mode you lose the ability to ever gain achievements/trophies in that world. That's just one example that immediately springs to mind.
Ya, like I said, literally our first Smash game since the N64 game released. Extremely casual. Apparently we need to do the single player mode I guess? But we mostly only enjoy playing together against bots. Don't really see a path for us to unlock new characters aside from slowly getting better.
Nothing wrong with change. One of the Call of Duty installments allowed you to go to any chapter you wanted immediately for the single player. I thought that was pretty good.
I meant like achievements. I was arguing that 'I paid $60 for this game I should have access to everything whenever I want' was ridiculous as you could use that same argument to say you're owed the ability to get achievements without ever actually winning them. In the same way a code to unlock everything at once in Smash would say that you completed everything without you actually having completed anything.
My prediction: the character unlocks in the game are so catastrophically ill-conceived that not only will Smash 6 not have character unlocks, but neither will any major fighting game of the next five years. "All characters available from the start!" will be used as a selling point.
This is already the case for most games in the genre.My prediction: the character unlocks in the game are so catastrophically ill-conceived that not only will Smash 6 not have character unlocks, but neither will any major fighting game of the next five years. "All characters available from the start!" will be used as a selling point.
Someone already mentioned the PS1 port of Street Fighter Alpha. Dragon Ball Z Super Butouden 1 and Final Bout also did this.I cannot think of a single fighting game that includes this as a feature.
Achievements aren't like characters at all. This is a really bizarre comparison. Smash has a bunch of other stuff to unlock and collect in the form of spirits and the trophies that you're alluding to (they're called Challenges in this game). Nobody is asking for a code to unlock all that stuff. Just access to all the advertised characters so that they can hop into the main mode they want to play and use the character they want. I don't understand what's unreasonable about this expectation.
My prediction: the character unlocks in the game are so catastrophically ill-conceived that not only will Smash 6 not have character unlocks, but neither will any major fighting game of the next five years. "All characters available from the start!" will be used as a selling point.
My prediction: the character unlocks in the game are so catastrophically ill-conceived that not only will Smash 6 not have character unlocks, but neither will any major fighting game of the next five years. "All characters available from the start!" will be used as a selling point.
The only way if I would ever play Zelda Skyward Sword again is if I could directly go to all the dungeons. It is great having options and the assumption that you have to "beat" a game first to make options available is not a good one because as soon as you lose your save file, the options you got by beating the game are gone, so you would have to beat the game like you did the first time again.That's bizarre. Doesn't single player have a story? What's being gained by being able to play it totally out of order from the get go?
This is already the case for most games in the genre.
Large #s of locked characters hasn't been the norm since the original version of Street Fighter IV (2009). Super Street Fighter IV (2010) had everyone available from the jump, and the norm ever since then has been either no or very few locked characters -- Super Smash Bros. for Wii U included.
It's the reason why I had to reach back as far as Skullgirls to come up with an answer to a question about fighting games with unique unlock situations; it's just something that people normally don't have to put up with the first place anymore.
100% agreed.All games should have the option to unlock all content through the options. I don't care about the genre. I bought the game and I should have access to all the content. If I buy a book, I can read the end first if I want. I never understood the "value" aspect of locking content. I don't care if you're having fun doing it. Isn't even the point. There's nothing wrong with options.
That's bizarre. Doesn't single player have a story? What's being gained by being able to play it totally out of order from the get go?
The only way if I would ever play Zelda Skyward Sword again is if I could directly go to all the dungeons. It is great having options and the assumption that you have to "beat" a game first to make options available is not a good one because as soon as you lose your save file, the options you got by beating the game are gone, so you would have to beat the game like you did the first time again.
I still own Skyward Sword but I don't know if I have my save game still around, probably not, so I would love it if the game gave me an option to start right at the 1st dungeon even though the game thinks I technically never beat it since I start a fresh save file. I mean SS doesn't have that option anyway even if you did beat it, but it would be cool. I remember having a save game in Zelda OOT right at the beginning of the Spirit Dungeon (my favorite) and then just copying it whenever I wanted to play the dungeon again.
This is why the passwords in the old Mega Man games are so cool. You can just create whatever password online to start wherever you want.
It does have a story, yes. It just allows you to play any chapter you want from the start. I really don't think this is an odd opinion. If I bought a movie, I could skip right to my favorite scene and watch it. Using the Call of Duty reference, let's say I typically play MP only, but maybe I just wanted to see the "No Russian" level and that's it--what's wrong with having access to that?
My thoughts are anything involving the local experience should be open either through options or codes. And that includes things like God Mode and what have you. I really don't understand the point of locking it.
well in fighting games unlocking characters is not progression, it's a requirement to start playing actually. The progression in fighting games is the player getting better at the game. It's like saying "ok we play chess but before you can use anything but pawns and kings you have to play 50 matches".If people feel so strongly that games shouldn't have any progression
Directors don't intend for you to watch a movie out of order when you buy the DVD. They want you to watch it normally at least once. The scene select is there so you can watch a favorite scene again or pick back up where you left off. It's not the same thing as the Call Of Duty example.
