While it does not directly ban the ability to hurt your teammate, it effectively nullifies teams that use that tactic to be particularly good, namely Lucario/ZSS/Pikachu+Lucas/Ness, so they are downgraded, and possibly unviable in the overall competitive environment.
When you turn OFF Customs, it's the same. You do not directly ban characters that use customs, but certain characters that need customs to compete like Palutena, Charizard and WFT will be nullified as well, so they won't be seen at competitions often either.
The name might be different, but the result is the same: You're not banning it, but you're rendering a trait unusable.
The above bolding is my emphasis.
Although it is already established that this is in fact not a "ban", it seems to me that there is another avenue you are taking the argument. Correct me if my interpretation of this avenue is wrong:
By the action of "not banning" (through taking no action in changing the game settings) then we are subjectively holding to circumstances which put some characters in a less advantageous matchup.
In simpler words: 'we're screwing over some characters from being better than what they could be with the standard competitive game settings'.
If the above is correct then I will simply disagree with you on this being a reason to change the game.
The reason for the disagreement is that I do
not see it as a job of a rulecrafter to attempt to balance the game's characters. That is the job of the developers and/or balance team.
I believe the job of a rulecrafter for competitions is along the lines of:
Creating an acceptable ruleset which abides by competitive theory.
So at this point I would like to ask you if you agree with my job description of a rulecrafter.
If you agree then my argument still stands.
If you disagree then please explain why what seems to be the dev/balance team's job should be taken up by a rulecrafter.
(I would explain the reasoning behind my proposition of a rulecrafter's job being to craft a competitive ruleset for competitions... except it seems rather self-evident)
While I do believe that the burden of proof is on the party that wants to change what the software's default game state is, I do not believe that something revolutionary or fantastic is needed to change the in-game settings. What is needed simply has to be better than what is offered in the default game state.
As strawman as it is (no "revolutionary"/"fantastic" argument was made), I will actually say I agree with this path of reasoning as valid. The only part I could disagree with is that customs would make the game "better" (to which I also agree this is subjective; although that is covered under
Competitive Value in my guide).
However,
to take the position that it is "better enough" to make a change to standard rules would need a "better enough" reason.
I suppose the reasoning is found further in your post, to which I will respond below.
What
T0MMY
defines as making the game competitively better (please don't nitpick on my wording here, you may formulate it in another way) in his guide is the following:
- Fairness - neutrality for the competitors
- In-game rulings - native design of the software
- Reward to skill - promoting the better skilled player
I don't believe those were reasons for competitive value - those are actually
competitive principles; if anything violates those principles they are violating competition at its foundation.
Competitive Value is found in a different area of the guide.
It seems very clear that I and T0MMY don't interpret the competitive principles in the exact same way, but I hope that I have at least cleared up why I think that enabling Customization is a good idea for competitive play regardless of what is written in that guide.
Actually, I think we interpret the competitive principles in nearly an identical manner, but your use of them may be different than mine. I them as simply just abstractions for the fundamental foundation that build the competitive theory we use to have competitions in the first place - I do not really seek to use them as reason to change rules.
Regarding "more content"
So what is so good with more content? Well, first and foremost, allowing customization is allowing everyone to choose whatever they want. If there is more content, there is a higher chance that everyone will find something that suits them. Does this fit in any of the above mentioned criteria? It may not seem like it at first, but actually, yes, it does. Every player being able to choose what suits them clearly corresponds to neutrality and fairness.
I agree with this, that Custom Fighters is not violating the Fairness Principle (that everyone has the option to select customization). But what should be pointed out is that it is not necessary to have Custom Fighters ON in order to preserve the Fairness Principal; both options ON and OFF preserve this principle, so neither is "better" at this point and the standard remains OFF if so desired.
Also, "getting what we want" is not a principle for competitive theory. If that were the case we would have no need for rules since everyone could get whatever they wanted ad infinitum and we would have chaos rather than order (formal rules are formal because they have form, not a void-like fuzzy chaos). Everyone getting what they want is more socialist or communist than it is rulecrafting and I'd suggest taking that point to a political forum instead.
Regarding Fun, Enjoyment, and Entertainment
It also gives players more enjoyment because they can play with whatever they want, although that is not a part of T0MMY's definition of competitive principles. Obviously, there will still be people that find that the game has nothing that suits them regardless of if Customization is On or Off, but the chance is higher that they find something that works if it is On.
