• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Experimental Tournaments

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
Location
Wisconsin
And we're not talking about why the rest of the community hates the competitive community. This entire thread is about whether or not to add items in competitive tournaments, which all funnels down to people in the competitive community. Why you bother to bring up the rest of the player base in regards to tournament rules is beyond me.
I can't speak for Smashchu, and I'm not trying to say I support any side of an argument (as I already tried to bring the thread back on track but it failed... :( )

BUT

Coming from PSAS I could see the idea of wanting to cater to the mass. It's come to a point in PSAS where you only play the same person all the time in the competitive scene. It's stale and boring, and we rarely get anyone new. Not to be mean, but smash bros hasn't been building tons of new players all of the time (I could be VERY wrong if there is some statistic to prove me wrong I entirely take this back).

And for the scene to keep growing and getting new people, you need to make it so new people will want to enter in the first place. And having an items community and a no items community doesn't help for that because then you get vicious divides that just hurt us more. I can say the scene in general has made mistakes for making players want to be included. Many people have already mentioned in this thread that certain items don't really swing the match that much. IF THAT IS TRUE (not saying either way, I lack the knowledge and data to have an opinion) having them on could bring some items players in we may not have had, and improve the image of the community to some people without messing up the results we usually expect. THAT would be cool, and you can't deny it.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
I can't speak for Smashchu, and I'm not trying to say I support any side of an argument (as I already tried to bring the thread back on track but it failed... :( )

BUT

Coming from PSAS I could see the idea of wanting to cater to the mass. It's come to a point in PSAS where you only play the same person all the time in the competitive scene. It's stale and boring, and we rarely get anyone new. Not to be mean, but smash bros hasn't been building tons of new players all of the time (I could be VERY wrong if there is some statistic to prove me wrong I entirely take this back).

And for the scene to keep growing and getting new people, you need to make it so new people will want to enter in the first place. And having an items community and a no items community doesn't help for that because then you get vicious divides that just hurt us more. I can say the scene in general has made mistakes for making players want to be included. Many people have already mentioned in this thread that certain items don't really swing the match that much. IF THAT IS TRUE (not saying either way, I lack the knowledge and data to have an opinion) having them on could bring some items players in we may not have had, and improve the image of the community to some people without messing up the results we usually expect. THAT would be cool, and you can't deny it.

What is PSAS?
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
I can't speak for Smashchu, and I'm not trying to say I support any side of an argument (as I already tried to bring the thread back on track but it failed... :( )

BUT

Coming from PSAS I could see the idea of wanting to cater to the mass. It's come to a point in PSAS where you only play the same person all the time in the competitive scene. It's stale and boring, and we rarely get anyone new. Not to be mean, but smash bros hasn't been building tons of new players all of the time (I could be VERY wrong if there is some statistic to prove me wrong I entirely take this back).

And for the scene to keep growing and getting new people, you need to make it so new people will want to enter in the first place. And having an items community and a no items community doesn't help for that because then you get vicious divides that just hurt us more. I can say the scene in general has made mistakes for making players want to be included. Many people have already mentioned in this thread that certain items don't really swing the match that much. IF THAT IS TRUE (not saying either way, I lack the knowledge and data to have an opinion) having them on could bring some items players in we may not have had, and improve the image of the community to some people without messing up the results we usually expect. THAT would be cool, and you can't deny it.

Here's the thing. Quality and accessibility are two important qualities to games, but they serve different purposes and are far from being inclusive to one another. If a game has quality to it, it will keep and maintain a loyal fan base, however large or small that fan base has. While its true some players will enjoy and join the game and its community based on its quality alone, it by itself will not ensure high amounts of success. It's exactly why Guilty Gear being such a great game has a very strong but small following, and wasn't more widely successful when compared to other fighters. Accessibility on the other hand ensures you can get peoples foot in the door to try it out. That doesn't ensure they will stay, but it gives exposure.

