cot(θ)
Smash Journeyman
- Joined
- Feb 16, 2006
- Messages
- 299
I personally use the "dank and jank" criteria for determining stage legality.
Jank is related to randomness. A random element reduces the importance of the skill gap between players by making the outcome partially dependent on RNG. However, needing to play around the random hazard emphasizes the skill gap between the two players. If the reduction in the importance of the skill gap due to randomness outweighs the increased importance of the skill gap due to the additional gameplay elements, the stage is "jank".
Just how much jank is acceptable is very subjective, and it's also hard to objectively measure how important the skill gap is (especially factoring in stage knowledge as a skill). I personally use zero-jank policy, but my view on what is and isn't jank is very liberal. For example, I do not consider Gamer and Norfair to be jank.
A stage is "dank" if it enables "dank" strategies. A dank strategy is one that trivializes the skill gap between players. For example, circle camping on Temple is dank, as is hiding on the bottom floor of Luigi's Mansion and teching everything. This is also a bit of a subjective measure - how much of a reduction in skill gap is too much? Which strategies are actually too easy to perform? Personally, I haven't yet seen evidence that walk-off camping is dank, or that circle camping on Gamer is dank (because Mom can stop you).
There are definitely "scales" of dank and jank, and it's a bit subjective where to draw the line, but I think these are pretty good criteria to start with when deciding which stages to ban.
Jank is related to randomness. A random element reduces the importance of the skill gap between players by making the outcome partially dependent on RNG. However, needing to play around the random hazard emphasizes the skill gap between the two players. If the reduction in the importance of the skill gap due to randomness outweighs the increased importance of the skill gap due to the additional gameplay elements, the stage is "jank".
Just how much jank is acceptable is very subjective, and it's also hard to objectively measure how important the skill gap is (especially factoring in stage knowledge as a skill). I personally use zero-jank policy, but my view on what is and isn't jank is very liberal. For example, I do not consider Gamer and Norfair to be jank.
A stage is "dank" if it enables "dank" strategies. A dank strategy is one that trivializes the skill gap between players. For example, circle camping on Temple is dank, as is hiding on the bottom floor of Luigi's Mansion and teching everything. This is also a bit of a subjective measure - how much of a reduction in skill gap is too much? Which strategies are actually too easy to perform? Personally, I haven't yet seen evidence that walk-off camping is dank, or that circle camping on Gamer is dank (because Mom can stop you).
There are definitely "scales" of dank and jank, and it's a bit subjective where to draw the line, but I think these are pretty good criteria to start with when deciding which stages to ban.
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