Enjoyment is not part of competitive principles, because it is not necessary; competitors can still compete even if they are not enjoying the game. This is not to say I do not believe fun and enjoyment are not good things, however what I do say is that it is outside the scope of competitive theory so it's simply not discussed.
One of the reasons I play Smash instead of Marvel vs Capcom 2, Chess, or any number of other competitive games is because of fun and enjoyment I have with the game. However, I don't bring that into discussion regarding rules so I'll respectfully end the point there.
Also there is an important piece left out of this point: It may be true that there's more chance players will find something that "works" if customization is used, but it is also a possibility that they will find something they strongly dislike. It may even be more likely the case that there are a lot of things competitors will dislike than they do like and thus reduces the value of customs (think of all the complaints of "jank" when customs is discussed).
Regarding Reward to Skill
Secondly, I have a point that some might find more important and more directly linked to making the game more "competitive". It's regarding depth and choices. I firmly believe that more content leads to more Reward to skill. Why? Because if there are more things to learn in the game, that increases the skill ceiling which leads to more things you need to master to be truly skilled at the game. Basically, more content gives the players chances to prove their skill in more ways.
This is a very interesting discussion, one that could push the understanding of the principle (either for better or worse, so I'll be careful with my words).
First, I will repeat that Reward to Skill is actually a principle of competition, and
not reason for value.
However, your point of Reward to Skill and its association with "depth and choices" is very important to many discussions on this topic, so I will continue.
At this juncture (of
depth and choice, AKA "depth and breadth") it is important to bring up the importance of
scope.
Scope, Breadth, and Depth
Generically "scope" is the extent of a given activity
*, but in the game design industry it can have important ramifications.
James Portnow defines scope as both
depth and
breadth in his article
Scope: A lesson in Game Design. The difference between these two concepts emerge in our conversation of competitive value of customs in SSB4 and are of great importance.
There are many good game-related articles regarding breadth and depth both in print and online; one I will refer to for convenience of discourse is Mike Stout's thoughts in
Evaluating Game Mechanics for Depth. In that article Stout explains that depth is built from
skills and
objectives. Very important is that he sets clear boundaries for skills, that they must be "meaningful" (that is, not so basic they result in no depth added); and the for objectives, they are to be "clear" (that is, not overly complex which would then create confusion).
Stout makes it very clear that meaningful skills are what creates depth in gameplay and describes the mistake of adding more content which creates "confusion" out of the complexity of choices; found in the chapter of "Meaningful Skills: A Morality Tale". The parallel to his content-adding mistakes in Ratchet and Clank to our dilemma of Customs in SSB4 is an old story with many games (Rock/Paper/Scissors/Lizard/Spock is not standard despite more "content" when playing Rock/Paper/Scissors).
"Experiences like the one I had with the tractor beam taught me a valuable lesson: most game mechanics that don't feel deep enough feel that way because they have too many objectives and not enough meaningful skills."
Simply put, adding more content of something similar does not create
depth, it creates more
options (complexity); too much complexity creates confusion.
This over-complexity for sake of content may or may not add subjective "value" to competition - if you think it does, I will leave you to that opinion. My own opinion on the matter is about as worthless as any other, so what it comes down to is what the community is supporting.
Where to go with Customs
At this point in time the competitive community seems to be largely in favor of Standard Competition rather than Custom Fighters. That transcends one persons' opinion no matter if adding more content is adding more depth or just complicating gameplay. It is just plainly obvious the time is not right for Customs and I've said this for a while now that I am more supportive of Customs coming into their own when the time is right. To push too hard too soon seems to me to have devastating results for the pro-custom movement. I simply described two situations of a patient few who persue the introduction of the change in rules and are rewarded for their virtues, and then there are those who "shoot themselves in the foot". At this point I kind of see it as a sinking ship and those who pushed too hard too fast got their Customs Major (Evo) and have already abandoned the community and used it for what it was worth for them (good riddance). I am sorry if you are one of the patient few reasonable members of the community who are left.
Right now if I believe Customs rules to be the stronger argument for competitions I would simply support Customs Events and allow the Free Market to come to realize it is "better" by its inherent virtue and the result would be that the competitors would, by and large, be registering for Custom events which should get more support and become the new standard (the same way any other change in ruling has done).
If it is not the stronger argument or if it was simply just denied its greater value then I would concede and still enjoy Standard Events without customs seeing as I am a competitive player and it is competition that is important to me, not the degree of competition (Rock/Paper/Scissors is much simpler and I can still accept and enjoy a game of that, with or without the addition of lizard and spock).