Dr. Tuen
Smash Lord
- Joined
- Apr 26, 2009
- Messages
- 1,396
- 3DS FC
- 0559-7294-8323
Purpose
This study seeks to characterize brawl matches via the APEX video data set. The winner of the first stock and the winner of the second stock will be compared to the winner of the match in an effort to characterize the effect of reducing the stock count. This study is limited in that it cannot account for altered character choice or play style with respect to the hypothetical stock reduction.
Motivation
Brawl is a slow game. Sets in this game have been shown to take an average of 18 minutes to complete. The nearly doubles a game which is known for it's slow projectile based play (Touhou IaMP) [1]. This description often extends to spectators of the game and is added to the ever-increasing public criticisms that this community faces.
Concentrate [2], a series held by Juice Gaming, has utilized a number of experimental rule sets, one of which includes the use of one stock matches. In the public eye, these sets have mildly changed the look of brawl. Even the most stubborn dissenters describe the game as "bearable" under that type of rule set.
The most obvious benefit outside the public perception of the game is the time spent when running an event. A standard set takes 18 minutes, while a one stock set can run in under 10 minutes (though an average time for this format has not yet been characterized). If the run time of events were reduced by half, the need for copious set ups may be alleviated, time for friendlies may be increased, and late events may become a thing of the past. "May" is the operative word, as the skill of the Tournament Organizer is still the most important factor.
Unfortunately, the community has shown little interest in the reduction of stocks [3]. The reduction is seen as a metagame altering effect, with Zero Suit Samus and Pokemon Trainer seen as two of the most benefited characters. There is notion that the ruleset would change smash's tendency to allow for comebacks (last stock outcome reversals). This study seeks to characterize this effect with respect to a confined data set.
Methods
The APEX tournament video archives for 2009, 2010, and 2012 were utilized in this study [4]. When the sets were decoupled, the total game count for this set of data is 198.
Videos were reviewed to determine the winner of the first stock (the first player to take a stock in a game), the winner of the second stock (the first player to take two stocks in a game), and the winner of the third stock (the winner of that game).
Results and Discussion
When the analysis was finished, the number of mismatches were tabulated. A Stock 1 mismatch is characterized as a difference between the "winner of the 1st stock" and the winner of the match. This is similarly characterized for a Stock 2 mismatch. The results are listed below:
Stock 1 Mismatch Percentage: 24.2%
Stock 2 Mismatch Percentage: 19.2%
If this measure were to accurately predict the future of a reduced-stock metagame, less than one quarter of the results would change in an event. To further investigate the "comeback factor", the number of "last stock reversal"s and "two lead changes" were tabulated. A "last stock reverse" is a game in which Player 1 leads by taking the first and second stock first. In the end of a "last stock reverse" game, Player 2 wins the game. A "two lead change" game involves two stock count lead changes.
Last Stock Reverse Percentage: 11.6%
Two Lead Change Percentage: 7.6%
If these were to be indicative of "intense matches", very few matches would count themselves within these categories.
The last category that was recorded in this study is timeouts. This occurs when the time expires in a match and the winner must be declared by the rules put forth by the Tournament Organizer.
Total Timeouts Recorded: 5 (2.5%)
Percentage Caused by a Specific Player: 80%
The second of the two numbers listed is based on the popular assumption that said player is the largest cause of timeouts. The name is not important to this study.
Conclusion
The results are for the community to interpret. The results imply a change of less than 1/4 of all matches with the hypothetical rule change, though that may also imply the complete loss of all "last stock reverse" and "two lead change" match types. To further characterize the change's impact on the community, a frequency analysis on the common victors before and after the rule change may be conducted.
It is in the author's opinion that the change would greatly cater to the spectating community (those that do not yet play a Smash Brothers game), and likely increase the player base.
