Budget Player Cadet_
Smash Hero
Typically, whenever a ruleset argument gets started, the most common thing that happens is that the people in favor of any sort of ban which is a subjective addition claim, "All ban criteria is subjective" and use that to stymie any and all arguments against them.
Now, of course I realize that the criteria to ban almost anything is arbitrary. After all, it's not like Sirlin's principles for competitive gameplay apply to a party game that we decided to make competitive... Does this mean we could just ban whatever the hell we want? Essentially, yes.
Wait, what?
We could, essentially, ban every stage except FD. We could ban every character except ganondorf, or ban every character except Metaknight. We could (and do) remove items comepletely. HOWEVER, as the competitive community, should we do this? No. And there's a very simple reason for this. We, as the competitive community, are obligated to make the game competitive. And one of the key elements of competitivity is the skill requirement of the game. It is THE determining factor that ensures that Chess is a very competitive game, while solitaire and tic tac toe aren't. It is the difference between a game where the first player to press A wins and a game like Brawl. We should therefore aim for the highest possible competitive skill requirement possible in the game. I think just about everyone will agree on this-a higher skill level in-game leads to a higher competitive bar; it forces you to be a better player in order to compete at the highest level.
Now how does this tie in with what I said above? Well, let's see here... What requires more skill-ganondorf dittos on FD, or a version of brawl containing every possible character matchup with a massive selection of different stages?
This logic is the very best argument against banning a character who isn't shown to be absolutely pants-on-head ******** broken. A little excursion: by banning Metaknight, do we raise the overall skill level required at the top level of brawl? No. We lower it because people don't need to know how to fight against Metaknight, and Metaknight is not good to the extent that beating an opponent who doesn't main Metaknight with Metaknight is a walk in the park when both players are at an equal level-we don't have 100% MK top-8s. So of course we don't ban MK. Same as if we would ban Snake, or DDD.
It's also a good explanation as to why we don't ban DDD's infinites. DK, as a character, requires miles less skill if he doesn't have to worry about DDD's infinites.
"But with the infinites legal, DK is useless!"
With Sheik legal, Ganon is useless. And DK is not useless, he's just horrid in that matchup. You can still run up against DKs in bracket. You also can still run up against DDD's infinites in bracket as DK, which, again, requires a massive amount of skill to deal with (or a secondary character, another skill-increasing element).
A few common counter-arguments:
"All right, then how about we let people counterpick you to Street Fighter 4 or Mario Kart Wii?"
I hope everyone, including the person who originally posted this, realizes how ridiculous this is. We are playing brawl. Not street fighter, not mario kart, but Brawl. Why? Because we want to and because it's the game we want to play. Going beyond brawl may require more skill, but we're trying to compete to see who is the best at THIS video game. Although a pentathlon-esque iron-man tournament with something like Brawl, TvC, and MKW (best of 3; round one is one of the three games at random, round two is the loser's choice of one of the remaining two games, and round 3, if present, is the last of the 3 not chosen...) sounds like a very, very interesting tournament, we don't go to brawl tournaments to prove our prowess in other games. One thing I have not directly looked into is Damage Ratio and Items, but due to the fact that we know so little about the former and the latter is fairly random (sorry Jack), I'm going to leave them aside.
"And what about skill in the areas of Subspace Emissary, Home Run Contest, Brutal Brawl, etc.?"
Now here's the big issue here. What exactly are we trying to demonstrate? How good a player is at the vs. mode in super smash bros brawl. Now... what relevance does that player's ability to deal with the HRC have to what we actually want to test? Nothing. Absolutely nothing.
"We don't want to force our players to have skill in (insert stage-based element X here)"
Primary example being "We don't want to force our players to have skill in adapting to stages".
See, this is where we hit the competitive/casual divide. In a casual community, you're perfectly justified to take a skill the game requires of you and that does not cheapen competition (like the ability to adapt to having all items on does, due to the extreme randomness allowing this skill to be tested allows for) or remove other skills (like the ability to circle camp; testing that skill negates virtually all other skills from the game, an extremely negative aspect), and simply remove it. In the competitive community? No way in hell. It's an in-game skill that the game requires of you that does not remove competitive viability or mitigate any other skills. Saying "We don't want to force our players to adapt to stages" is akin to saying "We don't want to force our players to be able to space" or "We don't want to force our players to be good at brawl". There is no justification whatsoever for a competitive community to purposefully remove or mitigate a skill which is critical for being good at the game in almost every version.
