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Have any of you guys ever heard of Team Fortress 2?
Of course you have. Everyone who's been into gaming for any significant amount of time has heard of TF2. Its arguably one of the most addictive online shooters out there, and its built up a momentous fanbase over it's almost ten years of existence. Chances are if you haven't played it, you've at least seen it, and acquired a significant level of knowledge through osmosis alone.
But did you know TF2 has a really hardcore competitive community?
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Who would've thought, right? And it isn't just a few guys getting together every couple of weeks to play teams: we're talking thousands of people, multiple leagues, ranking ladders and a variety of game modes - the most popular of which is Highlander, a 9v9 mode where only one player is allowed per class. In this mode, each team is forced to display not only which has the best players in their respective aspect of the game, but also which has the best synergy and ability to strategize in the moment.
Of course, turning what was originally imagined as a casual, "play for fun" game into a competitive experience wasn't easy: several of the maps and game-modes in TF2 just aren't fun to watch or play at a higher level, becoming frustratingly unbalanced in favor of certain classes or agonizingly slow once organized teams are brought into the mix. Because of this, Leagues usually only use a handful of the existing game modes and pick out a few of the existing maps, even going as far as to customize some of them to better suit competitive play.
Sound familiar?
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Unlockables are another point of contention for competitive players, and the way they handle this is what I find most interesting. For those not in the know, TF2 allows its players to create custom loadouts for each of their classes by equipping them with a variety of unlockable weapons. Not only does this give players an extra layer of personalization, it also makes classes more viable for situations where they would otherwise struggle. They're referred to as "sidegrades", since they're not meant to be an improvement over the stock weapons, but tools to be used by players in case their classes' default arsenal isn't sufficient.
For the most part, these weapons are loved by the community: besides adding a new layer of complexity to the game, they also make some of the classes straight up more fun to play. But seeing how the game is balanced around chaotic 12v12 play, some of them become straight upgrades to their default counterparts when brought to Highlander. This causes the problem of not only having an element in the game that has little to no counterplay, but also eliminating all variety in weapon choices by having a "superior" option above the rest.
How do competitive leagues get around this? Simple: they ban said weapons. Before the beginning of each competitive season, most leagues will allow their users to vote on which weapons they think should be taken out of/put back into rotation. This helps keep the game balanced in a way that keeps the community happy while also fomenting discussion amongst players (especially from top-level players to people in lower divisions) to come to a consensus as to which weapons should and shouldn't be allowed.
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Of course, I'm not just saying we should blindly copy this system for Smash 4, but I feel it gives us something to think about. Customs have been a source of controversy for the community ever since the game was released, and the arguments and feelings for each side are so strong most people have decided to drop the issue altogether. After all, why risk creating a huge split in the community (and alienating most competitive players while we're at it) when Smash 4 works perfectly fine as it is?
Although the mindset is reasonable, I do believe we as a scene are doing ourselves a huge disservice by not at least discussing ways in which we could make customs work for competitive. “The Custom Moveset Project” proposes an alternative not unlike the one the TF2 community uses: it’s one of the many options worth checking out, and the amount of support it has gotten proves that there’s a part of the community that wants to see this happen.
For a lot of players, customs as a whole may seem unnecessary, but I feel we owe it to ourselves to think about what they could contribute to tournament level play, what they could do to benefit our scene, and whether or not we really want to risk missing out on those benefits for fear of trying something new.