I feel like when ever I make a big thread (or a big post) like this one it is necessary to give a little back story of myself. I've been a part of this community, smash boards, for just over a 10 years now. And a competitive player for just under 9. (If you watch my videos and read my posts you know that in my mind a competitive player is one who goes out and participates in events) Over this long stretch of years I've regularly played with big melee names like Colbo, Hbox, _milktea, PC chris, and countless others you may not recognize but who, during their time, were also on par with these guys.
In brawl during my peak I was considered the best sheik main in the country and have taken games and sets off of some of the best players in one of the best smash regions in the country.
I've written multiple guides and threads like this one to help improve the community. And hope to continue to do this for a long time to come.
Alright all that said lets get into the meat of this topic. Now to be fair a lot of the ideas and points I'm going to bring up springboard off some of the posts made later in this thread. Which has kind of shifted into a debate on what stages should be playable in the new game; specifically ideas presented by @Overswarm and @ Amazing Ampharos (I name drop these guys a lot because I have a lot of respect for them and what they've contributed to the community, look up their posts they are smart guys.)
In this thread I try to break up a very big idea into a few components. But also offer my personal experiences and some of the history (as I understand it) of the shift from a wider stage list to the smaller ones we commonly see with brawl and melee's stage lists.
Why Have Stages Been Banned in the Past?
This, I feel, is a very important understand and learn from. I think it alone almost deserves its own thread since recently we've had this huge influx of new players.
At first we hit stages like Hyrule temple. With the bounces in the cave and the HUGE stage layout on stages like this the best options were ones that created no conflict between players or 0 risk conflict. I agree with a change like this personally. Playing against or watching game play where players do not interact is frustrating and just not fun. Its like watching a movie with no conflict or suspense.
Next were stages like Flat Zone. Flat Zone had very small blast Zones and with the addition of random low warning hazards you could Lose a stock at extremely low percentages. While I really liked some of the concepts from the stage (disappearing and reappearing platforms) I agree with this choice too.
Things got a little more meaty in melee when we went for the ban on stages like Onett, both of the Mushroom Kingdoms, and Princess Peach's castle all for one reason: Fox J. McCloud.
After the discovery and practical implementation of wavedashing Fox got a huge power spike against the cast. After 1 successful shine fox could combo into another.... and another. This gave him a HUGE advantage on stages with walkoffs or permanent walls like the ones I mentioned before. Rather than ban the character, or single out the technique the community opted instead to ban the stages that gave him this huge advantage. Back in the day I would have been fine with a choice like this... but now? Not as much.
Every character has these strange situational 0 to death situations. (Ice climbers come to mind.) Should the stage list suffer because of one character? Should this one character get his situational advantage taken away but not the others? By design aren't we as players supposed to avoid these powerful situations and come up with ways to beat them?
Back then I never heard anyone ever mention how walk offs create “degenerate” game play or make people stall the game. The only reason I ever heard back when I was getting started was because of fox.
Is Random Okay for Stages?
This has been a big debate as of late.
One one side you have people like me who would argue that random aspects are part of the charm of smash. They give us an exciting way to add more risk and reward to the game, and another point to master! And because it is fundamentally built in it should be expanded upon when and where ever possible!
On the other side you have people who feel like any random aspect take away from the skill of the player. This random feature steals away or gifts victory to people who don't deserve it on a whim.
Again in the early days we didn't care much about random. Tournaments were run for with items on for a long time on the west coast. It was only when the random exploding capsules that you couldn't turn off began effecting large tournaments that people put the nail in there as well. In spite of this the stage list was huge including random stages like Yoshi's Island, Mute City, FoD, Dream Land, and Brinstar.
Now I've already said what side of the fence I was on. But I'd like to argue my case a little, I am a very... All or nothing guy, very black and white and I feel rules should follow the same logic. No exceptions to rules. If we remove only some random where do we draw the line? Smash Brothers has random at its core and removing random would limit what we were able to do immensely. Off of the top of my head the only stages without random in melee and Brawl are Hyrule Temple, Pokefloats, Rainbow Cruise, Jungle Japes, Battle Field, and Final Destination. So even our most “Neutral” stages have random elements that can and have affected the out come of matches. Should we remove these?
What about characters? Should peach, Luigi, GaW, D3, Olimar, etc. be banned because they could win (Or lose) a game as a result of some random outcome?
I believe we should we attribute the choice to play on these stages (or use of and play against these characters) as mutual risks that players both have to over come and master in order to win their sets.
