No depth?
Hearing the questions from Qin Yi and the others, Chen Xu smiled and shook his head.
Indeed, at first glance, Super Smash Bros. seemed to simplify as much as possible.
It looked as though removing Input Commands and replacing health bars with percentage damage had stripped Super Smash Bros. of its depth.
But the opposite was true. This game had an extremely high skill ceiling, one that even surpassed traditional Fighting Games.
Because its rules revolved around knockback, the goal was not simply to empty the enemy's health bar.
Players could be launched in any direction—up, down, left, or right—which meant the stages also introduced the concept of environmental kills.
Players could be knocked off cliffs, and naturally, there were corresponding ways to counter that.
Neutral play was incredibly important in Super Smash Bros. You could tell whether someone knew how to play just by watching their neutral game.
When these elements were introduced and combined, a certain dynamic emerged.
Since defeat was only determined by being launched offstage, ordinary players usually fought in the center of the arena.
And with no health bars, two players could brawl endlessly.
Skilled players, on the other hand, would steer the fight toward the edges, even defeating their opponents offstage or in midair. That involved psychological games and split-second reactions.
No matter the system, Fighting Games were essentially games of rock-paper-scissors. What mattered was execution and reactions in the moment, along with reading your opponent's mind.
As long as those elements could be expressed, and the fighters were reasonably balanced, there would never be any lack of depth.
"You don't need to worry about the game's depth. Compared to that, the hardest part is how this game will showcase gaming culture," Chen Xu said as he looked at everyone.
"Showcase gaming