Hi, I'm from SRK.
I was curious what the opinions you guys held from this side were, since the opposing side of opinions obviously didn't have the same level of representation. I expected more people to come in and pose a stronger counter-argument.
Reading your general responses though, I'm left wondering "Did these guys just read what they wanted to read?" This isn't really intended in offense, but as you guys also admit there's a lot of flames and difference between reasonable, thought-out posts, why didn't you consider the ones we had on that side?
I'm not here to start beef, I just want your honest opinions. Let me start by placing the stance down.
SRK is a community that has seen the inception and refinement of many fighters(not claiming it's responsible for the latter, but it does happen from time to time). The way SRK approaches the development of new fighting games is similar in spirit to the scientific method; isolate and quantify results, and only then make judgment. I don't think you guys are any stranger to how this works, since that's how the Melee metagame solidified in the first place.
So why in the world do you want to apply Melee's ruleset to Brawl right away?
If you know how the metagame develops, then you know that elements that immediately appear 'broken' just from initial impressions are hardly always just that. Techniques that dominate for half a year are dethroned or rendered obsolete the next, elements that were considered unescapable are relegated to mediocrity or uselessness when a counter-strategy is discovered and adopted, and so on and so forth. So why can't you consider items to be part of that?
Similar to how it functions in Melee, choosing to pick up an item is an active decision with advantages and drawbacks. Some limit your movement, most change or rob you of your forward normals/smash options until you get rid of them, some can be a penalty instead of a benefit. Risk-reward is a consistent element of metagame regardless of whether it comes from items or not. You can choose to make a smash with a longer windup time, counting on your opponent to behave in a way that will allow it to connect, but you don't know how he or she will behave. It isn't utterly the same thing, but running for a mushroom counting on raising your size yet not knowing if it will shrink you instead is the same rhetoric.
Good players make use of the elements available to them, even if they are determined through a random fashion--and they can still prove their capability and skill beyond the shadow of a doubt, thanks to the stock system. It was brought up several times in the thread, but poker is a high-stakes competitive game where luck is a powerful factor, yet only skilled players make it to the top.
And let me put a very big emphasis on this point: SRK(and EVO)'s ruleset may eventually mirror Melee's. We're not idiots, we know items have a very large impact on how the game works. It's not like we are openly supporting golden hammers, stars, healing items and exploding capsules; rather we want to see--definitively--if they hold enough of a dominating factor on high-level play that they warrant banning. Banning based on rough impressions is a fallacy; the competitive game evolves and changes too much for hasty decisions like that to be made.
Lastly, I'm not too clear on this point, but weren't all items ultimately banned wholesale from Melee not because of any random factor of the basic items themselves, but because of the exploding crate/capsule chance? This is a controllable option in Brawl, so it is a moot point.
Realistically, I'm sure some items will be banned before EVO starts. Final Smashes might be banned as well. But can you see why we think it is a bad/unrealistic idea to start a game with elements banned based on impressions and a precedent from a previous game whose mechanics and options differ?
The metagame is barely out there. Let's see everything Brawl has to offer first.