Are Stage Hazards Okay for Stages?
This has been another big debate. Most people who are okay with random are okay with stage hazards in Smash Bros. and for the same reasons, but these kind of go hand and hand though. The other side again doesn't want to feel jipped out of a win they deserved.
Back in the good old days stage hazards weren't an issue either stages with very meaningful hazards were aloud and were popular counter picks. Like Brinstar (my go to counter pick) had lava that dealt a lot of damage, could kill. And was especially potent on fast fallers who at lower percents was comboed by the lava. Now at a glance you could say “Well that's no fair. I could randomly gain 50%!” But back then that's not how the community thought. Instead we would try to take advantage of these random situations. A bunch of characters with lack luster recoveries would opt to go here using the lava to help them out of quick gimps. Others would use their range or speed to get advantages while the lava was up and force people choose between damage form the lava or a losing situation trying to get on at platform.
This randomly generated situation created tons of choices for both players, but since the lava was slow moving they would only get an advantage if they prepared and worked for it. Its never some haphazard situation where there is no options or choices involved. Like with every other choice in these games it can net you some percent and at worst its 1 stock in a best of 3 set.
(I've played on this stage a lot. It was awesome to see people come up with creative ways to turn the lava in to an advantage or trump the advantage it gave me. I'd watch Gannondorfs or Marios stall until the lava came and use it to give them better recovery options. I've seen people air dodge through the lava to stall and prevent me completing my edge guard set up. Or air dodge deeper into the lava so they could DI and survive a hit from it they wouldn't have been able to otherwise.)
That's one example but I've seen the amount of depth it add to this already deep game and I can't help but wonder why people want to get rid of that depth! This added space for adaptation and new choices; that sense of risk, is something that only hazards can bring. And when you have that sort of depth you create a situation that is hard to make stagnant.
The Idea of Neutral (or Starter) Stages versus Counter Picks Stages; and Narrow Stage Lists.
After years of playing the community settled on this idea of “neutral stages” They are all stages with a wide flat base and grab-able edges. Most, bar FD, have a few platforms as well. These are supposed to be stages where no character has a real advantage... Well I'd argue that just isn't true. Some characters just don't do as well on flat stages(Young link, Toon Link, Ness, characters that control space diagonally with good aerial mobility/agility), while others do amazingly well. (Falco, Peach, characters who control horizontal space well and good ground mobility).
The Counter Pick stages would be the other stages that were legal but not deemed fair for everyone. You could only select from this stage list after the first game. In order to get around issues like these we have to get rid of this idea that there are stages that are equal for everyone in the cast. Even with a wide stage list if you use or traditional Counter picking system you can still end up with an advantage in the favor of characters who do well on those starter stages.
I'll take it a step further the more narrow a list of stages becomes the more one type of character has the advantage. Remember when Mr. Sakurai announced “For glory mode” and every moaned and groaned because FD isn't a fair stage for everyone? Well that same concept applies if only 1 stage is legal or only 2 or 4. The smaller a stage list is the smaller the pool of characters that have an advantage or disadvantages on those stages, conversely the wider the stage List the more room there is for characters to all have stages where the have an advantage, and that means more viable characters.
The big issue is finding a way to make sure that this list of fair stages isn't skewed in just one direction, and with a big cast there are a lot of directions and a lot of overlapping. Right now the best solution I can think of is a wide list of starters and a stage striking system, similar to whats been done in the past. You strike away legal stages until you are left with the one that favors you both about the same amount. And from there you go on to the counter pick phase choosing from the same stage list.
How to Pick Fair Stages.
Ask yourself why do you want this to be banned?
Does it give your character a disadvantage?
Does it give another character an advantage?
Can the stage harm you?
Can the stage heal you?
I remember watching an interview with Hbox... I can't quote him verbatim, but he said something to the effect of he enjoyed Mute City but the match where his friend Shiz, a falco main, lost to armada; a peach main, warranted Mute City's ban.
I love Hbox to death, but that kind of logic CAN'T be why we ban stages. Because I would have won tons of matches against Ice Climbers if FD and smashvillie weren't legal, I promise you that, lol. (I lived with a top level Brawl Ice Climber main for a year) At the end of the day how you feel should have nothing to do with why you ban a stage. How hard you have to work to be relevant should have nothing to do with what you ban. How often you lose should have nothing to do with why you ban a stage. So I say again, how you feel should have nothing to do with a stage.
