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"BUT IT MOVES!!!" - Dissecting a closed-minded starter mentality take 2

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All right guys. The last one was locked because it was driven off topic very hard. The only thing you should be posting about here should be **** well relevant to the starter list. I'd really prefer not to get this locked again, k?
Here's looking at you SuSa

Copied from AiB, original is here: http://allisbrawl.com/blogpost.aspx?id=88526

What is a starter stage? How do we define a stage as a starter, and why? This question doesn't hit many people. Ask the typical AiB member, and they'll almost certainly give you something along the lines of "A starter stage is a stage with minimal interference", and then proceed to list Final Destination, Battlefield, Smashville, Yoshi's Island, and either Lylat Cruise or Pokemon Stadium (melee).

I'm here to state, cleanly and simply, that this way of thinking should be abandoned as soon as possible, because it not only places a higher value than is natural to the game upon certain elements in game one, the most important game of the set, but it also severely mitigates other elements, provides a strong advantage to certain characters with very explicit character weaknesses, but, additionally, it actually goes against the purpose the entire starter system was designed for. Specifically, creating a truly fair stage in game one.

Here's a little fun fact some of you may not know. When the starter list was originally proposed, it was not the way it is in most tournaments today. I remember the balking response to the MLG stagelist having 9 starter stages. THE HORROR! It completely goes against the sense of a starter list! That is, until you think back and remember that the original tournament starter list was that one.


Overswarm said:
The original starter list of 9:
Final Destination
Smashville
Battlefield
Yoshi's Island
Lylat Cruise
Halberd
Castle Siege
Delfino
Pokemon Stadium 1

This starter list was PERFECT.

Look at that. What are halberd, Delfino, and CS, among others, doing on there? O.O They move, they transform, they interact! Hmm... It's almost as if they were there on purpose.

The starter stage system was implemented to replace the old melee system of "pick a random stage". I hope you can realize why this was unfair-even if you don't play melee, you can imagine that there's a difference between playing against falco on Japes and playing against falco on Yoshi's/Battlefield/etc. And the differences would've been far more pronounced if they didn't ban almost every stage in melee (like, imagine fox vs. Jiggs on Pokemon Stadium, and then imagine you had the exact same random chance of getting sent to Pokefloats-it would be ridiculously random and unfair!). In brawl... ridiculous.


The large part of why the striking system was created in the first place was to ensure that game one (which is without a doubt, with our current counterpick system, the most importent game in the set) created a fair stage for the matchup. Of course, the system changes-this may not apply any more. Just to double check though, let's see here... The current starter set used by most tournaments is:
Final Destination
Battlefield
Smashville
Yoshi's Island
Pokemon Stadium 1


We have:

* Ice Climbers getting 3/5 of their best stages in the list
* Falco getting 3/5 of his best stages in the list
* Diddy getting 3/5 of his best stages in the list...

I.e. you can't win-you're going to go to one of those character's best stages. Maybe it's like this for everyone?

* G&W counts the list to his very worst stages
* MK counts most of the stages to his worse/worst
* Wario has far better stages

And those are just the ones I know explicitly about, let's not forget chars like Pika, Kirby, and ZSS. So in short, is the starter list still providing a fair and balanced ground?

No. No, it is not. Overswarm brought this up in one of his posts in a thread which is overall very relevant to this discussion-a thread on SWF, where several players were suggesting removing Final Destination from the starter list.


Overswarm again said:
Der, it's a characters best stage? There's your first clue that it needs looking into.

So let's look into it:

First, IS it his best stage? Yes. Yes it is. Do OTHER characters have "best" stages on starters? Arguably, yes. At the very least, pretty close, right?

So let's look deeper. We use stage striking, why don't people just strike the stage? No big deal, right?

What are Diddy's best CPs?

Final Destination, Battlefield, Smashville, Pictochat

HOLY ****ING **** THAT MONKEY GETS THREE OF HIS FOUR BEST STAGES LISTED AS STARTERS?!

No wonder this is such a problem!

Wait a minute, ICs ALSO love FD, BF, and SV! I'm seeing a pattern!

Oh, I get it. We put three stages that play in nearly the exact same fashion together and told people to whittle down a list.

