Chapter 2 We Are Smash Bros: Understanding Player Types and Ideals Through Worldwide Game Design

In: Culture at Play: How Video Games Influence and Replicate Our World
Authors:
Bradley McAvoy-James
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Bobbie Fletcher
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Abstract

When game designers and producers try to understand the consumers who play videogames, there is often a struggle to comprehend who exactly plays their product and why they play it the way they do. This data obviously has many uses; it can show exploitable player patterns, product flaws or strengths and, perhaps the most interestingly, showcase the mindset of entire continents of players. This information can then be utilised for targeted marketing as well as within development cycles to encourage new player bases. This paper seeks to examine the popular Nintendo title Super Smash Bros. for the Nintendo Wii U and 3DS, its passionate player base and their treatment of a highly controversial character: Sonic the Hedgehog. By exploring this character’s treatment, playstyle, impact on players and his changes inside and outside of the game, we can accurately see how large player bases evolve and change throughout a worldwide market.

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