Masahiro Sakurai is in pain. The creator of Super Smash Bros. suffers from calcific tendonitis in his right shoulder, and it shows: Sakurai often holds his arms as he talks, and he says he canāt use a regular mouse anymore. It hurts too much.
Still, he is cheerful and friendlyāif a little subduedāwhen talking about his work. Itās Thursday, the last day of E3, and weāre chatting on the second floor of a booth that Nintendo has set up for corporate meetings and interviews. I have roughly 40 minutes to pick Sakuraiās brain about his latest announcementātwo new Super Smash Bros. games that will be out for Wii U and 3DS next year.
Sakurai is best known not only as the genius behind Nintendoās mascot fighting series, but as the creator of one of their most famous characters, a ravenous pink ball of fluff named Kirby. Heās wearing a flashy sequined purple shirt, and he speaks through a translator. We talk about game balance, about the Wii U GamePad, about how he selects characters for Smash Bros. games. When weāre done, I want nothing more than to go home and beat up Nintendo characters.
Hereās the full Q&A, edited for clarity and brevity.
Kotaku: My first question is, what is the process like for deciding which characters in a Smash Bros. game to include and which to cut from game to game?
Sakurai: First of all, in regard to cutting characters: at this point thereās nothing I can say in any official position regarding that process. But letās go ahead and talk a little bit more about how we decided what characters to have.
Kotaku: Okay.
Sakurai: The first thing is to take an idea. For example, imagine a game and characters within that game. Take a character such as the villager in Animal Crossing. The next process is think about that characterās role in their game and then the structure of the game weāre making. How do those work together with each other? What kind of interesting things can you do within the structure of the game? And then if you were to actually implement that character, how would the end result be, how it works with other elements of the game?
An important thing is that the characters stand out from one anotherāfor instance, we might wanna be able to take characters that arenāt typically combat-based characters. So you might have a sword-based character, but other characters are not necessarily going to [have swords]. Youāre not gonna wanna focus on that sort of element, just so thereās a distinction between all of the other combat-based characters.
They have to have something really unique that makes them stand apart from other characters in the game, and not limit yourself to characters that are just combat-based.
āThey have to have something really unique that makes them stand apart from other characters in the game.ā
Kotaku: I know that you canāt talk too much about the characters that will be in the next game, but for previous Smash Bros. games, have there ever been characters that you wanted to include but couldnāt figure out a good mechanic for them, like a way to fit them into the game?
Sakurai: Yeah, thereās been a lot of instances like that. For example, there are places where we planned to have a character but then implementing that character just didnāt work out. Or we wanted to implement some character but there was too much overlap with other characters from the same title, and it didnāt work out. Or thereās places when I wanted to implement some character, but the image for how it works in the game just never comes to fruition.
Kotaku: Could you give some examples?
Sakurai: Unfortunately, I canāt talk about it, because what will happen with those instances in the future is something that is still up for debate.
Kotaku: I know Mega Man is a character that has been requested for a very long time ā is there something different about this game that will make it okay to bring in Mega Man? Have you tried to include Mega Man before?
Sakurai: No, actually, there was never any consideration to having him in previous games, and if you think about it, there hasnāt been really a precedent for third-party characters joining other than very special cases like Sonic, during the last game. Itās something that wasnāt even possible. Weāre now going into versions four and five within the seriesāthis is only something thatās now possible.
Kotaku: When you say four and five, do you mean the 3DS and Wii U versions? Those are separate?
Sakurai: Yeah, exactly.
Kotaku: While we bring that up, how will those versions be different?
Sakurai: Essentially between the two versions the character structure is the same, and the moves shared between the characters are the same, but the stages are entirely different. On the 3DS, weāve taken the motif of handheld games and then on the Wii U version, featured primarily stages based on games on console.
Kotaku: And how will they be able to connect, the 3DS and Wii U version? Will I be able to play against Wii U people if Iām using the 3DS?
Sakurai: Itāll be possible, in fact, on the 3DS version thereāll be a certain degree of character customization. You can have your own personalized character that youāll then be able to take over and move onto the Wii U version and play.
Kotaku: And you can alsoāon the 3DS versionāplay against people playing the Wii U version?
Sakurai: Actually, thatās not possible. What is possible is for you to be able to customize your character, transfer it to the Wii U, and then play there. It would be technically impossible, just because the stages are so different between the two versions, so there isnāt a situation where you have a handheld device and a console and youāre able to play at the same time. Just more of a situation where thereās integration, and [ability] to transfer data.
