Back on the subject, I look forward to SSS experimentation results, even if i'm pretty against, i might be wrong on that.
Well I'm back to give a report on how Simultaneous Stage Selection went! Just to get everyone on the same page in case you're seeing this for the first time, I ran a tournament on
/r/smashbros to test a new stage selection procedure. You can learn more about SSS by
checking out the ruleset. If you are interested in the results of the tournament,
I have a thread up for that as well.
Anyways, we ran a survey after the event and got a lot of responses so I wanted to report back with both the impressions of the players, as well as the impressions I got from running the event.
One of the things we discussed was stage variety. Were all of the stages getting played on and which were most popular? Each player told us the stages they played on during the tournament. Here's a graph showing the percentage of players who played on these stages at least once in tournament:
[collapse= Stage Use Pie Chart]
[/collapse]
Considering the stages available on the 3DS to play on this looks to be a very healthy variety with even some of the rarer counterpicks getting played. (For those curious, the "Other" was for Mute City of all stages!) So this system does help to promote variety on which stages get played on in a healthy manner.
We also asked if learning the system was confusing to some players. 80% of players had NO issues what so ever and though the system was easy to learn. Out of the remaining folks, 15% said it was only confusing during the first round of play or was confusing until they read our example in the rules. Only 5% of players said it was too difficult for them to understand.
In short:
95% of players thought this was easy or learned/picked it up quickly.
I more then think that means the system is easy enough to learn as well!
We asked if players would be willing to enter another tournament that used SSS.
94% of players said they would play in another event using SSS. (To make a odd but worthy note: all of the players in the "no" category just were insanely rude about the entire experience of the tournament in any way. I'm not sure I'd even WANT them to come back to another event I ran TBH. The obscenities in the surveys they used would get me banned here if I repeated them and broke our
Code of Conduct.)
In short:
A large majority enjoyed the system.
Now to the interesting part of this. We asked what people enjoyed about the system. This one was overwhelmingly positive. a large majority found it faster then the usual stage selection process, found it to be fair, and simply enjoyed using the system. I also learned something REALLY cool that may help with this system in the future. Many players were simply copy/pasting their selection into every match since they knew which stages they wanted on the most.
What this means is that if done right many players would have a pre-designed list and have no need to even write down stages every match. So the worries of having to write things down over and over again in a real life event may not be as bad as we all think.
This also however shows how this system works especially well in online events, and in ways doesn't. When we asked what players would improve, the response we saw most was that simultaneously showing lists online wasn't perfect since they couldn't always perfectly coordinate it to go at once.
What this tells me: This REALLY could use testing at a live event. With the time concerns kinda wiped away (this went much faster for most people and honestly was one of our fastest events) and the issue of showing off the lists at the same time removed at live events, this could seriously work.
The only other major complaint was a lack of variety on stages, but with that complain most people admitted that was the fault of the 3DS stagelist and not the system itself. A small number wished tie breakers were handled a bit differently, but those complaints could literally be changed by adding one line to the ruleset that is very simple. Also, you are telling your opponent what stages you like the most, so you know what to ban for counterpicks a bit more. However once more stages are added in the wii u version that would be cut back on slightly.
One more note though: This showed me how much people in the end will more then likely just do to one of the tame starters though. From what players personally told me, Battlefield and Final Destination were their top most matches the majority of the time. So we need to ask:
is it worth making a new system when most matches are honestly going to take place on said starters anyways?
TLDR: A large majority enjoyed the system, it was easy to learn for the majority, it was faster then what we used currently, and it should definitely get some live testing as it showed a lot of promise. It also has raised interesting questions to consider.