That's like putting a starter list of
Final Destination
Rainbow Cruise
Frigate Orpheon

and saying it's fair because Diddy can just strike Rainbow Cruise. Of course he can, but he still gets taken to Frigate 100% of the time!

How often do you see Diddy or IC get taken to Lylat or YIsland? This means that the "neutral" stages we have are not neutral. That is why we call them starters, and it is why we need to alter the list in some way to make it fair.
/end quote



And I already hear it. "But it is fair-it's fair to the players". Wait, what? I don't understand this line of reasoning, because while Final Destination-Battlefield-Smashville may be "fair" to the players in some sense, so is Rainbow Cruise-Brinstar-Castle Siege. When I inquire what "fair to the player" means, I hear that stage movement is not fair to the player. This makes no sense. Why would any non-random stage be more fair to a player than another? Both players, assuming more or less equal skill level, have an equal chance of winning on each and every non-random stage in the game. There's nothing "unfair" about Brinstar or Rainbow Cruise as such; they're completely and totally non-random and therefore completely fair to the player. And even in the case of randomness, most stages have the sort of randomness that does not lead to any worthwhile inconsistencies (think, 1/10^10% level of inconsistency), or their random elements announce themselves miles in advance-but I'm getting off topic, this is the subject for an entirely different blog.

The short version of the above paragraph is that being fair to the player is, in this context, commonly misunderstood (because it doesn't mean what it really should), and virtually always a non-issue–nobody's recommending Pictochat as a starter here (yet), and stage interaction is not a matter of player fairness at all.


I keep hearing all these clamors that stage interaction is a bad thing, or that it throws extra variables into the match. It doesn't. Volke Aeno mentioned this:

Volke Aeno said:
The "your opponent's skill" variable is what is being isolated in competitive brawl. When trying to isolate that variable, you gotta remove or assume things for every other variable. For example of the principle (as seen in math), you can't find W in:

x + y - z = w

Without removing the variable in some manner. 2 ways you can remove variables are...

Assuming that the given variable has a negligible effect (your opinion about why PS2 is fair)
Assign a value to a variable (As in, character matchups)
/end quote

This is, again, only applicable to heavily random stages. A non-random stage is not a variable, it's a constant. And even then, slightly random stages are, as he mentioned, almost completely negligible.



I don't understand the beliefs held against moving stages, or the prejudices in favor of static stages. While I can understand why people would be against randomness (I have very strong arguments against this belief, btw, but I can understand where it comes from in general), but the argument that stage movement is wrong and/or bad is completely baseless. Stage movement/interaction does not, in any way hinder competition. In fact, it strengthens it, by forcing the players to have more skills.

Beyond that, I especially don't know why this mentality of "interactive stages are bad" should not apply to your counterpicks, but only to the first, and most important, set in the game. Sure, it should be consistent, but as said-the inconsistencies brought up by most stages are so close to 0 that you'd need a microscope on a line graph. Overall, I've been getting a lot of "it's this way because it is this way"; i.e. circular logic works because circular logic works because circular logic works.



Originally, the starter list was built to ensure a fair stage for a character matchup. It no longer fulfills this goal. Our current starter list is hardly better than going with random in many matchups-no matter what, the same group of characters is going to get a big, fat, unwarranted advantage, and other characters are going to get the hose. Especially in matchups like ICs-G&W. G&W destroys the ICs on many stages, but the ICs can always strike to one of their best stages in the matchup game one, effectively giving them 2 counterpicks. This is a big deal!

And now this argument comes a lot. "These characters get 2 counterpicks per match because they're better characters who are good on these stages which are inherently neutral". Um, no. This is simply not the case. These characters are, in fact, worse at dealing with stages. The reason they want to go to stages like FD, BF, or SV is because they, as characters, are awful at dealing with stage movement. This is not a good thing in brawl, a game where being good at stages is clearly rewarded as a character trait. At this point, justifying this fact is not really necessary; it's obvious. Look at the game! Certain characters are good on every stage (G&W, MK, Wario...); certain characters are good on a very small minority of stages (ICs, Falco, Diddy...). Why are we rewarding those who are good only only some stages when they are worse characters? Why are we arbitrarily rewarding them at all? I have dozens! DOZENS! Of posts dealing with this exact issue. There is simply no sane backing for this reasoning.



