WritersBlah
Smash Journeyman
I've been thinking about this post a lot ever since I first read it, but I want to propose a counterargument. Not so much because I wouldn't like your proposed random select method, but because I feel like it would have significant pushback from the community and result in ending up with a smaller stagelist down the line. The truth of the matter is that people like to have control over the stage they play on, and asking tournaments to run almost entirely under random select would likely lead to a lot of complaining. I've been trying to consolidate a method for retaining both control over the stage played on while allowing for a large stage list, and I'd like to propose a modification of PoptartLord 's method.There are two major problems with that method, one of which is unsolvable and the second of which is solvable but requires a legal stage list which undoes one of your proposed benefits.
Problem 1 is that inevitably only one player will have any real control here. If the decider is static he can easily force the game to his favorite 3-5 stages; in a game with this many stages, no reasonable number of nos will be enough to prevent me from getting an outcome counterpick level good. If the decider alternates, whoever goes second is the only one who has a real say since he can just say automatic no to anything proposed (really the fact that his opponent would suggest it is a good reason to say no even if he otherwise likes the stage). So if you have 40 legal stages, you guarantee that game 1 happens on the 3rd to 5th most desired stage of one of the players, and somehow you have to pick which player that is which will be a contentious point of randomization to say the least. This is a strictly worse outcome than if you pick random which should on average be on the 20.5th most favorable stage to either side (and the per side veto further helps shift things to the middle). Yes, there's an asymmetry of how players value stages that can come into play, but an aggressive stage selector will always consider anything about a stage that his opponent likes as a hidden downside of that stage and will probably scout that player's other matches to learn his favorite stages to appropriately shift them down in the desirability ranking (and counterpoint to see his opponent's least favorite stages and rank them up). We had a guy in our region who would ask a large percentage of the people he played what their favorite stage was and, if it sounded like a real answer, he'd immediately announce his stage ban was that stage; don't think people don't do stuff like that. Stage striking kinda works because it goes through all the stages and can't help but meet near the middle. If you try to cut out pieces of it but retain player choice, you're really cutting out the middle stages and guaranteeing an extreme outcome since extreme outcomes are the only incentive players have to pursue. This problem is not solvable. I don't see a solution other than sticking with striking and having single digit legal stages in a game with 40+ candidate legal stages (totally gutting the game) or just allowing a neutral third party to decide which I'm proposing is the overly simple random button.
The second problem is that if you don't have a stage list there are plenty of unplayable garbage stages, and let's be real that most players have a general sense of where they rank on the skill tree. If I think I'm totally outmatched by an opponent and I have control of the stage situation, I can give myself a greatly helped chance by changing the match from a "real" smash match into a Sonic ditto on New Pork City or something to that effect as my only goal in stage selection isn't to pick a fair stage but just to pick a stage that removes skill from the equation as much as possible and turns the game into something more degenerate at which maybe I have a coinflip shot at coming out ahead. You can solve this by banning all the stages that let me do stuff like this, but at that point, the proposed benefit of removing the memorization of a long stage list is diminished. I don't think you get around the need to, at some point, have a stage list that people will benefit from knowing (a good TO will have printouts and will have every console set up right so people can just check the random stage setting in-game as well to help). It would be nice to be able to somehow be pure enough not to ban anything and play the whole game as it is, but it just doesn't seem realistic.
I don't mean to be down on creative thinking, but I gotta call it how I see it... My experience of years of being in and out of the smash community has totally convinced me that simpler has a chance of succeeding in this community and complicated really doesn't too; definitely the main goal of what I suggested was keeping it as simple, quick, and easy to explain as possible.
First off, for the sake of being able to make this function, I'd have to reinstate the distinction between starters and counterpicks. I see the value in having all stages legal from Game 1, but it practically necessitates random select. So instead, have game 1 operate similarly to how it has in Brawl and Smash 4: have a list of either 7 or 9 "starter" stages to strike from. Game 1 happens, and we get a winner and loser. Historically, because stagelists in the past have been pretty limited, we've been able to have the winner ban two or so stages and have the loser choose from the remaining selection. With a stagelist that will likely reach into the double digits however, no amount of stage bans will be feasible to keep track of and have tournaments go by smoothly. PoptartLord suggested having the loser suggest a stage one by one until the winner agreed to one. The problem with this method, as you mentioned, is that it would always be in the winner's best interest to say no up until the very end. So instead of this, what if the loser simply listed, without interruption, six or seven stages he'd like to play on, with the winner then choosing from that list. This would remove the inherent bias coming from a yes-no listoff, while still providing an edge to the loser.
For the sake of argument, let me calculate what advantage is given to game 1's loser when choosing a stage in previous Smash games. In Melee, the winner is given one ban from a six-stage list, so the loser has 83% of the stagelist open to them (with the inverse being that the winner has 17% control of where not to go next game.) In Brawl, rulesets that had larger stagelists allowed the winner two bans (Brawl stagelists varied a lot, but let's go with a ten-stage list), giving the loser 80% advantage. Smash 4 gave the winner either one ban from a six-stage list, or two bans from a seven-stage list, putting loser advantage at either 83% or 71%.
The reason for pointing this out is to quantify the power dynamics in counterpicking stages, which has almost consistently been L80-W20. Dave's Stupid Rule can potentially limit this in Game 3 by an extra stage, shifting things to more of a L70-W30, but I find this to be somewhat negligible. What I've proposed above can maintain this power dynamic while still giving players control over which stage they go to next. Let's say that the community decides on a 20-stage list. By the loser listing off a four-stage list and the winner choosing from those given stages, this maintains the 80-20 power dynamic while significantly cutting down on the time necessary to counterpick normally. Of course, with a twenty-stage list, you could simply leave the winner with four bans instead which isn't a massive number, but who knows. Heck, this could even be maintained for counterpicking while having Game 1 be decided by random select, if players can actually be convinced to drop the starter/counterpick distinction.
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