Smash Bros. Creator Explains How Characters Get on the Roster
The Super Smash Bros. series has always had a wide variety of characters to choose from, and the roster for the latest Super Smash Bros. for Nintendo 3DS is no different. So how did the series creator, Masahiro Sakurai, choose who would be in it?
In his column in the latest Weekly Famitsu, Sakurai addressed the fan question, "How are characters selected [to be in Smash Bros.]?"
"We conduct a character popularity poll both domestically and internationally." answered Sakurai. A rather straightforward answer. Of course, it's not like we expected anything along the lines of nighttime rituals with a ouija board. But there's more. Continued Sakurai, "We also research games that are currently being developed. After that, it's pretty much up to us, with a touch of convenience."
"There are a lot things to take into account when deciding [characters]." Sakurai wrote. "Does the character have something inherently unique about them? Can that be used to make Smash Bros. interesting? Is the character a representative character [for the source material]? Do they conflict at all with other characters? Was there anything about them that stood out when we began development?"
As for who doesn't make the cut, Sakurai noted, "Characters from a series that has no future are rarely chosen. Also, fighters that switch models are a different matter."
In the end, as director, Sakurai has the final say on any character ideas that come across his desk. "Basically, any character is accepted if I believe it works [in the game]. On the other hand, even if a character is unique, if they overlap with other characters and aren't unique as a fighter, they are rejected." Sakurai wrote. Essentially, it all boils down to Sakurai's creative eye – and looking at the results, I think it's safe to say his eyes are fine.
... Hopefully his arm will be, soon.
Source:
KotakuSakurai on the clone characters in Smash Bros. Wii U/3DS
Super Smash Bros. for Wii U and 3DS contain a few “clone characters” like previous entries in the series. In his latest Famitsu column, director Masahiro Sakurai explains how they were decided.
Sakurai started out with the following:
There are 3 fighters [Lucina, Dark Pit, and Doctor Mario] that are alternate models (clones) in the game. Each was originally a color variation, but during development, they were given balanced characteristics. Since their functionality had differences, forms were separated from each other. However, it was vital that this didn’t increase the required man-hours. Some relative tuning was sufficient as it wasn’t necessary to create balancing from scratch.
Sakurai goes on to say that Lucina and Marth have different sword properties. While Dark Pit and Pit are the same, making Dark Pit a separate character was required in order to give him “his unique arm and Final Smash”. And as far as Dr. Mario is concerned, the team felt “old Dr. Mario fans would not agree to Dr. Mario being the same as Mario, so we went on to give him a unique customizable set.”
Sakurai next draws an interesting – if not a bit strange – analogy between eating out at restaurants and the clone characters in Smash Bros.:
This is like a free dessert after a luxurious meal that was prepared free of charge. In a restaurant with this type of service, I don’t think there’s anybody who would say, “Change this to a meat dish!!”
Yet, I’m told [to do that] about Smash Bros. But, I guess since a lot of them are children, it cannot be helped.
Lastly, Sakurai ends his response with the following:
Could you please leave it to me to select [characters] with man-hours and costs in mind? However you look at it, the game is a great bargain buy as a result.
Source:
Nintendo Everything