None of those questions I asked before are really relevant. When you start to ask questions like that you let your feelings skew the logic in your favor. When most people play the best characters of the game and they all feel cheated by certain stages and ban them do you understand how a stage list can start to lean in their favor? (the same ideas apply to all kinds of aspects)
I believe that there are 3 main reasons you should ban a stage.
1.It creates one or more situations where you lose no matter what choice you make.
2.You lose before given the opportunity to make a choice.
3.The stage encourages no interaction between characters.
A Broader Stage List has Broader Appeal.
You don't catch fish with bug nets. You throw the largest net you can cast at the sea and pull up what ever you can. Having a broadest ruleset possible WILL pull in most players, just like that big net. If you are aiming for a small community focused on just a few aspects of the game than you will give up that broader appeal. Like looking for one particular fish, you get a spear.
For me the richest time playing smash was in 2007 the stage list looked like this:
I grew up (well... less so than some of you, I'm 27) in the smash community. Before sponsors, before streams. I've never really been interested in these aspects of the game because I'm not playing to make a living off of it. I've always been about the community, I want to see the community grow and expand. The goal shouldn't be to get sponsors and high stream views. I truly believe if we build a strong self sustaining community all of the rest of that will follow, that’s why brawl and melee made it as far as they did. And I think like with melee and brawl in their infancy of their communities one of the best ways to do that is though a broad stage list.
I'm probably missing some stuff but that's okay! I know its a lot but what are your thoughts on stage lists? What am I missing or don't understand?
Some posts worth reading, again, all from this thread:
http://smashboards.com/threads/afte...competitive-game.362461/page-25#post-17253305
http://smashboards.com/threads/afte...competitive-game.362461/page-25#post-17255623
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17269278
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17269587
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17269656
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17282850
Oh one last thing! Check out this video? It isn't as detailed as this post but its me voice my opinions on the subject unscripted. If you like it (or don't) and agree with a couple of my views (or hate all of them) it might be a good way to get someone involved in the conversations that otherwise may not have been. Links to this thread will be in the description.
In brawl during my peak I was considered the best sheik main in the country and have taken games and sets off of some of the best players in one of the best smash regions in the country.
I've written multiple guides and threads like this one to help improve the community. And hope to continue to do this for a long time to come.
Alright all that said lets get into the meat of this topic. Now to be fair a lot of the ideas and points I'm going to bring up springboard off some of the posts made later in this thread. Which has kind of shifted into a debate on what stages should be playable in the new game; specifically ideas presented by @Overswarm and @ Amazing Ampharos (I name drop these guys a lot because I have a lot of respect for them and what they've contributed to the community, look up their posts they are smart guys.)
In this thread I try to break up a very big idea into a few components. But also offer my personal experiences and some of the history (as I understand it) of the shift from a wider stage list to the smaller ones we commonly see with brawl and melee's stage lists.
Why Have Stages Been Banned in the Past?
This, I feel, is a very important understand and learn from. I think it alone almost deserves its own thread since recently we've had this huge influx of new players.
At first we hit stages like Hyrule temple. With the bounces in the cave and the HUGE stage layout on stages like this the best options were ones that created no conflict between players or 0 risk conflict. I agree with a change like this personally. Playing against or watching game play where players do not interact is frustrating and just not fun. Its like watching a movie with no conflict or suspense.
Next were stages like Flat Zone. Flat Zone had very small blast Zones and with the addition of random low warning hazards you could Lose a stock at extremely low percentages. While I really liked some of the concepts from the stage (disappearing and reappearing platforms) I agree with this choice too.
Things got a little more meaty in melee when we went for the ban on stages like Onett, both of the Mushroom Kingdoms, and Princess Peach's castle all for one reason: Fox J. McCloud.
After the discovery and practical implementation of wavedashing Fox got a huge power spike against the cast. After 1 successful shine fox could combo into another.... and another. This gave him a HUGE advantage on stages with walkoffs or permanent walls like the ones I mentioned before. Rather than ban the character, or single out the technique the community opted instead to ban the stages that gave him this huge advantage. Back in the day I would have been fine with a choice like this... but now? Not as much.
Every character has these strange situational 0 to death situations. (Ice climbers come to mind.) Should the stage list suffer because of one character? Should this one character get his situational advantage taken away but not the others? By design aren't we as players supposed to avoid these powerful situations and come up with ways to beat them?
Back then I never heard anyone ever mention how walk offs create “degenerate” game play or make people stall the game. The only reason I ever heard back when I was getting started was because of fox.
Is Random Okay for Stages?
This has been a big debate as of late.
