Obviously you include the legit 8-minute games where both players went all out, but the one where pwing lost by spending the entire 8-minutes stalling with 1 stock because someone paid him $5 to do so? I'm not complaining, because it was actually really interesting to watch, but at a super-serious national tourney an outside bet won by the loser would be classified as sandbagging or match-fixing, and he'd be disqualified.
(Of course, this was just a friendly weekly; pwing was fine in taking the bet, it was amusing.)
I still don't understand how it's so axiomatic that 5-minutes = evil.
I thought every single game of that tourney was fantastic and interesting. All my friends I linked it to, who both play smash and don't, thought it was too. We were screaming over skype at all the crazy gimps and comebacks. The chat was on fire!
Any suggestion that not only was this actually a boring and dreadful event, but that this is also self-evident, is just so far outside my experience that I can't even comprehend it.
Also, the average Brawl games in my experience were around 4-5 minutes. Some matchups were shorter (ICs, Olimar, Ganondorf), some were longer (Sonic, Snake, ROB).
I didn't realize the bet was
specifically about increasing the match length as long as possible. You're absolutely correct that data point should be thrown out.
Five to five and a half minutes is not "evil." It is
concerning. The concerns are that
1. it's less interesting to most viewers than a three to three and a half minute match;
2. it's less interesting to most players than a three to three and a half minute match;
3. it would be a strain on tournament organizers;
4. the extra length would lead to key matches being bumped and played off-stream;
5. the extra length might mean sacrificing custom moves
Again, this was an exciting tournament. The questions are a) whether the tournament could have been just as exciting or more exciting with a two-stock ruleset, and b) whether there will be long-term issues with a three-stock ruleset.
I've gotta be honest: my arguments in this thread have been exceptionally clear, and you should be able to defend a three-stock ruleset without misrepresenting those exceptionally clear arguments.
You need to tone down on the fallacy use, it's unprofessional and hurts your case.
The point he's trying to make is that you're cherry picking the data to try and make a point, and even worse, you're adding outliers into your data. The 8 minute match was not a match people were playing to win in. It is no different than if 2 people idled for 8 minutes while they were doing something, and then you used that as part of your data. If the game went to time legitimately, then your point would be valid., but they didn't.
You know what game has 5 and a half minute games? Melee. Well, when you delete all the fast characters from the game, and only leave the floaty battles left in your data, at least. If I delete everything except games involving Jiggs, Peach, and Young Link... you probably average 7 minute games.
You can cherry pick data all you want, but that data is factually incorrect by doing so. There's zero validity in saying that the aggressive characters like Mac will vanish, and that the game will become a campfest, increasing the time of games for the same reason it's invalid to assume that the campy characters will phaze out, leaving only very fast games. Both conclusions can be reached with fallacies, and of course, both are incorrect.
The only correct conclusion that this data provides "at the beginning of Smash 4, we average about 1:30 per stock" and that this really isn't terribly fast or horribly slow.
I have not made a single fallacy, formal or informal, in any of my posts in this thread. I encourage you to try and point out any.
As mentioned in my response to Thinkaman, I misinterpreted his previous comment about the five dollar bet -- I didn't realize he was paid
specifically to prolong the match as much as possible. Obviously, with that information, the eight-minute match is invalid and should be discarded. For visibility, here are the new results posted prior:
Average Match Length [UD]: 4 minutes 30 seconds
Average Match Length [MAD]: 5 minutes 20 seconds
Every single point I've made in the past few posts remains relevant.
As for the allegation of "cherry-picking," I will again repeat myself:
"...including Mac into the data
doesn't give us an adequate picture of how long most Smash 4 matches go. It's misleading to take Mac matches, take non-Mac matches, and then pretend Smash 4's pace is somewhere in the middle. That's not how it works. Matches
withMac are short, and matches
without Mac are long.
That's the relevant takeaway here."
As you mentioned fallacies, I'll identify a fallacy you made: the
fallacy of false analogy. Removing data points for one character, who might well end up tournament unviable, who dramatically speeds up matches, who sped up 35% of the matches in the tournament,
is not comparable to removing Melee's entire roster sans slow, floaty characters. The former is a means of better illustrating how long a typical Smash 4 tournament match takes; the latter is a fallacious and failed attempt to be clever.
I'll identify a second fallacy you made: the
strawman fallacy. Arguing a misrepresentation is a waste of everyone's time.
Nowhere did I say all aggressive characters will cascade down the tier list and Smash 4 would become a camp fest; I argued
1. Little Mac will drop down the tier list (a point bolstered by comments of professional Smashers, including Bwett himself);
2. campy characters will likely move up the tier list and become more prevalent.
You can disagree with either of these, but you'll need to make arguments. In the meantime, notice how the data I collected does not exclude Mario, Sheik, and other characters with good aggressive play. MAD average matches are still five to five and a half minutes. That's a red flag.