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GDC 08: Masahiro Sakurai talks Brawl development photo

I don't think that the buzz surrounding Super Smash Bros. Brawl could be any more intense -- at least, not as evidenced by the colossal line outside of hall 135 in the Moscone Center this morning, packed with ravenous journalists, developers, and everymen waiting to hear Masahiro Sakurai speak on the development of his latest title. 

How does one go about creating a game like Brawl? How were characters selected, updates developed? Sakurai put his project under the microscope and dissected the development of Brawl as we know it today.

GDC staffers advised attendees to limit flash photography to a minimum as we piled into the hall, but it didn't really stop anybody. A flashmob of paparazzi-esque fans snapped the crap out of Masahiro Sakurai while he prepared for his lecture -- with a smile, Sakurai pulled out his own camera and took a few shots of the crowd. 

Sakurai introduced himself as a freelance game designer, and explained that his company -- Sora, Ltd. -- is just two people, himself and his assistant. The presentation described the collection of a development team for Brawl as a "group structured like a mercenary horde" -- developers roped in from everywhere, freelancers and part-timers, Game Arts and even a few folks from his old haunt, HAL Laboratories. In all, 100 people worked on Brawl

Speaking on the development of the character roster,  Sakurai said that most of the characters were settled upon in the planning stages, which was completed about two years ago. But Sonic was the exception to this process. 

"The decision to include Sonic was not made until 2007," Sakurai noted.

In terms of his criteria for characters to be included in the game, Sakurai said that to merit inclusion, characters had to stand out, and do something that only that character can do. Additionally, new additions to the roster had to improve the balance of series representation -- you don't want half of the roster from the Mario series, or Zelda. The developer put an additional emphasis on individuality. "Clarifying the concept early on of what a character can do was very important," he said.

Sakurai discussed Brawl's visual style, and noted that in every Smash Bros. title to date, there was an issue of making the characters look appropriate next to one another, and trying to find ways to scale them in such a way that it made sense. The size and shape of Lucas versus the Pokemon Trainer, for example, illustrates that disparity; Lucas is shorter, but his head makes up some 30% of his total height. 

Additionally, Sakurai wanted to bring an enhanced level of detail to previously established character models to unify design across the roster. He compared Nintendo's standard model of Mario -- a cartoony, bright, colorful 3D rendering that we're all familiar with -- with his portrayal in Brawl, which has a much deeper level of detail. All the characters had to feel the same, even if they were radically different in fundamental design -- for that reason, detailing characters was crucial.

"If you had Bugs Bunny fighting a photorealistic character," Sakurai noted, "the result would be awkward."

In updating Pit from Kid Icarus for the new title, the developers were hung up on an interesting question. Sakurai put up two slides -- Pit as he was portrayed in the original Kid Icarus artwork, and his new Brawl incarnation. "He’s seen no design changes for about 20 years," Sakurai said. "So our planning was based on the question we posed to ourselves: What if we modernized him in a single leap?" 

As an example, Sakurai noted that throughout the many games in the Zelda series, Link gained earrings, got older and younger, and received more detail for his sword and shield. Pit had no such series, but Sakurai and his team tried to imagine that he had -- and based on that imaginary evolution, the additions and evolutions to the Pit character were made.

"We felt that making the character stand out was job number one. If a concept is well thought out and solid from top to bottom, both the creator and the audience will accept it. We wanted to stay true to the core essence of the character," Sakurai said.

He went on to discuss animation, and the difficulty in conveying his original ideas as to how characters ought to move and pose during different phases of an animation to the team. Explaining through gesture and writing it down wasn't going to get it across as well as simply showing the team. So Sakurai employed Microman action figures -- highly articulated action figures sold in Japan -- to make the exact pose, photographed them, and sent them to his staff. He showed the audience several slides with the pictures, juxtaposed with the final in-game result, first with Wario, and later with several other characters.

Sakurai closed his lecture with a short mention of the Smash Dojo, cited as a means of generating buzz and getting the word out. Sakurai revealed that at its peak, the Dojo got more than five million hits in a single week, and over one million hits in a single day. Maintaining the website had been a time consuming process -- "Dojo Update Hell," Sakurai called it -- but it was necessary. Though much of Brawl's following was built in, expanding that reach with daily updates and getting people excited about the product was a key aim of the Dojo.

And thus ended Sakurai's lecture. Brawl drops on March 9, which bizarrely seems to be farther away the closer it gets. Screw it, I'm going back to the expo floor!








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22 comments | showing # 1 to 22
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Cheeburga's Avatar - Comment posted on 02/22/2008 14:54
Cheeburga
Wonderful.
sTo0z's Avatar - Comment posted on 02/22/2008 15:01
sTo0z
The character choice piece in this article is hilarious given the final roster.
Chad Concelmo's Avatar - Comment posted on 02/22/2008 15:03
Chad Concelmo
Nice write-up, Aaron. I wish I could have been there with ya'. :)
Aaron Mxy Yost's Avatar - Comment posted on 02/22/2008 15:03
Aaron Mxy Yost
You mean he didn't have anything to say about Peach's panties?
Hiltz's Avatar - Comment posted on 02/22/2008 15:05
Hiltz
My three gaming gods: Miyamoto, Sakurai, and Suda 51.
deiga-the-semivaliant's Avatar - Comment posted on 02/22/2008 15:07
deiga-the-semivaliant
EXCITED.