"Your last two arguments contradict each other!"
No, they don't. The key here is that we're trying to test the players in their capabilities in the versus mode. This gives us fair reason to completely ignore the skills that have nothing to do with the versus mode. Why we can't apply this argument to various other parts of the game is their direct relevance to the versus mode. Being able to deal with stages is ALWAYS relevant to the versus mode of gameplay. Being able to deal with the stages involved in the versus mode is also directly relevant to a player's skill in vs. mode. In fact, I'd say it's fair to say that every stage in the game is directly relevant to a player's skill in vs. mode; just that certain ones such as Temple or Warioware are severely skill-mitigating, as stated before, to the extent that they cannot be legalized. I've covered this already, I believe.
Either way, the point is that there is no true contradiction. Disregarding skills that have absolutely nothing to do with what we want to check in a player has no relation to disregarding skills that have a DIRECT CONNECTION to what we want to check in players.
"Yes, now what requires more or less skill is subjective, good luck dealing with THAT."
Nope. Sorry. More or less skill is not subjective. It is difficult to quantify, but by far not impossible or even improbable. In fact, especially in certain areas, you can see very clearly that this is the case-the game objectively requires more skill when PS2 is legal than when PS2 is banned. The game OBJECTIVELY requires more skill when Ganondorf is legal than when he is banned. It's not hard to figure out in most cases. How?
Here's what you do:
Quite simply, if an element which is necessary to test a skill mitigates many other critical in-game skills, then it should be banned, and the skill that it tests is reasonably mitigatable. Primary example for this is Circle Camping, because while circle camping is a part of the game, checking "who is the best at circle camping" means not checking a player on a multitude of other in-game skills-in fact, almost every other in-game skill. Walkoff camping works in almost the same way. Fin camping? Same ****. IDC? ...I'm seeing a pattern...
Circle camping-Broken, degenerate tactic
Walkoff Camping-Broken, degenerate tactic
Fin camping-Broken, degenerate tactic
IDC-Broken, degenerate tacti-
....
It appears we have found Sirlin's reasoning, and it also appears that we have found an almost ideal competitive backing for it. In other words? Sirlin is right, and his logic DOES apply to brawl, including stage selection. There is no competitive reason to not include stages, chaingrabs, or any other gameplay element in this.
This has, inherently, next to nothing to do with stages. Just FYI.
Now, of course I realize that the criteria to ban almost anything is arbitrary. After all, it's not like Sirlin's principles for competitive gameplay apply to a party game that we decided to make competitive... Does this mean we could just ban whatever the hell we want? Essentially, yes.
Wait, what?
We could, essentially, ban every stage except FD. We could ban every character except ganondorf, or ban every character except Metaknight. We could (and do) remove items comepletely. HOWEVER, as the competitive community, should we do this? No. And there's a very simple reason for this. We, as the competitive community, are obligated to make the game competitive. And one of the key elements of competitivity is the skill requirement of the game. It is THE determining factor that ensures that Chess is a very competitive game, while solitaire and tic tac toe aren't. It is the difference between a game where the first player to press A wins and a game like Brawl. We should therefore aim for the highest possible competitive skill requirement possible in the game. I think just about everyone will agree on this-a higher skill level in-game leads to a higher competitive bar; it forces you to be a better player in order to compete at the highest level.
Now how does this tie in with what I said above? Well, let's see here... What requires more skill-ganondorf dittos on FD, or a version of brawl containing every possible character matchup with a massive selection of different stages?
This logic is the very best argument against banning a character who isn't shown to be absolutely pants-on-head ******** broken. A little excursion: by banning Metaknight, do we raise the overall skill level required at the top level of brawl? No. We lower it because people don't need to know how to fight against Metaknight, and Metaknight is not good to the extent that beating an opponent who doesn't main Metaknight with Metaknight is a walk in the park when both players are at an equal level-we don't have 100% MK top-8s. So of course we don't ban MK. Same as if we would ban Snake, or DDD.
It's also a good explanation as to why we don't ban DDD's infinites. DK, as a character, requires miles less skill if he doesn't have to worry about DDD's infinites.
"But with the infinites legal, DK is useless!"
With Sheik legal, Ganon is useless. And DK is not useless, he's just horrid in that matchup. You can still run up against DKs in bracket. You also can still run up against DDD's infinites in bracket as DK, which, again, requires a massive amount of skill to deal with (or a secondary character, another skill-increasing element).
