senpyou
Smash Apprentice
*beeeet!*
after pages and pages of insult and debate that i no longer have the time and patience to wade through i'm a little unsure as to what this argument it about. so, before i go any further on my opinions or anything i'd like to present a summary of what i know. correct me if i'm missing anything. oh yea, im wearing an effing tie because im about to go to work.
as i understand it, this is where the argument over items stands thus far. non-items people believe that items, while they do add another level of strategy to ssb, cause enough randomness where the better player isn't always the one who wins. they believe that this inconsistency in match results outweighs the benefits in gameplay that items provide. in otherwords, they believe that the random element (that is, the potential of being KO'd by an unavoidable item) is too game breaking. pro-items people believe that items, while they do cause some inconsistency in match results, balance gameplay. because they believe that certain characters rely heavily on items to do well competitively and that items break stalemates, they feel that the game balance that items provide outweighs the random element. in other words, they believe that no items is game breaking.
in the interest of clarity, i'm gonna try to make sure everyone agrees on what "game breaking" means. it means that the game design is flawed, that the game can not withstand the rigors of competitive play. again, i direct you bastrds to www.sirlin.net for what competitive play means and how it decides if a game lives or dies. basically there are people who will do anything to win--they will exploit every aspect of a game in their favor until a better strategy comes along or until they find an unbeatable strategy (ie, a strategy that has no counter), at which point the game breaks. once broken, the game is no longer worth playing, since the enjoyment of competitive play comes from devising counter strats to your opponent's strats (read "yomi layer 3" at sirlin.net). with that said, and ignoring certain exceptions to the definition of "game breaking" in regards to random item drop KO's, time will show everyone who is right and who is wrong. im sure you guys can imagine all the scenarios used to justify each side's arguments--just go back and read everyone's analogies and situational logic--but think of how long each style of play (items v. no-items) can last in a highly competitive environment. so, assuming that everyone is smart and plays to win, time will tell which play style will last, or even if both can prosper.
on to my opinions.
barring any future revelations i might have, i think no-items play will die. i think no-items play is broken and it's only a matter of time until someone shows this to be true. no-items play cannot last without more and more additions to the rules or "codes of honor" on the player's behalf. i imagine, in the near future, no-items tournament rules will be: no items, flat stages without walls only, DK only (haha), and no turtling. either that or timed stock which is kinda contrary to the whole no-items argument in the first place since you're now relying on random bob-omb drops to decide who's better.
long live items.
after pages and pages of insult and debate that i no longer have the time and patience to wade through i'm a little unsure as to what this argument it about. so, before i go any further on my opinions or anything i'd like to present a summary of what i know. correct me if i'm missing anything. oh yea, im wearing an effing tie because im about to go to work.
as i understand it, this is where the argument over items stands thus far. non-items people believe that items, while they do add another level of strategy to ssb, cause enough randomness where the better player isn't always the one who wins. they believe that this inconsistency in match results outweighs the benefits in gameplay that items provide. in otherwords, they believe that the random element (that is, the potential of being KO'd by an unavoidable item) is too game breaking. pro-items people believe that items, while they do cause some inconsistency in match results, balance gameplay. because they believe that certain characters rely heavily on items to do well competitively and that items break stalemates, they feel that the game balance that items provide outweighs the random element. in other words, they believe that no items is game breaking.
in the interest of clarity, i'm gonna try to make sure everyone agrees on what "game breaking" means. it means that the game design is flawed, that the game can not withstand the rigors of competitive play. again, i direct you bastrds to www.sirlin.net for what competitive play means and how it decides if a game lives or dies. basically there are people who will do anything to win--they will exploit every aspect of a game in their favor until a better strategy comes along or until they find an unbeatable strategy (ie, a strategy that has no counter), at which point the game breaks. once broken, the game is no longer worth playing, since the enjoyment of competitive play comes from devising counter strats to your opponent's strats (read "yomi layer 3" at sirlin.net). with that said, and ignoring certain exceptions to the definition of "game breaking" in regards to random item drop KO's, time will show everyone who is right and who is wrong. im sure you guys can imagine all the scenarios used to justify each side's arguments--just go back and read everyone's analogies and situational logic--but think of how long each style of play (items v. no-items) can last in a highly competitive environment. so, assuming that everyone is smart and plays to win, time will tell which play style will last, or even if both can prosper.
on to my opinions.
barring any future revelations i might have, i think no-items play will die. i think no-items play is broken and it's only a matter of time until someone shows this to be true. no-items play cannot last without more and more additions to the rules or "codes of honor" on the player's behalf. i imagine, in the near future, no-items tournament rules will be: no items, flat stages without walls only, DK only (haha), and no turtling. either that or timed stock which is kinda contrary to the whole no-items argument in the first place since you're now relying on random bob-omb drops to decide who's better.
long live items.