So our current starter list, the lists most people use (either BF/SV/FD or the more common BF/SV/FD/YI/Lylat or PS1) does not fulfill the basic function it was implemented to perform, and none of the other reasonings supporting it really provide a good reason to use it in its current form. It additionally has the major downside of basically handing Diddy, Falco, ICs, and several others two counterpicks per game, a major flaw in its design. And merely because of the, quite frankly, indefensible reasoning that we should only put static, non-changing stages on the starter list?

The amount of movement and interactivity a stage has should have nothing to do with its categorization once it has been shown to be competitive.
I.e. once we have decided "Stage X is competitive", the amount of interaction, the degree to which "normal gameplay" is changed on it, and in general any factors based around its basic features can and should be ignored when further deciding if it's a starter stage or not. They are simply irrelevant to the actual goal of starter stages.
But what isn't irrelevant, if those things are?

The polarization of a stage-how strong of a counterpick it is, how often it would normally be counterpicked, how many characters would object to playing on it/completely love playing on it, etc. That is the only thing that matters when discussing whether or not a stage declared to be competitive should be a starter stage (i.e. no chars like Warioware, but it's already been disqualified as anticompetitive). This fits in perfectly with the original sense of the starter list, because non-polar stages are, by definition, reasonably fair playing ground. By assembling a list out of such stages, you will find that, although certain stages in the list may favor certain characters, nobody will really love half or more of it-you may get a scene where a Diddy has to strike Frigate against MK, but never a scene where MK has to strike FD and SV and then goes to one of diddy's best stages in the matchups anyways–he'll still have various stages that are between good and decent for him. The goal is, after all, a stage which is decent but not good for both characters.

In conclusion:

With this sole deciding criteria in mind, I've gone through a fairly conservative stagelist and constructed a starter list:

3: PS2, Smashville, Lylat
5: +Battlefield, Castle Siege
7: +PS1, Final Destination
9: +Frigate, Yoshi's
11: +Delfino, Halberd
13: +Jungle Japes, Rainbow Cruise
15: +Brinstar, Norfair

I'd honestly stop at either 9, or 11. Beyond the first few, it does get a little shaky; certain stages are more or less polar, but you also have to respect the striking system in a way... It's tricky, but if you go up to 11, you don't really have any issues. Striking in a 3-3-2-2 pattern, or even a 4-5-1 pattern severely speeds up striking as a whole.

Notice a few consequences of this:

1. FD is only a starter with 11+ starter stages. This is very intentional; FD is not a starter stage. Shouldn't be, anyways. It is, quite simply, one of the most polar stages ever. I went down from S tier to D tier and found 2 characters who find the stage neutral in more than a small handful of matchups. FD is a hardcore counterpick. It's very rare that one of the two players doesn't ban it, that's how polar it is. It's literally about on the level with Rainbow Cruise or Brinstar as far as matchup polarization goes.
EDIT: Updated. FD is bad, but not that bad.

2. Pokemon Stadium 2 is ALWAYS a starter. Again, very simple. PS2 is really one of the most fair stages in the game. No character likes it, no character hates it. Well, to be fair, Sonic and G&W "like" the stage, but they like it in the same way Metaknight "likes" Halberd or Lylat in many matchups-they have some tricks, but have far, far better stages. This isn't just out-of-my-*** theorycraft either (although that backs it up)–Nova Scotia and parts of Australia have confirmed this very extensively-PS2 is a really, really balanced and fair stage.
3. Rainbow Cruise and Brinstar are still awful starters. Newsflash: the reason these aren't starters isn't because they move, it's because they're about as polar as an abortion debate between a stem cell researcher and a TV Evangelist.

It is miles better than our current starter list in any of its forms. It's the way the starter list should look. I heavily recommend going with the 11-stage form of the list for your starter list to any TO.

Also, DMG should namesearch this.
 

Amazing Ampharos

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Yeah guys, let's keep this at least vaguely on topic, and as hard as I know it can be, minimizing the venom would be nice too.
 

Akaku94

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First.