A few common counter-arguments:
"All right, then how about we let people counterpick you to Street Fighter 4 or Mario Kart Wii?"
I hope everyone, including the person who originally posted this, realizes how ridiculous this is. We are playing brawl. Not street fighter, not mario kart, but Brawl. Why? Because we want to and because it's the game we want to play. Going beyond brawl may require more skill, but we're trying to compete to see who is the best at THIS video game. Although a pentathlon-esque iron-man tournament with something like Brawl, TvC, and MKW (best of 3; round one is one of the three games at random, round two is the loser's choice of one of the remaining two games, and round 3, if present, is the last of the 3 not chosen...) sounds like a very, very interesting tournament, we don't go to brawl tournaments to prove our prowess in other games. One thing I have not directly looked into is Damage Ratio and Items, but due to the fact that we know so little about the former and the latter is fairly random (sorry Jack), I'm going to leave them aside.
"And what about skill in the areas of Subspace Emissary, Home Run Contest, Brutal Brawl, etc.?"
Now here's the big issue here. What exactly are we trying to demonstrate? How good a player is at the vs. mode in super smash bros brawl. Now... what relevance does that player's ability to deal with the HRC have to what we actually want to test? Nothing. Absolutely nothing.
"We don't want to force our players to have skill in (insert stage-based element X here)"
Primary example being "We don't want to force our players to have skill in adapting to stages".
See, this is where we hit the competitive/casual divide. In a casual community, you're perfectly justified to take a skill the game requires of you and that does not cheapen competition (like the ability to adapt to having all items on does, due to the extreme randomness allowing this skill to be tested allows for) or remove other skills (like the ability to circle camp; testing that skill negates virtually all other skills from the game, an extremely negative aspect), and simply remove it. In the competitive community? No way in hell. It's an in-game skill that the game requires of you that does not remove competitive viability or mitigate any other skills. Saying "We don't want to force our players to adapt to stages" is akin to saying "We don't want to force our players to be able to space" or "We don't want to force our players to be good at brawl". There is no justification whatsoever for a competitive community to purposefully remove or mitigate a skill which is critical for being good at the game in almost every version.
"Your last two arguments contradict each other!"
No, they don't. The key here is that we're trying to test the players in their capabilities in the versus mode. This gives us fair reason to completely ignore the skills that have nothing to do with the versus mode. Why we can't apply this argument to various other parts of the game is their direct relevance to the versus mode. Being able to deal with stages is ALWAYS relevant to the versus mode of gameplay. Being able to deal with the stages involved in the versus mode is also directly relevant to a player's skill in vs. mode. In fact, I'd say it's fair to say that every stage in the game is directly relevant to a player's skill in vs. mode; just that certain ones such as Temple or Warioware are severely skill-mitigating, as stated before, to the extent that they cannot be legalized. I've covered this already, I believe.
Either way, the point is that there is no true contradiction. Disregarding skills that have absolutely nothing to do with what we want to check in a player has no relation to disregarding skills that have a DIRECT CONNECTION to what we want to check in players.
"Yes, now what requires more or less skill is subjective, good luck dealing with THAT."
Nope. Sorry. More or less skill is not subjective. It is difficult to quantify, but by far not impossible or even improbable. In fact, especially in certain areas, you can see very clearly that this is the case-the game objectively requires more skill when PS2 is legal than when PS2 is banned. The game OBJECTIVELY requires more skill when Ganondorf is legal than when he is banned. It's not hard to figure out in most cases. How?
Here's what you do:
Quite simply, if an element which is necessary to test a skill mitigates many other critical in-game skills, then it should be banned, and the skill that it tests is reasonably mitigatable. Primary example for this is Circle Camping, because while circle camping is a part of the game, checking "who is the best at circle camping" means not checking a player on a multitude of other in-game skills-in fact, almost every other in-game skill. Walkoff camping works in almost the same way. Fin camping? Same ****. IDC? ...I'm seeing a pattern...
Circle camping-Broken, degenerate tactic
Walkoff Camping-Broken, degenerate tactic
Fin camping-Broken, degenerate tactic
IDC-Broken, degenerate tacti-
....
It appears we have found Sirlin's reasoning, and it also appears that we have found an almost ideal competitive backing for it. In other words? Sirlin is right, and his logic DOES apply to brawl, including stage selection. There is no competitive reason to not include stages, chaingrabs, or any other gameplay element in this.
This has, inherently, next to nothing to do with stages. Just FYI.