You really wanted the unlocking process to be even longer? If this was a Brawl or Melee sized roster, then sure. But having to due a classic run every time to unlock all 60+ unlocks sounds terrible.I didn't mind the character unlocking, I just wish there weren't a new challenger fight every ten minutes, they should have let classic mode and adventure mode be the only way to unlock characters imo.
Again I think the problem is that you're expecting this smash game to be something it's not. At first and foremost it's a fun party game with a pretty implied intended gameplay loop. Smash has never been a primarily competitive game. I'm not trying to compare endgames, I'm trying to compare how the game progresses. So in souls; your next goal is to find the next boss. In Smash Ultimate; your next goal is to unlock your next character.
idk, it's not that hard to understand where I'm coming from I dont think?
You can replace souls with a lot of other games and the comparison should still hold water.
Yeah, but, neither of the examples you're describing exist on purpose. Passwords and save files exist for progress, not to be reused to return to older levels. It just feels like such a weird thing to complain about here, in this topic. If people feel so strongly that games shouldn't have any progression someone should make a 'We need to talk about how we should be able to play video game levels in any order we want to at any time' topic.
How they worked in the 3DS and WiiU versions was that DLC characters once purchased were automatically unlocked along with their stage.Wonder if after purchasing the DLC characters, they will have to be unlocked or just immediately available? Kinda can't wait to find out.
??? I don't really think this argument is equivalent to people asking for the option to play with all the characters for one off sessions without going through unlocking. As has been mentioned smash is a party or fighting game--these types of games are about 1) having fun or 2) getting better at the actual game. A lot of the other games have these focuses but there's also other ideas behind them, so it's just a weird comparison to me.
Right, of course, but can you not just skip to whatever scene you want? I certainly get what you're saying, but the important part is I don't care. It's not important to me. I don't understand why it would be important to others, either; yet, this thread is 30 pages long about unlocking Smash characters.
You'll definately know for sure when you unlock everyone as the game alerts you when you do with a pop up message.It seems like I unlocked everyone.
I really liked the way unlocking characters were handled. The option to fight them again was a nice touch. I lost a lot but my daughter cheered every time we successfully got one. She was ecstatic when we got Pichu, Isabelle & Jigglypuff. For me, it was Richter & Mega Man. Those are my boys.
I like having the carrot, personally, so this is a bit of a selling point to me. But it is pretty shitty that there's no way around this. I'd be okay if this involved only unlocking characters for specific singleplayer modes. You should be able to play simple versus without having to worry about this.
You obviously don't run tournaments, but the difference in turnout from a Week 1 tournament and any other tournament can be MASSIVE. Tournaments need entrants to be sustainable. The difference from Week 1 to Week 2 could easily be ~50+ players Week 1 to <20 Week 2.By the same token, when you have TOs complaining that they're driving themselves mad trying to unlock every character across multiple consoles in time for a release weekend tournament, and similar stories of people just trying to bulldoze the unlocks and having a miserable time about it, I'm just sitting here wondering why these folks are doing this to themselves. (I mean, yes, I know they want the whole roster ASAP, but I mean in the larger sense.) For me, it's the Tuesday after release and I don't have everyone unlocked yet, but I've made a lot of good headway playing a a lot over the weekend and two to three hours on weeknights. I expect I'll have the vast majority of the roster, if not every last fighter, unlocked by the coming weekend just by playing at my natural pace.
That doesn't mean that people can't complain about the way it's set up, but people also knew that unlocking the roster was going to be a thing, and anyone that tried organizing a tournament so soon after launch only has themselves to blame for their frustration.
You'll definately know for sure when you unlock everyone as the game alerts you when you do with a pop up message.
- Once the process is complete, the user information, the associated save data, and the software purchased with the user account that is transferred will no longer be available on the source console.
Do you consider what they do "playing the game"? If so, why are you trying to prevent people from playing the game until they can bypass some half-baked artificial progression system? All they want is the choice of not having to slog through modes they'd never otherwise touch. It's something that literally shouldn't affect your enjoyment of the game, but makes theirs significantly worse.
It's been mentioned in this thread that you can't unlock characters by playing online, so this isn't actually true either.
Because they keep the game alive in the public eye long past launch. Because their concerns are just as valid as the casual fans. Like I said, there's a reason why most other fighting games either limited or completely did away with unlockable characters.
My prediction: the character unlocks in the game are so catastrophically ill-conceived that not only will Smash 6 not have character unlocks, but neither will any major fighting game of the next five years. "All characters available from the start!" will be used as a selling point.
How is DLC even remotely related?
f they don't like playing the game then they should just move on to something else.
Are the people who bought the game to play online with randos/their friends not playing the game? What's the logic here?That doesn't change that you have to play the game to unlock characters.
I just wanna let you know you're making an awful point by comparing a single player game with a fighting game.Again I think the problem is that you're expecting this smash game to be something it's not. At first and foremost it's a fun party game with a pretty implied intended gameplay loop. Smash has never been a primarily competitive game. I'm not trying to compare endgames, I'm trying to compare how the game progresses. So in souls; your next goal is to find the next boss. In Smash Ultimate; your next goal is to unlock your next character.
idk, it's not that hard to understand where I'm coming from I dont think?
You can replace souls with a lot of other games and the comparison should still hold water.