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==Development== | ==Development== | ||
{{cleanup|Extremely long, too much info that is directly about new characters + content. I would much rather want this to focus on the "development" of Smash Ultimate, not the history of content being revealed in Smash Ultimate.}} | |||
Towards the end of ''[[Super Smash Bros. 4]]'''s post-launch development, [[Masahiro Sakurai]] announced that his next project had been decided and that he would be taking a small vacation following the end of development.<ref>{{citeweb|url=https://sourcegaming.info/2016/01/06/famitsu-news-sakurai-catching-a-breather/|title="Famitsu News — “Sakurai Catching a Breather”" - Source Gaming}}</ref> Unlike previous ''Smash'' titles, which had their development studios built from the ground up, [[Bandai Namco]] returned to help game development. Prior to starting development, the team had a choice between completely overhauling the game's system and feel or working off of what was established in the last game. The team ultimately went with the latter. Had the team gone with the former, the game would have likely only had a third of its characters.<ref name="special">{{citeweb|url=https://sourcegaming.info/2018/07/02/smash_special_complete/|title="“Smash is Special” COMPLETE Translation" - Source Gaming}}</ref> Despite deciding to base the game off of the previous installment, Sakurai still increased the overall speed of the game, but only by an amount that wouldn't be too alienating to people unfamiliar with the series.<ref name="special" /> Sakurai notes that he had wanted to make these changes in previous titles, but was unable to because it was easy for one to lose track of their character's position on screen, especially on the [[Nintendo 3DS]].<ref name="special" /> When Sakurai had revealed to his development team that he intended to bring back every previously playable character, he was met with silence.<ref>{{citeweb|url=https://www.theverge.com/2018/6/12/17453214/super-smash-bros-ultimate-nintendo-switch-masahiro-sakurai-e3|title="Why Super Smash Bros. Ultimate was such a daunting game for its creators to build" - The Verge}}</ref> The project plan was later finished by December 2015,<ref>https://twitter.com/AllSourceGaming/status/1062725619270762496</ref> and development officially began in February 2016, immediately after DLC wrapped up for ''SSB4''.<ref>https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/</ref> On November 12, 2017, [[Nintendo]] filed a number of trademarks, notably including a [[:File:JapaneseSmashTrademark.jpg|Japanese ''Super Smash Bros.'' logo]].<ref>{{citeweb|url=http://www.japanesenintendo.com/post/167397863114|title=“Nintendo Apply for a Number of Trademarks” - Japanese Nintendo}}</ref> | Towards the end of ''[[Super Smash Bros. 4]]'''s post-launch development, [[Masahiro Sakurai]] announced that his next project had been decided and that he would be taking a small vacation following the end of development.<ref>{{citeweb|url=https://sourcegaming.info/2016/01/06/famitsu-news-sakurai-catching-a-breather/|title="Famitsu News — “Sakurai Catching a Breather”" - Source Gaming}}</ref> Unlike previous ''Smash'' titles, which had their development studios built from the ground up, [[Bandai Namco]] returned to help game development. Prior to starting development, the team had a choice between completely overhauling the game's system and feel or working off of what was established in the last game. The team ultimately went with the latter. Had the team gone with the former, the game would have likely only had a third of its characters.<ref name="special">{{citeweb|url=https://sourcegaming.info/2018/07/02/smash_special_complete/|title="“Smash is Special” COMPLETE Translation" - Source Gaming}}</ref> Despite deciding to base the game off of the previous installment, Sakurai still increased the overall speed of the game, but only by an amount that wouldn't be too alienating to people unfamiliar with the series.<ref name="special" /> Sakurai notes that he had wanted to make these changes in previous titles, but was unable to because it was easy for one to lose track of their character's position on screen, especially on the [[Nintendo 3DS]].<ref name="special" /> When Sakurai had revealed to his development team that he intended to bring back every previously playable character, he was met with silence.<ref>{{citeweb|url=https://www.theverge.com/2018/6/12/17453214/super-smash-bros-ultimate-nintendo-switch-masahiro-sakurai-e3|title="Why Super Smash Bros. Ultimate was such a daunting game for its creators to build" - The Verge}}</ref> The project plan was later finished by December 2015,<ref>https://twitter.com/AllSourceGaming/status/1062725619270762496</ref> and development officially began in February 2016, immediately after DLC wrapped up for ''SSB4''.<ref>https://www.sourcegaming.info/2018/12/12/sakurai-tells-more-details-about-smash-ultimates-development/</ref> On November 12, 2017, [[Nintendo]] filed a number of trademarks, notably including a [[:File:JapaneseSmashTrademark.jpg|Japanese ''Super Smash Bros.'' logo]].<ref>{{citeweb|url=http://www.japanesenintendo.com/post/167397863114|title=“Nintendo Apply for a Number of Trademarks” - Japanese Nintendo}}</ref> | ||
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