Let's talk about Super Smash Bros. Project M 3.6 Beta
Project M’s latest build ( and I think the previous build?) takes a step into it’s core mechanics and completely redesigns their recovery game. The problem I have with this, even if it’s ultimately a better game, is that they have paid a disrespect to their current audience.
When you get the next version of a game, you expect the same game except upgraded in some way. New content, balances, etc. Instead Project M changes a core mechanic that if you use the terminology currently, pulls the game back to Alpha ( and maybe pre-alpha because who knows if it will change again). So now you have some P:M players super salty because they did not get an upgrade to P:M, they got P:M 2 and that was not really explained to them. It really about expectations of the labeling of the mod. This is the difference between players talking about characters in certain fashions such as “ They ruined fox in this build vs. Fox isn’t that good in this game”. It might as well be a new game which is fine but its not the P:M that people followed before; the audience will need to be rebuilt.
On a side note, I feel that there are to many voices trying to guide that game. Game design isn't a science, its very much an art. When you have to many voices, you end up with core changes like this that should have never been changed. Is this game actually in beta? or are changes going to be coming indefinitely?
I would have branded the mod differently.
If the engine was overhauled, that’s when I would call it a sequel. It really helps govern the expectations already tied to the current branding. So instead of discussions like “ they changed P:M to much” you will have “ I liked P:M 1 over P:M 2″. You established identities, governed expectations, and made discussion of the mods much more clear. You can make engine changes without looking like you don’t know what you want to design.
I would cut Beta from the game’s name
Your not in Beta. Adding content to the game and adjusting balance is still something people are ok with even if it releases. By cutting Beta and using version numbers instead, you can give the public the impression that your game is being improved all the time instead of a sense of indecisiveness.
I would establish a Game Design lead
Maybe this exists already but I feel like I can’t see it. If your going to overhaul your engine again, pick a lead for that version of the game and give them power to over rule the masses. Seems terrible at first but hear me out. By having a central leader, you can prevent huge overhauls of the engine and character’s design philosophies. Its not their job to ultimately balance the game but it is to keep thoughts on track such as “ This is what our recovery game looks like”, “This character’s strengths and weaknesses look like this”. This let’s you keep flavor and uniqueness on track. Why is this important? Because if you keep buffing and adjusting specifically on tournament results and ignore these design philosophies, you will dramatically reduce your design space. It traditional leads to massive power creep over time and ultimately a less interesting game. I’ll write more about tournament result balance vs. design philosophies in the future.P:M is a good game. Make no mistake. For me to be talking about a mod like it’s a full title is a triumph of the fan base and expectations already established by the P:M team. Give the new P:M a try and if you have played the earlier versions of P:M how do you feel about the changes?