Smash has had both of these in abundance since day one. Most of the arguments to the contrary stem from contrast within the series, and not by how successful sales are in relation to other games or how often or revered Smash is in tournaments. More specifically, people will make the claim that Melee isn't accessible because it's hard for players to get in to it, and people will claim its hard to keep Brawl players in the tournament scene because it lacks quality. I think one of these statements is bull****, and the other I agree with. Not hard to figure out which.

Melee was the most sold game on the gamecube if I recall correctly, and had excellent numbers. While it doesn't match up to the numbers Brawl produced, there are many explanations for that. For one, if the prequel was successful both in initial sales and in how it maintained and took care of its player base, the successor is naturally going to ride its waves. It has a reputation by default. There's also the fact that Brawl was stationed on the Wii, and the Wii sold like crazy. Way more than the GC did. Just by having a more accessible system, you increase the likelyhood of exposure to your games regardless of how good or bad they are, or how difficult or accessible they may be.

That all being said, regardless if you want to say Brawl is more accessible than Melee (which is to many extents true), that does not mean Melee is not an approachable game. Especially if you even mention other fighting games. And throughout the last decade, no game in the series has maintained a stronger, more loyal following than Melee. (Evo 2013 hurray!) I can also attest to this from a casual perspective, even if I don't have actual data to back that up myself.

My point is that if Smash as a whole is suffering in attendance, it isn't due to the lack of items in competitive play. Items have been a non-factor for the majority of Smash's competitive history and it was always standing strong despite not having official Nintendo sponsorship. When things went awry in terms of keeping tournament attendance up and getting newer players to keep going and learning with the experience to become competitors is when Brawl stepped in to office and did a poor job. I don't think adjusting the rules could compensate for this, nor do I believe it will be necessary if Smash Wii U addresses a lot of the issues Brawl had (even if it isn't like Melee as well.)
 

[Corn]

Smash Ace
Joined
Mar 21, 2013
Messages
621
Location
Northville, Mi
I can't speak for Smashchu, and I'm not trying to say I support any side of an argument (as I already tried to bring the thread back on track but it failed... :( )

BUT

Coming from PSAS I could see the idea of wanting to cater to the mass. It's come to a point in PSAS where you only play the same person all the time in the competitive scene. It's stale and boring, and we rarely get anyone new. Not to be mean, but smash bros hasn't been building tons of new players all of the time (I could be VERY wrong if there is some statistic to prove me wrong I entirely take this back).

And for the scene to keep growing and getting new people, you need to make it so new people will want to enter in the first place. And having an items community and a no items community doesn't help for that because then you get vicious divides that just hurt us more. I can say the scene in general has made mistakes for making players want to be included. Many people have already mentioned in this thread that certain items don't really swing the match that much. IF THAT IS TRUE (not saying either way, I lack the knowledge and data to have an opinion) having them on could bring some items players in we may not have had, and improve the image of the community to some people without messing up the results we usually expect. THAT would be cool, and you can't deny it.

I dont think anyone is actually saying that items are unacceptable. What people are against are how they are randomly spawned and implemented into play.

If the next smash has set spawn times and a set location of spawning items, they will easily be considered/allowed.
Currently that option doesn't exist and by definition of adding a randomly spawning random item goes against the entire point of a competitive ruleset and a competitive mindset in general.

Regardless, purposely introducing a mechanic that goes against the entire point of a games ruleset to try to get new players is extremely flawed logic.
 

salaboB

Smash Champion
Joined
Nov 16, 2002
Messages
2,138
Regardless, purposely introducing a mechanic that goes against the entire point of a games ruleset to try to get new players is extremely flawed logic.
The entire point of a tournament ruleset is to make it so the most skilled players win and do so based on how much more skilled than their opponents they are. It is not "remove all random events", which is what you're defending it as.

Properly set up items don't actually interfere with this goal, with ISP results as proof -- this is what you have to disprove.

What I read here is "random events are automatically bad and must be minimized." Which is a completely unsupported claim.

Summary: The burden of proof to show that items are bad is to show that items (Properly set up) make it so that player skill no longer has as much impact on the results. Use ISP run tournament results as evidence that items are not bad, if you want something concrete to start against.
 

