This could be a series.
New to this game are custom moves and movesets and how we deal with them are yet to be seen.
Discuss custom move[sets] and their implications and possible impacts they will have on the competitive scene and rulesets.
Rules are complicated, especially for a game with as many options as Smash Brothers. Even beyond the menus given; certain tactics, strategies and situations require restrictions in ways that circumvent how the game naturally deals with them.
And what about outside the game? A ruleset exists to facilitate tournaments and competitive play, which also add many layers to what you have to be aware of. Entire sections dedicated to how to determine a winner, how events are structured and player conduct.
What usually impacts the implementation of any rule:
New to this game are custom moves and movesets and how we deal with them are yet to be seen.
Discuss custom move[sets] and their implications and possible impacts they will have on the competitive scene and rulesets.
Rules are complicated, especially for a game with as many options as Smash Brothers. Even beyond the menus given; certain tactics, strategies and situations require restrictions in ways that circumvent how the game naturally deals with them.
And what about outside the game? A ruleset exists to facilitate tournaments and competitive play, which also add many layers to what you have to be aware of. Entire sections dedicated to how to determine a winner, how events are structured and player conduct.
What usually impacts the implementation of any rule:
- Complicated to understand / hard to remember.
- Timing concerns: schedules need to be kept and there are only so many hours in a single day (or even up to a three day weekend as some majors are at this stage).
- Balance / Core Competitive Premises: There are certain skill sets prized within the Smash series and are most focused on. Elements or abilities which detract from these clash with players. "Should a competitive player be expected to learn and master these" or "Should we do anything about things which centralise the metagame". Very subjective.
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