Didn't you try posting this already? It seems awfully familiar... Good points, though! Though this is basically just a rehashing of what has been your (and many others') stance for who knows how long, it was definitely welcomed. Hopefully some discussion comes from it.

EDIT: Dang, ninja'd like 5 times in 30 seconds... forget the first! Though this is my 100th Post! Yay!
 

SuSa

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My only issue is the following part:

3: PS2, Smashville, Lylat
5: +Battlefield, Castle Siege
7: +PS1, Frigate
9: +Halberd, Yoshi's
11: +Delfino, Final Destination
13: +Jungle Japes, Rainbow Cruise
15: +Brinstar, Norfair
While I know what you were trying to look for by the creation of said list, the most truly "fair and competitive" way would be to not seperate stages into any further category than "Banned" or "allowed". This is due to how many factors actually apply to stages. Banned stages would have to find a criteria they share or be proven to be highly uncompetitive (Wario Ware and Temple respectfully)

Then find a way for the two parties (since this could/would apply to teams) to strike off stages in a manner as to have each have some equal say in the stages. This means each party is having their input onto what THEY believe to be the "fairest match" for the first stage.

Yes this is taken straight from my anti-counterpick thread but applied to the first game only.

Games after the first could be decided how they already are... (let's not bring my thread into this one)

Sorry for the derail last time

If you want me to explain why creating an "unpolarized" list is rather difficult, if not impossible, I'll explain. Just keep in mind this small example:
Snake on Rainbow Cruise

:nifty::leek:
 

Ripple

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ummmm......where's picto?

I'm confused. do you not recommend picto as a counterpick either due to some kind of broken tactic?

or is this JUST starters? can you post just your CP list?
 

Raziek

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That's starters only, as you increase by multiples of two.

Picto is too random to be a starter, but it's acceptable as a CP.
 
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My only issue is the following part:

While I know what you were trying to look for by the creation of said list, the most truly "fair and competitive" way would be to not seperate stages into any further category than "Banned" or "allowed". This is due to how many factors actually apply to stages. Banned stages would have to find a criteria they share or be proven to be highly uncompetitive (Wario Ware and Temple respectfully)

Then find a way for the two parties (since this could/would apply to teams) to strike off stages in a manner as to have each have some equal say in the stages. This means each party is having their input onto what THEY believe to be the "fairest match" for the first stage.

Yes this is taken straight from my anti-counterpick thread but applied to the first game only.

Games after the first could be decided how they already are... (let's not bring my thread into this one)

Sorry for the derail last time

If you want me to explain why creating an "unpolarized" list is rather difficult, if not impossible, I'll explain. Just keep in mind this small example:
Snake on Rainbow Cruise

I agree with this 100%, unless I'm misunderstanding you-take the whole legal stagelist, and strike from it. That's the ideal method.

ummmm......where's picto?

I'm confused. do you not recommend picto as a counterpick either due to some kind of broken tactic?

or is this JUST starters? can you post just your CP list?
First of all, I personally do not advocate Pictochat being legal. I've seen enough evidence to move it from "you're ******** to ban this stage" (my old viewpoint) to "it's reasonable to ban or not ban this due to excessive inconsistencies" (tip: this is a very short list), and when it comes to randomness... Let's just say I'm not a fan of it (randomness, not the stage-I love to play on pictochat).

Second of all, you'll notice that the list is missing quite a few stages. YI(M), PTAD, DP, LM, et cetera. I originally made it up for the people on AiB; it's not adapted to a more intelligent sane liberal stagelist. For purposes of this forum, I probably should make a v2 that includes all stages that should be legal.
 

Jack Kieser

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*FLAME*FLAME*FLAME*HATE*HATE*FLAME*!!1!1

...nah, j/k. This thread is legit.

To be honest, though, I'm actually with SuSa on this one; there shouldn't BE a starter list at all. Here's why.

We have 3 characters: A - C. That means that we have 3 potential matchups: A - B, A- C, B - C. But, because of the character traits of each individual character, matchups will differ for different reasons. Thus, a stage that's neutral for the A- B matchup may be a CP for the A - C matchup. Just having a lits of pre-determined "starters" ignores this, instead assuming that the most even matchup MUST occur on one of 3/5/7/9/11 stages. But, that doesn't have to be the case at all! Any legal stage has the potential to be the most neutral stage in a matchup... and it's nearly impossible to predict which stages could be neutral and which ones can't. Don't believe me?