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
Location
Wisconsin
My point is that if Smash as a whole is suffering in attendance, it isn't due to the lack of items in competitive play. Items have been a non-factor for the majority of Smash's competitive history and it was always standing strong despite not having official Nintendo sponsorship. When things went awry in terms of keeping tournament attendance up and getting newer players to keep going and learning with the experience to become competitors is when Brawl stepped in to office and did a poor job. I don't think adjusting the rules could compensate for this, nor do I believe it will be necessary if Smash Wii U addresses a lot of the issues Brawl had (even if it isn't like Melee as well.)

Just to start, I wasn't saying that items WOULD do that, just to clarify. But the idea that there is more to this world then us, and only thinking about ourselves when creating a ruleset sets us up to being closed to only ourselves, which is general is a bad idea. Many reasons people don't have that majority of people wanting certain things they ask for in arguments, is because those people would never come near things we run. We alienate them and sometimes 100% outright ignore or belittle people, so obviously we're not going to see many differing opinions, the people here the longest generally try to get rid of the people with them be it consciously or subconsciously.


I dont think anyone is actually saying that items are unacceptable. What people are against are how they are randomly spawned and implemented into play.

If the next smash has set spawn times and a set location of spawning items, they will easily be considered/allowed.
Currently that option doesn't exist and by definition of adding a randomly spawning random item goes against the entire point of a competitive ruleset and a competitive mindset in general.

Regardless, purposely introducing a mechanic that goes against the entire point of a games ruleset to try to get new players is extremely flawed logic.

I was just trying to see things from another perspective, devils advocate if you will, though what I wrote above explains it more. I can't say I have a definitive opinion on items on/off as I can't honestly say I have enough info either way to decide on such things. And who knows, maybe our idea of competitive isn't the same as someone else, maybe both ideas hold merit in their own way, and if one side managed to not be discriminatory to the others (via insults and treating people horribly which has happened in this thread already) both areas could 100% coexist. In all honesty, BOTH sides have points that could be considered good arguments, and BOTH sides have bad ones.

In all honesty, BOTH sides are wrong about the argument. Seriously, you all are wrong on all sides because something that honestly could hold such an opinion in it's definition CAN'T BE DEFINED. It's an effect by which there is no way to create an actual perfect example to compare something against, therefor it cannot actually exist. For example, calling someone normal. Since there is no perfect definition for a normal person, no true answer can be achieved and must have different standards for different people. Which the word competitive has for many people. This argument is entirely unwinnable on both sides, and the fact we still have it instead of recognizing this is kinda silly as this point. You literally are looking for an answer that can't exist and you'll never find. (Sorry for getting into really abstract philosophy that no one probably wanted to read, but I figured it should be brought up.)

I think the idea of this thread, finding an exact way to experiment and find the proper ruleset this time, based on an irrefutable standard would be one of the greatest things ever to happen to Smash however. If we all set down and actually started talking about that, we might get a bit closer, even if an answer for that also is technically undefinable.


EDIT:

For those who actually might be more interested in the philosophy as to why this argument is entirely pointless in the end, some reading below. While it is not perfect, there are good talking points.