I really find his remarks about unifying the character design interesting. It's something that I feel the people who make those silly 60 roster Photoshops will never really comprehend.
A New Challenger's Avatar - Comment posted on 02/22/2008 15:14
A New Challenger
For a bad example of unifying character design, see Morrigan in Capcom vs. SNK 2.
Snaileb 's Avatar - Comment posted on 02/22/2008 15:27
Snaileb
Wow that was really intresting. I knew Sonic was a late arrival too. Did he happen to mention anything about Destructoids "Dojo Update Hell"?

I keed... of course. :)
Bob Muir's Avatar - Comment posted on 02/22/2008 15:48
Bob Muir
I'm surprised it took so long to include Sonic, since they were always hinting and smiling about his inclusion.
Bob Muir's Avatar - Comment posted on 02/22/2008 15:48
Bob Muir
I'm surprised it took so long to include Sonic, since they were always hinting and smiling about his inclusion.
Aerox's Avatar - Comment posted on 02/22/2008 15:48
Aerox
I can't wait for Brawl, it's going to be amazing.
casualweaponry's Avatar - Comment posted on 02/22/2008 16:13
casualweaponry
So Solid Snake was always going to be in Brawl, from the very beginning? Interesting.

I still pine for Mega Man though. Wish he would have made it.
Toneman's Avatar - Comment posted on 02/22/2008 16:28
Toneman
"In terms of his criteria for characters to be included in the game...characters had to stand out, and do something that only that character can do."

So THAT'S why there's 3 Landmasters! It makes perfect sense now.
Klytus's Avatar - Comment posted on 02/22/2008 16:32
Klytus

'I examine Smash bros. like the Warren Commision did the Zapruder film'
Novakaine's Avatar - Comment posted on 02/22/2008 16:39
Novakaine
Toneman: Yeah, for fuckin' real.

SPOILERS FOR BRAWL'S FINAL ROSTER! ZOMG

I KNOW Masahiro Sakurai is a damned intelligent and creative man... which makes me wonder all the more freaking baffling why Ganondorf is still A CAPTAIN FALCON CLONE. Not to mention we get three very similar Star Fox characters, short clone Link, and how similar Lucas and Ness are in moveset. I wanted three things for Brawl: Ganondorf getting the original moveset he deserves, playable Ridley, and Lucario. Were it not for Lucario, I'd be pretty devastated right now.
Dan CiTi's Avatar - Comment posted on 02/22/2008 17:05
Dan CiTi
Sanke's radio messages in-battle this the best game ever made.
Dan CiTi's Avatar - Comment posted on 02/22/2008 17:06
Dan CiTi
Snake's radio messages in-battle makes this the best game ever made.
Artix Lumin's Avatar - Comment posted on 02/22/2008 18:29
Artix Lumin
@Klytus

Do you post this picture on every story?
Hiltz's Avatar - Comment posted on 02/22/2008 18:41
Hiltz
If I remember correctly, Snake was actually planned to be put into SSBM but the development team ran out of time.
Artix Lumin's Avatar - Comment posted on 02/22/2008 19:06
Artix Lumin
@Novakaine

I agree, Gannondorf NEEDS a new moveset. They should have put in either his SSBM cleaver sword or his LOZ:TP sword and made a moveset around that rather do the cheap thing they did with melee.

What I wanted in Brawl

1. Wi-fi play
2. 48 charicters
3. good story mode
4. No clones

I got 2 things I wanted!
SWE3tMadness's Avatar - Comment posted on 02/22/2008 20:35
SWE3tMadness
^ (MOAR SPOILARZ) Yeah, Ganondorf really needs to use his sword more often. I mean, they based him off of the TP model, and the time we see him in action the most is in the final duel. A SWORD duel. Not a street fight. That being said, despite having similar moves, the difference in properties and functions of those moves between Cpt. Falcon and Ganondorf is much more pronounced than it was in Melee.

Same thing with Fox, Falco, and Wolf. Similar movesets, but each character is played in vastly different ways.

The only issue I had with the character roster was the lack of Metroid reps besides Samus. But hey, she's pretty much a one-(wo)man team, and there aren't really any other recurring characters that could feasibly be made into fighters for Brawl. However, she did get a new stage - without any lava whatsoever - and a Ridley boss fight. So it's not all bad, I suppose.
HarassmentPanda's Avatar - Comment posted on 02/22/2008 21:26
HarassmentPanda
I never really got into the Smash games, but I can definitely respect the work and polish that goes into those games. The comment about unifying the graphic style of so many iconic characters is particularly interesting.
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