In a recent interview with Gamespot, Sakurai had some choice words to say regarding one of his most famous works, the Super Smash Bros. series. In the interview, he notes that Super Smash Bros. isn't, in his mind, a fighting game. This isn't to put the competitive scene down in any way, but rather to try and put the whole perspective of genres into question. You can check the interview out below for the full scoop, but here's a snippet about his views on unpredictability such as the tripping mechanic in Super Smash Bros. Brawl to get you started.

When you boil things down to pure competition, it's not always the most engaging experience. For example, think about the 50-meter dash. This is something that really comes down to speed. You see a lot of people progressing in a linear direction, and the person who is fastest in the beginning is quite often going to be the winner. It's predictable--and while it is pure competition, it's not necessarily engaging in the same way as events with unpredictability. As developers, we have to think about all of these circumstances when designing fighting games.

Hit the jump to hear more about what Masahiro Sakurai has to say regarding fighting games, and where Super Smash Bros. fits into the genre's current situation.

When I began working on the first Smash Bros., there was a great focus on [highly-technical] fighting games, and that's something we've seen branch off into sort of a niche direction. Now, those types of fighting games have a very high barrier to entry for new players, while Smash was always meant to appeal to lots of people from different gaming communities. When you look at fighting game forums, you'll see a preference for Melee, and yet, I think there are lots of people in the silent majority who don't post online who prefer Brawl. Ever since I started working on the Kirby series, I've always thought about the needs of the less vocal, beginning players of games.

In referral to the new trend of fighting game developers offering up free-to-play alternatives to their consumers, Sakurai also commented:

One of the best ways to look at the fighting game genre is thinking about this pinnacle--this peak--we've built up to where these games have become more of a hobbyist [genre]. I think that trend might be reaching an end.

Speaking about the genre itself, and what he defines Smash Bros. as, this is what he had to say.

I think the idea of the fighting game genre can be somewhat limiting. People have defined in their own minds what constitutes a fighting game, and that can be such a specific set of characteristics that when other people are viewing a game from the outside and they learn it's a fighting game, they may predetermine it's not for them simply because of what they expect from it as a fighting game. When planning the development of a new game, I always take a lot of care to discuss the concept and try to define it as best I can. For example, I like to think of Smash as a four-player battle royal action game. You'll notice that's a lot longer than saying it's a fighting game, because 'fighting game' is a completely different label. You can talk about a fighting game or an action game or a racing game, but as soon as you define your game specifically in those terms, you start limiting your creative range because you're thinking of the limitations of that genre. Perhaps the best thing we can do now is start with a concept rather than a genre. If we can do that, perhaps we can grow the whole idea a little bit.

What are your thoughts on Sakurai's ideas on game development and how to work around the borders of what constitutes a "genre"? Let us know in the comments.

Thanks to kingofthesharks and Tensa for this news tip.

Source: GameSpot.