That's the whole reason static stages aren't necessarily neutral ones!

You see, we've already tried to isolate some characteristic of stages that, globally, qualifies a stage to be neutral (how static the stage is), and failed miserably. The fact of the matter is that there is no global characteristic that qualifies a stage to be a neutral stage for any given matchup... because the characteristics that matter in determining matchup neutrality are MORE dependent on the characters involved, not the stage!

So, how many true possibilities do we have? Well, how many matchups are there in the game? The formula for determining the number of matchups (k) from a set of 35 characters (n) is:

n_C_k, or

(n!) / (k! - (n - k)!)

35 * 34 * 33 * ... * 1 / 2 - (33 * 32 * 31 * ... * 1) = 595 possible matchup combinations!

How are we to assume that a simple list of 3/5/7/9/11 stages is going to fit 595 matchup combinations? Therefore, the best and most fair way to determine which stage is the most neutral for each matchup is to simply strike from ALL LEGAL STAGES for match 1. Eventually, given enough time, enough tournaments, and enough experimentation, each matchup will find the most neutral stage for itself, and players will be able to simply choose that stage from that point on (if they both agree; if not, then strike away!).

Bam. Math wins again. :awesome:
 

Raziek

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But Jack, then we get into practicality and implementation issues, as you mentioned.

How many people will actually strike all the way instead of saying '**** it, SV'

How long would the striking take, etc...

Super Theory Strikers is all well and good, but starter lists seem infinitely more practical, though slightly inferior from a balance perspective.
 

SuSa

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I already argued over the amount of time taken to strike, especially if you started off large and when small. (EG: Of 20 stages, each player bans 6, then 3, than 1 by 1)

Many players will want what's best for them, so they'll try to strike accordingly. But there will always be the people who say "**** it, SV"

:nifty::leek:
 

Jack Kieser

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But Jack, then we get into practicality and implementation issues, as you mentioned.

How many people will actually strike all the way instead of saying '**** it, SV'

How long would the striking take, etc...

Super Theory Strikers is all well and good, but starter lists seem infinitely more practical, though slightly inferior from a balance perspective.
You're right, Raziek. Just because some players will be lazy, ALL OF US should be forced to play with a logically unsound stage system. I totally agree with you.

Why would it hurt to give players the OPTION to choose stages the smart way? Remember, right now, if both players agree they can even play on a banned stage. So, yes, if both players choose to just say, "**** it, we're playing on FD", that's their call, but that doesn't mean that I should be forced to choose only from a stunted and broken starter list just because those two guys are lazy and dumb.
 

Raziek

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._.

That's not what I said, Jack.

I agree with the premise, but the comparison FOR ME, is how many people would actually do a full strike, vs. how many people strike with 9.

Like, imagine two groups of 20 players.

Group A is doing full list striking. 14 of 20 people in Group A decide to say "**** it, SV".

Group B is doing 9-starters. 4 of 20 people decide to say, "**** it, SV"

Which is more effective? Is it Group A for bringing the best theoretical result to the players who use it? Or Group B because more players took advantage of the system, even if it is slightly inferior. (Though still superior to "**** it, SV")

These are the things I think about as a TO in this matter.
 

SuSa

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And how would it effect attendance do you think?

That's what it comes down to. Do players see being able to choose their first stage to be the fairest possible as a good thing? Or bad?

It also shows how unviable some characters could be.
 

Jack Kieser

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Well, of course TOs are going to have to worry about attendance, but if you're a good TO running good game, then you don't boost attendance by altering the ruleset of the game... you boost attendance by doing good advertising, getting sponsors, booking good venues, and running a clean and efficient bracket.

As a TO in relation to the game, the ONLY thing you should be concerned about is making the game as competitively viable and accurate as possible. You don't alter the rules to "increase attendance". You alter the rules to make the game better.
 

Raziek

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That's true to an extent, but there IS a line as to how far players are willing to go from the "norm" before they start to experience distaste and not attend, regardless of how competitively sound the idea is.

In my case, I've shifted the norm gradually, so it isn't as big a deal.
 
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