I want to talk about stalling rules. (Irony warning: Dis gun be long)
Just about everyone here agrees that rules have to be:
1. Enforceable
2. Discrete (binary; non-subjective)
3. Warranted
For those who don't know me, I tend to be a stickler about all 3 of these. I set a very high bar for each criteria.
A long time ago (and sometimes not that long), it was common to having a "stalling clause"; intentionally stalling the game indefinitely was considered grounds for forfeiture. This rule was discarded by theorists for being a subjective, ill-defined rule neither enforceable nor discrete.
I am not going to argue that a stalling clause is warranted; tbqh, I personally don't think it is in Smash 4. But I would like to put forth that a (infinite) stalling clause
is sufficiently enforceable and discrete to be used if so desired.
Discrete
Since Roth v. United States in 1957, it has been a clear and unambiguous ruling that obscene material as a "dominant theme" is not protected under the US First Amendment right to freedom of speech in a public place. But what counts as obscene? Surely this is a subjective, non-discrete law?
The 1964 SCOTUS case of Jacobellis v. Ohio in tested just that. Jacobellis was a theater manager who had showed a French film involving adultery. (Scandalous!) The state of Ohio wanted to censor this, on the smug grounds that obscenity was subjective and they could thus censor whatever they wanted.
The Supreme Court ruling, which had none of this bullcrap, included a famous line by Justice Potter Steward:
I shall not today attempt further to define the kinds of material I understand to be embraced within that shorthand description ("hard-core pornography"), and perhaps I could never succeed in intelligibly doing so. But I know it when I see it, and the motion picture involved in this case is not that.
"I know it when I see it" has become a landmark legal concept that is vital to the topic we are discussing:
In certain cases where the classification of content is intuitive, a law can be discrete without having to be exhaustively well-defined.
I think it's really easy to assert that infinite stalling, at least in Smash 4, fits into this realm.
Infinite stalling techniques--like pornography and elephants--are very difficult to describe comprehensively yet
incredibly easy to identify.
This is because
infinite stalling, as a primary strategy, only yields any benefit if you do it for the entire remainder of the match. (Or very close to it.) It's not like say, a hypothetical rule against chaining Fox jabs, where if we put a 10-jab limit, everyone would just do 9 and still get a big reward.
I think, like Supreme Court Justices faced with pornography, 99% of the community can agree on identification of 99.9% games as infinite stalling or not. If we have a robust stalling clause that both defines stalling formally, such as "actively avoiding the stage's primary platform indefinitely" (not the opponent! bad definition), and suggests a temporal baseline for
infinite stalling, such as "at least 20 seconds", we can have 99% of players agree on 99.9999% of games.
Like sportsmanship, we can come up with a decent definition, leave it up to the TO, and that's enough. It
really is that simple.
Enforceable
"Sure," I hear you say, "maybe it's a reasonable rule to
exist, but are TOs supposed to monitor every setup at all times? It's just not reasonable to
enforce."
Except here's the rub--we already determined that infinite stalling has no point unless the strategy is used for a prolonged period of time, and the game goes to timeout as a result. Unlike
any other strategy in the game, a TO and/or spectators
can be called over
mid-match to observe and confirm
Furthermore, by nature stalling matchups are the longest. This means that they are far more likely to be spectated (by a TO or others), but that's not all. As a good TO, I am
constantly on the lookout for the longest matches, because
those are my bottleneck. Even in game 1s, I'm trying to get a feel for it, keeping my finger on the pulse of who to look out for. To run a bracket at maximum efficiency, I have to make a special effort to get players from long sets into their next rounds as quickly as possible. As a TO, those are where my eyeballs are. I have never TO'd a tourney where a non-pool game went to time and I wasn't watching. Not once. (It helps that in my experience, timeouts are rare and easy to predict based on player and matchup.)
In the event of fluke TO-and-audience failure, replays do exist. If this is a late bracket match, it's impossible that a TO or mass spectators will not observe the match, so this only applies to early matches.
And ultimately, it's sort of a moot-point. When everyone knows that infinite-stalling is inevitably going to get caught and prove pointless, it removes all incentive to do it. Why pursue a strategy that is not only going to result in social castration, but
also get to disqualified by the TO? This makes the "TO headache" imaginary.
Back in the early Brawl days, all the tourneys I TO'd had a stalling clause because it was the norm at the time. It was never invoked in any way.
Bottom line is, I'm
not actually saying we
should have a "no infinite stalling" clause. But I do think that it's a
legally sound rule to have in practice that us policy wonks do not have legalistic grounds to object to.
Footnotes:
Stalling clauses stopped seeing use in Brawl for 2 reasons:
- It is uniquely difficult to discern what counts as stalling on Brinstar, which was legal for quite some time (This is not true of any other stage in Smash's competitive history.)
- The same could be said of circle camping, or camping the inner corners of Venom and Pilotwings biplane. These stages should not be used in competitive play regardless though.
- Ice Climber infinites were seen as a greater evil than stalling, which was the only true high-level counter-strategy.
- Other grab infinites in Brawl also played a small part in this.
Obviously, neither of these reasons applies to Smash 4 Wii U.
Considering customs were still very new at the time, people had very few ideas on how to beat it. I still believe there's a chance that custom set will cause problems in the future, but until it does I've decided to remove the ledge grab limit and instead spread word of the many ways to deal with the custom set. I appreciate the heads up and responses guys.
I think LGL is a bad (or at least unnecessary) rule, but I think considering it was good TOing.
^ That's not a bad idea either. But I'll wing it on this for now. The only person who I think would try this anyway is ADHD as he's always been a troll when playing even in his serious sets. He also lives 5 minutes from the venue so I expect him to be at the event too and with Diddy nerfed I doubt he'll still play Diddy. It will be interesting to see how people will deal with those customs this time around.
I have a concern about ADHD and some other strong players in particular using this strategy, from a public attitude standpoint.
Villager stall
is a bad strategy, but ADHD is a very good player. He can use a bad strategy and still perform well, because he is flat out better than the vast majority of people he will play--not unlike using a low-tier character.
I'm concerned that good players winning with a bad strategy will still cause #outrage, even if those same players could have performed even better by playing a better character, including an aggressive or conventionally campy Villager.
I'm shocked the game doesn't give any better options for handling timeouts by now. You would think something like "lowest percent wins, if tied the game ends the moment the percents are no longer tied" would exist.
Real Talk: The One True tournament timeout game ruling in any fighting game should be a computation of which player spent the most time closest to the center of the stage, weighted such that the end of the match counts significantly more.