frankxthexbunny
Smash Apprentice
INTRODUCTION: The Folly of Balancing Project M as if it was Melee
There are 861 Matchups in Project M. Not only that, but characters in Project M are far more volatile than melee. We have a Ganon who can chaingrab to death. We have a Snake with punishes that are so brutal that he mind as well be wobbling if he gets that tranq on you. We have characters that heal themselves and characters with the aerial game of jigglypuff and yet still can play aggressively. We have Lucario. It is increasingly clear the more it is discussed on tier list threads that pushing for a game with an even matchup spread, that is to say, 50/50 matchups across the board, is not only impossible given the fact that we're unwilling to homogenize characters out of their most interesting traits, but so unreachable that in this game playing Project M competitively for money will be inconsistent for years to come. This is not just a problem for high level players that have a chance at winning first prize in a game. If high level players feel like they might lose a match because of an inevitably bad matchup, they will not waste the money of participating in a tournament. Without high level players there, low level players are less likely to attend. The fact that the diversity in character traits is causing volatile matchups for even the high tier characters makes the prospect of securely winning a tournament as the best player a matter of bracket layout and even luck. Not only can a high level player not hope to deal with all the inevitably volatile matchups that will occur with low level players, it is very likely that for years to come there will be MANY instances of hardly known players coming in with a character that hasn't been adequately explored and cleaning house with something players are not prepared to deal with.
With this in mind let us ask a few questions and see where it takes us:
What can the player do about this?
Well for one it is inevitable that everyone is going to dual main. Any character that can effectively solo through a bracket will be nerfed. Without question. Every character will counter some characters, and if they are not countered by some characters to even it out they are imbalanced and will be nerfed. Inevitably every player will have a character that they use as a main against most the matchups, a consistent character like Mario or Fox, and have an alt for all their bad matchups. This is a patch to the problem but won't fully solve it, because they do have to accurately guess who their opponent is going to play, and since their enemy will also be dual maining this will become part of the meta, and people are still going to find themselves losing at character/stage select. No matter how good you are, everyone loses at character selection eventually, and if they don't, they are playing a character that the community perceives to be overpowered. Left how it is this creates a counterpick war in the meta. If we continue on this path however we're going to have a melee top 8, and they will be decided by the characters a high level player can feel most consistent maining. Every other character will be considered too inconsistent to main reliably in a tournament setting. Even these characters will have some counters more than likely in the 41 character cast, and will lose tournaments to characters considered too volatile to main.
What can PMDT do about this?
They can try to even the matchup spread. I have mentioned that this is impossible, but let's assume they try. This creates the melee scenario I mentioned before. So let's instead stop trying to fight against the current and see if we can balance the game with this certainty in mind. Let us instead nerf the characters who have few bad matchups but many good matchups, and instead balance everyone to create a bell curve around a 50 50 matchup spread. For every 30 70 a character has we do our best to make sure they ALSO have a 70 30. This is already the case to an extent, the only difference will be PMDT keeping this in mind as they create further balance patches. If we cannot avoid a melee scenario for pushing for across the board 50 50, we balance by giving EVERYONE a few bad matchups. This technically balances the game, but doesn't solve our problem: bad matchups existing in the game still make tournament victory inconsistent and therefore not worth it. In order to solve this problem we have to realize that our goals: to have everyone be viable in tournament and to have a game with no bad matchups yet unique characters is a fools dream with our current rule set. So since this game is going to have characters with counters and characters who counter them let us turn to other games that deal with this problem.
The games I found that solve this problem are Pokemon and League of Legends. The commonality with their solution is simple: give you a team of characters that you can choose their attributes, and then have the metagame in optimizing your team. Project M has a game mode that makes this possible, and it was added as just a side gimmick for fun.
The Tournament Rules
Umbreon's thread (http://smashboards.com/threads/project-m-recommended-ruleset.396408/) is the base that I'll use with a few differences.
NOTE: Originally these rules stipulated that you were not allowed to repeat characters within matches. This has been argued to a satisfactory manner both in and out of the thread. I still believe that the ruleset benefits from team based fighting, but the option to play only one character should still stand with the knowledge that you can be fighting 4 different enemies in your next match.
- The matches are set to All Star Mode. 4 Stocks.
- Both players choose their characters blind.
- After first match they switch off choosing characters in front of each other, Winner choosing first. If you intend to play only a single character, indicate so when you choose your character.
- Note: There's an also optional pattern of switching off character choice, this is the ABBAABBA pattern, where winner chooses first, then loser twice, then winner twice, then loser twice, then winner one last time. This gives everyone an equal chance to counterpick the other. I won't make that the official rule until I've tested it yet, so for now I'll call it TO optional.
The Benefits of This System
- The Rock, Paper, Scissors in matchups is mitigated GREATLY.
- Uses rules and systems already present within the game.
- Makes the counter pick metagame more interesting yet less decisive
- Stage choice still influences the game greatly while being less likely to cost a player the game.
- Far easier to balance for every character being viable.
With more normalized matchups using this method victory will be more about skill and strategy than ever, high level players will have more reason to take the game seriously, and with higher attendance from high level players low and mid level players will join as well, creating a better victory pot which encourages more tournaments and more coverage. It could be the key to making Project M as big as any smash game has ever been.
Possible Criticisms of the Rule Set
- I do not want to have to learn multiple characters. It'll spread me too thin.
- Project M was supposed to be like Melee. Changing its ruleset contradicts its goal to emulate a more balanced melee.
If there are any other criticisms please voice them in the comments. I want to hear people's thoughts. I've been considering this all day and I really cannot see any problems with it if and only if the PM community is willing to let go of the past and adapt. Smash 4 has begun using custom movesets in tournament. They adapted because they realized they are their own thing and free to do things their own way. Can we prove to other smash players that we have what it takes to adapt to the unique game we've been given? Or are we just going to do things the way they've always done because we want things to always stay the same. This decision is key to the the future of project m as an inconsistent mod, or a fully viable competitive game.
I'd like to thank Zigludo, Elohemian, and ModestM00se for their assistance.
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