I think tier lists are only important if you care about them or believe them. Or even bring up a conversation centered around using them as facts.
I'm suprised to hear talk about this thread dying when usually I see a spike in activity around upsets, every player's tier lists, more upsets, and characters people see a ton in bracket/on stream dominating or get a lot of hype, attention, or hate.
Is it because I shared that article and part of what I see the thread usually talk about may now sound dumb, trivial, or boring?
I have heard people saying that Tr4sh is in fact worst one (or 2nd worst) from the smash family. Tr4sh often gets criticized by Brawl barons and Melee players for having less depth in neutral and in combo game.
The reason I believe (or rather bandwagon this guy's opinion is because it makes sense to me) other smash games see smash 4 as "less in-depth" is because this game removed or toned down what they consider to be the heart of a competitive smash brothers game, and since their preferred way of playing/winning is no longer available or is as good/viable/optimal as it used to be, that game gets shunned, ridiculed, and abandonded (read as "stay far away from").
For those of you who did not check out the article I shared, here are some paragraphs that I found that I think relate to the smash scene very well as a whole.
Note: The article that I linked is a response to Core A Gaming's video "The Consequences of Reducing the Skill Gap". The video covers Street Fighter, Smash 4, Melee maybe (I do not know who the player is in the interview that takes a jab at Smash 4 to start a conversation when Melee has also been through the same situation), and Guilty Gear.
When I read the article, I followed the instructions (watching the video for a 2nd time) and when Core A Gaming showed brief pictures of different articles, I would pause the video, Google them, read the whole thing (except for the smash 4 video and the smashboards thread, not including the first post; I stopped after a while of reading other posts below it), and resumed the video to try and get the big picture.
Once the author got to the part of individually talking about each point that was made in the video, I would replay that part of the video and then read what the author had to say about it to get a better understanding.
The paragraphs below are spoilers (to me) for the article if anyone wants to it read it in full for the first time to get the full experience.
Note: The paragraphs are out of order from the article.
Paragraph 8 of the article.
"And yet a large portion of the video only talks about hard execution (of the first type mentioned) and implies that hard execution is the main factor that makes a game interesting for the hardcore players. Surely there are many execution fans out there, but many others find the genre appealing despite the execution, and not because of it."
This screams Melee and Project M to me.
Paragraph 21 of the article.
"Gamerbee: Complains that he can’t express himself because optimized combos are easy. Umm… so what? Why is he looking for “combo self expression” in a fighting game with short and unversatile combos? The problem isn’t execution but wanting a Street Fighter to provide you with things you can easily get from other games that are more suitable for it. Also, why can’t he express himself in other ways than combos? Why not in how he played during neutral? That’s the most obvious difference I spot when I watch different top players of the character I main in various games."
Also screams Melee to me and to a lesser extent, Project M.
I think this is the exact thinking the Melee community has of Smash 4.
Paragraphs 19 and 20 of the article.
"FChamp: Talks about closing the gap but doesn’t mention how exactly. It later continues into talking about easier combos. The combo being easy wasn’t the thing that made you get hit in the first place… Now you are paying for your mistakes by more people, not just that one guy with godlike execution. How is that a bad thing if you wanted a deep game that will push you to your limits? If the game is flawed, then it has to do with other factors first and foremost, and people should try to define those. The lack of execution requirements only makes existing qualities more apparent than usual.
Also, Nage started playing Guilty Gear in 2009. Other players have been playing the game at high levels 7 years prior. Does him being a top player mean the game suddenly started sucking? That the “skill gap” got shorter? Or does it simply mean the dude performs well? It’s really condescending to imply the new talent, who work just as hard as you, only win because there’s something wrong with the game."
This screams to me the Diddy bandwagon effect until the nerf that patched him;
alongside the rise of players who the community finally payed attention to or first started to hear of, when Cloud and Bayonetta were added to the roster.
I have seen a lot of arguing and complaining over the latter.
If anyone is now interested in reading the article and watching the video for the 2nd time (or first if you have not seen it before), here is another link if you do not want to scroll up again.
Link:
https://drunkardshade.com/2017/05/2...s-of-reducing-the-skill-gap-by-core-a-gaming/
Edit: Fixed a spacing error above in the first "Note:" section.