One one side you have people like me who would argue that random aspects are part of the charm of smash. They give us an exciting way to add more risk and reward to the game, and another point to master! And because it is fundamentally built in it should be expanded upon when and where ever possible!
On the other side you have people who feel like any random aspect take away from the skill of the player. This random feature steals away or gifts victory to people who don't deserve it on a whim.
Again in the early days we didn't care much about random. Tournaments were run for with items on for a long time on the west coast. It was only when the random exploding capsules that you couldn't turn off began effecting large tournaments that people put the nail in there as well. In spite of this the stage list was huge including random stages like Yoshi's Island, Mute City, FoD, Dream Land, and Brinstar.
Now I've already said what side of the fence I was on. But I'd like to argue my case a little, I am a very... All or nothing guy, very black and white and I feel rules should follow the same logic. No exceptions to rules. If we remove only some random where do we draw the line? Smash Brothers has random at its core and removing random would limit what we were able to do immensely. Off of the top of my head the only stages without random in melee and Brawl are Hyrule Temple, Pokefloats, Rainbow Cruise, Jungle Japes, Battle Field, and Final Destination. So even our most “Neutral” stages have random elements that can and have affected the out come of matches. Should we remove these?
What about characters? Should peach, Luigi, GaW, D3, Olimar, etc. be banned because they could win (Or lose) a game as a result of some random outcome?
I believe we should we attribute the choice to play on these stages (or use of and play against these characters) as mutual risks that players both have to over come and master in order to win their sets.
Are Stage Hazards Okay for Stages?
This has been another big debate. Most people who are okay with random are okay with stage hazards in Smash Bros. and for the same reasons, but these kind of go hand and hand though. The other side again doesn't want to feel jipped out of a win they deserved.
Back in the good old days stage hazards weren't an issue either stages with very meaningful hazards were aloud and were popular counter picks. Like Brinstar (my go to counter pick) had lava that dealt a lot of damage, could kill. And was especially potent on fast fallers who at lower percents was comboed by the lava. Now at a glance you could say “Well that's no fair. I could randomly gain 50%!” But back then that's not how the community thought. Instead we would try to take advantage of these random situations. A bunch of characters with lack luster recoveries would opt to go here using the lava to help them out of quick gimps. Others would use their range or speed to get advantages while the lava was up and force people choose between damage form the lava or a losing situation trying to get on at platform.
This randomly generated situation created tons of choices for both players, but since the lava was slow moving they would only get an advantage if they prepared and worked for it. Its never some haphazard situation where there is no options or choices involved. Like with every other choice in these games it can net you some percent and at worst its 1 stock in a best of 3 set.
(I've played on this stage a lot. It was awesome to see people come up with creative ways to turn the lava in to an advantage or trump the advantage it gave me. I'd watch Gannondorfs or Marios stall until the lava came and use it to give them better recovery options. I've seen people air dodge through the lava to stall and prevent me completing my edge guard set up. Or air dodge deeper into the lava so they could DI and survive a hit from it they wouldn't have been able to otherwise.)
That's one example but I've seen the amount of depth it add to this already deep game and I can't help but wonder why people want to get rid of that depth! This added space for adaptation and new choices; that sense of risk, is something that only hazards can bring. And when you have that sort of depth you create a situation that is hard to make stagnant.
The Idea of Neutral (or Starter) Stages versus Counter Picks Stages; and Narrow Stage Lists.
After years of playing the community settled on this idea of “neutral stages” They are all stages with a wide flat base and grab-able edges. Most, bar FD, have a few platforms as well. These are supposed to be stages where no character has a real advantage... Well I'd argue that just isn't true. Some characters just don't do as well on flat stages(Young link, Toon Link, Ness, characters that control space diagonally with good aerial mobility/agility), while others do amazingly well. (Falco, Peach, characters who control horizontal space well and good ground mobility).
The Counter Pick stages would be the other stages that were legal but not deemed fair for everyone. You could only select from this stage list after the first game. In order to get around issues like these we have to get rid of this idea that there are stages that are equal for everyone in the cast. Even with a wide stage list if you use or traditional Counter picking system you can still end up with an advantage in the favor of characters who do well on those starter stages.
I'll take it a step further the more narrow a list of stages becomes the more one type of character has the advantage. Remember when Mr. Sakurai announced “For glory mode” and every moaned and groaned because FD isn't a fair stage for everyone? Well that same concept applies if only 1 stage is legal or only 2 or 4. The smaller a stage list is the smaller the pool of characters that have an advantage or disadvantages on those stages, conversely the wider the stage List the more room there is for characters to all have stages where the have an advantage, and that means more viable characters.
