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Just a friendly observation to hopefully reduce arguments. From a production standpoint there seem to be really only two kinds of clones. | Just a friendly observation to hopefully reduce arguments. From a production standpoint there seem to be really only two kinds of clones. | ||
* TYPE 1. Echoes, originally known as "model change" characters, share enough attributes with their parent fighter such that they're balanced against their parent fighter | * TYPE 1. Echoes, originally known as "model change" characters, share enough attributes with their parent fighter such that they're balanced against their parent fighter to they feel equally viable overall pre-release. You save both a lot of development time, and a lot of playtest time (i.e. it would take ~55x the amount of playtest time for an unique fighter compared to an echo in 4. and ~70x the playtest time in Ultimate. They really are icing on the cake after the game is finished and not "stealing slots." You'd have to give the entire roster an echo to equal adding one unique newcomer) | ||
** This applies to Dr. Mario explicitly in Smash 4 (and is why he's in the echo fighter corner on the CSS), but is likely one of the core philosophies behind echo fighters that was carried forward (even if Doc stopped being an echo in Ultimate due to having even more differences). Source: https://smashboards.com/threads/sakurai-on-mii-fighters-dr-mario-and-duck-hunt.385210/ | ** This applies to Dr. Mario explicitly in Smash 4 (and is why he's in the echo fighter corner on the CSS), but is likely one of the core philosophies behind echo fighters that was carried forward (even if Doc stopped being an echo in Ultimate due to having even more differences). Source: https://smashboards.com/threads/sakurai-on-mii-fighters-dr-mario-and-duck-hunt.385210/ | ||
* TYPE 2. Characters that are "based on" another fighter to start, but end up being completely unique characters on the roster. i.e. you start with a certain fighter as a base, and tweak their moves, animations, proportions, attributes etc so much that they are unique enough to be tested against the rest of the roster and not just the character they are based on. So you've saved some development time (depending on how different you make them), but have essentially a unique character and don't save any playtest time. These character are Clones. | * TYPE 2. Characters that are "based on" another fighter to start, but end up being completely unique characters on the roster. i.e. you start with a certain fighter as a base, and tweak their moves, animations, proportions, attributes etc so much that they are unique enough to be tested against the rest of the roster and not just the character they are based on. So you've saved some development time (depending on how different you make them), but have essentially a unique character and don't save any playtest time. These character are Clones. |
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