Kotaku: Back to characters, I just have one more question about the characters real quickāis there any third-party character that youād most want to see in a Smash Bros. game?
āThere wonāt be a trend of adding a lot of third-party characters. You can sort of think of Mega Man as being the special case.ā
Sakurai: Iām really sorry. If I were to answer that question, Iād get in a lot of trouble in a lot of different ways, so I canāt answer. (laughter) But I think I can say generally that there wonāt be a trend of adding a lot of third-party characters. You can sort of think of Mega Man as being the special case.
Kotaku: Should people expect returning characters, should they expect most of their favorites from Brawl to come back?
Sakurai: The reality of the situation unfortunately is that there are certain limitations on the 3DS, so weāre forced into a situation where we may need to reduce some characters to a certain degree, but weāre really working hard to include as many characters as possible.
Kotaku: Okay. Do you have a favorite character of all the Smash Bros. games? Do you have any character that you like to play the most?
Sakurai: As the creator, if I start thinking about one as my favorite, thereās a certain amount of bias that enters the creation process. They might sort of unwillingly become stronger. So my stance is that I like them all. Actually, I would like to hear if you have any personal favorites.
Kotaku: Kirby. On the N64, in the first Smash Bros., I would play Kirby all the time.
Sakurai: As the creator of Kirby, there may have been instances when people thought ohh I made Kirby stronger because I have a preference for him, so I definitely avoid trying to give any sort of preference, and especially even mentioning anything to anybody aboutāto give them the idea that I like somebody more than the others.
Kotaku: Interesting, thatās very interesting. And I wanna talk a bit more about balancing characters later. But a lot of people askedāwhen I took questions from readersāa lot of people asked, they all want to know: will tripping be back?
Sakurai: To answer quite frankly, it will not return.
Kotaku: Okay. People will be very happy to hear that. I also wanted to askāobviously with the Wii U we have the GamePad screen, and I wanted to ask you: is there anything cool or unique or interesting you can do with that gamepad for a game like Super Smash Bros.?
Sakurai: Actually, Iām not really planning anything that really pushes the GamePad in super-weird directions, just because everyone has their own special preference of what controller they like to use. You would end up in a situation where you have some unbalance in the controls, or in the playing field, so nothing that is super unique and contributes to controls.
Kotaku: On a non-Smash Bros. note, do you have any crazy ideas for games that could use the GamePad?
Sakurai: I imagine if I started thinking about it, Iād get a lot of ideas. But Iām 100% focused now on creating new Smash Bros., and I imagine until thatās totally finished, there will be no room in my brain to consider such things.
Kotaku: On a personal note, I remember hearing that your shoulder was hurting, and I wanted to ask if youāre feeling better now?
Sakurai: The reality, and very unfortunate reality of the situation is that itās still a considerable problem. Iām in a lot of pain. Iām in a position where I canāt use the mouse at this point, so Iām using the trackball, and as the creative director behind an action game, thatās a real critical issue, unfortunately. But still, all things being said, Iām still 100% committed to the creation of Smash Bros.
āThe reality, and very unfortunate reality of the situation is that itās still a considerable problem. Iām in a lot of pain.ā
Kotaku: Iām awfully sorry to hear that⦠To switch gears a little bit, how much do you follow the competitive scene, competitive Smash Bros.? Thereās a big US community, I donāt know if thereās a community in Japan also, but do you follow that competitive Smash Bros. scene?
Sakurai: In Japan, thereās actually a tournament scene, and itās an annual thing⦠thatās something that just wrapped up, actually. It sort of reached its peak, and then now with anticipation for the next title, itās sort of on hiatus. I imagine that will pick up again on release of the new games, but thatās something that personally Iām not involved in. Itās something that Nintendo manages. Personally, I canāt really say too much about that.
Kotaku: Do you ever talk to the high-level competitive players when youāre balancing Smash Bros.?
Sakurai: Mostly I donāt incorporate feedback like that. Basically, Smash Bros. is designed to be sort of targeted at the center, intermediate players, and if you think of sort of a skill graph or something where if youāre targeting just the peak of that performance level, youāre targeting a very small group of people. We wanna avoid a situation where it becomes a game sort of like other competitive fighting games, where itās only apreciated by a very small, passionate group of sort of maniac players. We definitely donāt want that sort of situation. Itās supposed to be a fun game for a wide variety of people.