The big issue is finding a way to make sure that this list of fair stages isn't skewed in just one direction, and with a big cast there are a lot of directions and a lot of overlapping. Right now the best solution I can think of is a wide list of starters and a stage striking system, similar to whats been done in the past. You strike away legal stages until you are left with the one that favors you both about the same amount. And from there you go on to the counter pick phase choosing from the same stage list.
How to Pick Fair Stages.
Ask yourself why do you want this to be banned?
Does it give your character a disadvantage?
Does it give another character an advantage?
Can the stage harm you?
Can the stage heal you?
I remember watching an interview with Hbox... I can't quote him verbatim, but he said something to the effect of he enjoyed Mute City but the match where his friend Shiz, a falco main, lost to armada; a peach main, warranted Mute City's ban.
I love Hbox to death, but that kind of logic CAN'T be why we ban stages. Because I would have won tons of matches against Ice Climbers if FD and smashvillie weren't legal, I promise you that, lol. (I lived with a top level Brawl Ice Climber main for a year) At the end of the day how you feel should have nothing to do with why you ban a stage. How hard you have to work to be relevant should have nothing to do with what you ban. How often you lose should have nothing to do with why you ban a stage. So I say again, how you feel should have nothing to do with a stage.
None of those questions I asked before are really relevant. When you start to ask questions like that you let your feelings skew the logic in your favor. When most people play the best characters of the game and they all feel cheated by certain stages and ban them do you understand how a stage list can start to lean in their favor? (the same ideas apply to all kinds of aspects)
I believe that there are 3 main reasons you should ban a stage.
1.It creates one or more situations where you lose no matter what choice you make.
2.You lose before given the opportunity to make a choice.
3.The stage encourages no interaction between characters.
A Broader Stage List has Broader Appeal.
You don't catch fish with bug nets. You throw the largest net you can cast at the sea and pull up what ever you can. Having a broadest ruleset possible WILL pull in most players, just like that big net. If you are aiming for a small community focused on just a few aspects of the game than you will give up that broader appeal. Like looking for one particular fish, you get a spear.
For me the richest time playing smash was in 2007 the stage list looked like this:
People traveled from all over the east coast for this one. This was the first time I met and played against M2K and I met (and beat) tons of people I never would have otherwise (most of them with my Pichu, heh). Stage hazards didn't scare top players away, and all of use were hype for the finals on these crazy levels. M2K didn't use the stages to get his victories, he just won on his own merit. He used the random and hazardous elements to his advantage better than his opponent.Stages limited to the 6 neutral stages for random, others open for counterpicks.
Neutral stages: Final Destination, Battlefield, Yoshi's Story,
Fountain of Dreams, Kirby 64, Pokemon Stadium
Stages banned for Singles Only: Great Bay and Mushroom Kingdom 2
Stages banned for Doubles Only: Fountain of Dreams and Mute City
Stages banned for Singles & Doubles: Yoshi's Island (Pipes), Fourside, Hyrule Temple,
Flatzone, Brinstar Depths, Icicle Mountain, Big Blue, Mushroom Kingdom 1, Venom,
Yoshi's Island 64, Peach's Castle, Onett.
I grew up (well... less so than some of you, I'm 27) in the smash community. Before sponsors, before streams. I've never really been interested in these aspects of the game because I'm not playing to make a living off of it. I've always been about the community, I want to see the community grow and expand. The goal shouldn't be to get sponsors and high stream views. I truly believe if we build a strong self sustaining community all of the rest of that will follow, that’s why brawl and melee made it as far as they did. And I think like with melee and brawl in their infancy of their communities one of the best ways to do that is though a broad stage list.
I'm probably missing some stuff but that's okay! I know its a lot but what are your thoughts on stage lists? What am I missing or don't understand?
Some posts worth reading, again, all from this thread:
http://smashboards.com/threads/afte...competitive-game.362461/page-25#post-17253305
http://smashboards.com/threads/afte...competitive-game.362461/page-25#post-17255623
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17269278
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17269587
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17269656
http://smashboards.com/threads/afte...competitive-game.362461/page-26#post-17282850
Oh one last thing! Check out this video? It isn't as detailed as this post but its me voice my opinions on the subject unscripted. If you like it (or don't) and agree with a couple of my views (or hate all of them) it might be a good way to get someone involved in the conversations that otherwise may not have been. Links to this thread will be in the description.