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====================================================
References
1. TheRealBobMan - http://allisbrawl.com/blogpost.aspx?id=136229&page=2
2. http://allisbrawl.com/ttournament.aspx?id=12448
3. http://www.smashboards.com/showthread.php?t=318871
4. http://www.youtube.com/user/apextournament
This study seeks to characterize brawl matches via the APEX video data set. The winner of the first stock and the winner of the second stock will be compared to the winner of the match in an effort to characterize the effect of reducing the stock count. This study is limited in that it cannot account for altered character choice or play style with respect to the hypothetical stock reduction.
Motivation
Brawl is a slow game. Sets in this game have been shown to take an average of 18 minutes to complete. The nearly doubles a game which is known for it's slow projectile based play (Touhou IaMP) [1]. This description often extends to spectators of the game and is added to the ever-increasing public criticisms that this community faces.
Concentrate [2], a series held by Juice Gaming, has utilized a number of experimental rule sets, one of which includes the use of one stock matches. In the public eye, these sets have mildly changed the look of brawl. Even the most stubborn dissenters describe the game as "bearable" under that type of rule set.
The most obvious benefit outside the public perception of the game is the time spent when running an event. A standard set takes 18 minutes, while a one stock set can run in under 10 minutes (though an average time for this format has not yet been characterized). If the run time of events were reduced by half, the need for copious set ups may be alleviated, time for friendlies may be increased, and late events may become a thing of the past. "May" is the operative word, as the skill of the Tournament Organizer is still the most important factor.
Unfortunately, the community has shown little interest in the reduction of stocks [3]. The reduction is seen as a metagame altering effect, with Zero Suit Samus and Pokemon Trainer seen as two of the most benefited characters. There is notion that the ruleset would change smash's tendency to allow for comebacks (last stock outcome reversals). This study seeks to characterize this effect with respect to a confined data set.
Methods
The APEX tournament video archives for 2009, 2010, and 2012 were utilized in this study [4]. When the sets were decoupled, the total game count for this set of data is 198.
Videos were reviewed to determine the winner of the first stock (the first player to take a stock in a game), the winner of the second stock (the first player to take two stocks in a game), and the winner of the third stock (the winner of that game).
Results and Discussion
When the analysis was finished, the number of mismatches were tabulated. A Stock 1 mismatch is characterized as a difference between the "winner of the 1st stock" and the winner of the match. This is similarly characterized for a Stock 2 mismatch. The results are listed below:
Stock 1 Mismatch Percentage: 24.2%
Stock 2 Mismatch Percentage: 19.2%
If this measure were to accurately predict the future of a reduced-stock metagame, less than one quarter of the results would change in an event. To further investigate the "comeback factor", the number of "last stock reversal"s and "two lead changes" were tabulated. A "last stock reverse" is a game in which Player 1 leads by taking the first and second stock first. In the end of a "last stock reverse" game, Player 2 wins the game. A "two lead change" game involves two stock count lead changes.
Last Stock Reverse Percentage: 11.6%
Two Lead Change Percentage: 7.6%
If these were to be indicative of "intense matches", very few matches would count themselves within these categories.
The last category that was recorded in this study is timeouts. This occurs when the time expires in a match and the winner must be declared by the rules put forth by the Tournament Organizer.
Total Timeouts Recorded: 5 (2.5%)
Percentage Caused by a Specific Player: 80%
The second of the two numbers listed is based on the popular assumption that said player is the largest cause of timeouts. The name is not important to this study.
Conclusion
The results are for the community to interpret. The results imply a change of less than 1/4 of all matches with the hypothetical rule change, though that may also imply the complete loss of all "last stock reverse" and "two lead change" match types. To further characterize the change's impact on the community, a frequency analysis on the common victors before and after the rule change may be conducted.
It is in the author's opinion that the change would greatly cater to the spectating community (those that do not yet play a Smash Brothers game), and likely increase the player base.
====================================================
====================================================
References
1. TheRealBobMan - http://allisbrawl.com/blogpost.aspx?id=136229&page=2
2. http://allisbrawl.com/ttournament.aspx?id=12448
3. http://www.smashboards.com/showthread.php?t=318871
4. http://www.youtube.com/user/apextournament