But thatās not to say that I donāt appreciate very high-level competitive play, the type of very refined competitive gameplay that happens in other fighting games. Personally, I have a lot of experience playing in the arcade scene, and personally came out as a champion of a 100-person battle in arcade Street Fighter II
Kotaku: Recently?
Sakurai: A long, long time ago. So I donāt wanna ignore that thereās that type of pleasure to be had from the game.
Kotaku: Could you talk a little bit about how you balance it out, because thereās so much going on in Smash Bros.āhow do you make it so each character is as strong as the others?
Sakurai: Do you mean more as far as the overall game design, or in the process of development making minor adjustments to the game?
Kotaku: I would love to hear your answer to both.
Sakurai: So in regards to overall game balance, what we do is we use sort of this monitor playtest where we set up players of a certain level to play highly-skilled players in an arena. For example, an arena just with maybe a single platform and we watch them fight over a certain amount of time and view video from that and decide at a high level how to make adjustments to that for the base.
Smash Bros. is all about positionāwhere youāre at and what kind of power the player has based on where their position is at. So itās something that players have to take advantage of. But if suddenly you create sort of a testing scenario where the position balance is removed from the equation, and you sort of start to see where, when you remove that one factor from the game, youāre basically testing two players in the same circumstances, thatās when you can really start to see the differences and balance between characters.
As far as the overall balance, if you were to take that and then put it in a flat playing field and have characters fight, you get a situation where suddenly, itās no different than any other fighting game. We realized that having different positioning, thereās a lot of factors that occur in vertical elements of the stages. Once you get the core balance, then you can stretch out from there and realize, well, players donāt want to play a normal flat fighting game: they want the special peculiarities of Smash Bros., where thereās a lot of verticality, where the collision detection is a little broader. And the overall balancing goes factoring in those vertical elements as well.
Kotaku: It seems like that must be very difficult, to take all those factors into account. How do you manage to make each character still feel strong and still feel like they can be competitive with the rest of the characters, even with all those positional factors?
Sakurai: Yeah, if it was just a flat playing surface, it would be one thing, and you could determine pretty quickly which was the stronger character. But given the circumstances of the series, and there are so many factors, it comes down to a quite simple process, where you give characters a specialāsomething special that no other character has. A special technique. And at the same time, as that ratchets up their strength, you also have to take something away, so it becomes a sort of game of checks and balances where youāre adding and removing.
So again, itās very important to have that system of checks and balances where if a character has some very strong point, you have to give him something weak. If a person really likes that character, and they want to have that special strength, theyāre going to have to sacrifice something to be able to take that weakness and create sort of a balance in that sense, where each character has something that certain people like.
āItās very important to have that system of checks and balances where if a character has some very strong point, you have to give him something weak.ā
Kotaku: Ah. Could we talk about the Final Smash, will it still work like it did in Brawl?
Sakurai: So, yes, the Smash Balls will be included, and each character will have a Final Smash.
Essentially, the incorporation of the Smash Balls and the Final Smash was something to accommodate, or to counter a situation where in a game youād have a strong player and without those things, you would have a situation where clearly always the strong players would come on top. And so we wanted to add a little bit of some accidental or random elements to help sort of narrow the possibility of who would come out on top in a match. And so our opinion on it was that it sort of helps balance the game. Of course, hardcore players might take issue with it, so thatās why we decided to make it an option you can turn on or off.
That goes along with thinking about how I think each player should be able to customize the experience so we can accommodate different play styles. Itās very important for me for everybody to have the play experience that they want. Itās also very important for me to be able to accommodate the opinions of the most passionate players, of course, which tend to be the more advanced players.
Kotaku: Do you feel like there were flaws or weaknesses in Smash Bros. Brawl that you want to make better, or fix, or learn from for the new Smash Bros. games?
Sakurai: I would consider the changes that weāre making this time around not as fixes, but that weāre changing the direction. And so the vision for the overall balance of the game in Smash Bros. Melee, it was sort of more focused towards more hardcore players. Then when it came around to making Brawl, this was a game that was targeting a Wii audience where there were a lot of beginner players, so it sort of leaned a little bit more in that direction. So now, for this time around, weāre sort of aiming for something that is in between those as far as the speed of the game. Because I donāt really think this time weāre in a situation where weāre trying to accommodate that many new players like we did last time.
Kotaku: People will be very happy to hear that. Thank you so much for your time.