The following concepts support the hypothesis that nothing can be certain.
1. FallibilismFallibilism is the philosophical doctrine that all claims of knowledge could, in principle, be mistaken. Some fallibilists go further, arguing that absolute certainty about knowledge is impossible.
2. Critical RationalismWhile most philosophical traditions regard knowledge as something that has to be certain and justified, Critical Rationalism takes the view that we don't have ultimate answers, but knowledge is nevertheless possible
3. Godel Incompleteness TheoremGodel Incompleteness theorem states that for any self-consistent recursive axiomatic system powerful enough to describe the arithmetic of the natural numbers (Peano arithmetic), there are true propositions about the naturals that cannot be proved from the axioms.
4. Skepticisman attitude of doubt or a disposition to incredulity either in general or toward a particular object, the doctrine that true knowledge or knowledge in a particular area is uncertain, or the method of suspended judgment, systematic doubt, or criticism that is characteristic of skeptics
5. Münchhausen TrilemmaIn the theory of knowledge the Münchhausen Trilemma is a philosophical term coined to stress the impossibility to prove any certain truth even in the fields of logic and mathematics. Its name is going back to a logical proof of the German philosopher Hans Albert. Also known as Agrippa's Trilemma
6. IdealismIdealism is the doctrine that ideas, or thought, make up either the whole or an indispensable aspect of any full reality, so that a world of material objects containing no thought either could not exist as it is experienced, or would not be fully "real."Everything that exists is objective but fundamentally subjective and mind-dependent.
7. Suspend JudgementSuspension of judgment is a cognitive process and a rational state of mind in which one withholds judgments, particularly on the drawing of moral or ethical conclusions.
8. Impermanence
Impermanence is one of the essential doctrines or Three marks of existence in Buddhism. The term expresses the Buddhist notion that every conditioned existence, without exception, is inconstant and in flux, even gods.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
The entire point of a tournament ruleset is to make it so the most skilled players win and do so based on how much more skilled than their opponents they are. It is not "remove all random events", which is what you're defending it as.

Properly set up items don't actually interfere with this goal, with ISP results as proof -- this is what you have to disprove.

What I read here is "random events are automatically bad and must be minimized." Which is a completely unsupported claim.

Summary: The burden of proof to show that items are bad is to show that items (Properly set up) make it so that player skill no longer has as much impact on the results. Use ISP run tournament results as evidence that items are not bad, if you want something concrete to start against.

There's several things I see wrong here that have been repeated numerous times, so I'm just going to mention it and leave it at that, since I think this thread has reached it's potential for discussion.

1. Removing random elements does ensure more solidly that the more skilled player will win. This is pretty basic, and most of the arguments against this haven't been to the contrary of "random elements don't effect the games outcome", it's been "random elements don't effect the games outcome that much, and the items themselves add depth to the game while resolving present problems." That is not good enough. To add to that, the perceived depth added by items has not only been challenged by me and others in this thread appropriately, there is no specific evidence that's been posted by you or anyone else to support the contrary outside of broad statements, and not in game examples, scenarios, or tournament footages. You lack counterargument.

2. Random elements in the context of Smash that can not be reasonably accounted for but can otherwise be removed through the in game options should be minimized. The claim is not unsupported, as plenty of arguments to the contrary have been given.

3. The burden of proof does not fall on us. lol You need to understand this. A precedent has been set, and has been for a long, long time now. Items have been turned off in nearly every large scale tournament to date. You and a small minority are trying to convince this majority of your opinion. Whenever you try to change the perception of peoples beliefs, particularly when it is based on long time experience, facts, and evidence that can be accounted for, the onus is on you to convince the mass majority of your opinion. The current paradigm of Smash was established before you, and numerically you are overruled.

This is no different than in any other facet of society. If the population of the earth still believed the planet was flat today, and I knew otherwise, regardless of how stupid everyone else may be, it's still my responsibility to prove otherwise. That's the only way change will take hold.

You need any references, I suggest you reread the posts in the thread carefully.

Just to start, I wasn't saying that items WOULD do that, just to clarify. But the idea that there is more to this world then us, and only thinking about ourselves when creating a ruleset sets us up to being closed to only ourselves, which is general is a bad idea. Many reasons people don't have that majority of people wanting certain things they ask for in arguments, is because those people would never come near things we run. We alienate them and sometimes 100% outright ignore or belittle people, so obviously we're not going to see many differing opinions, the people here the longest generally try to get rid of the people with them be it consciously or subconsciously.
I don't think that the rules are put in place to just make us happy and **** the rest of the playerbase, casual and all. It's to facilitate what is both fair and enjoyable in competition on all levels of play for anyone who wants to compete with anyone who enjoys Smash. It's also to preserve the integrity of the game. You can't please everyone all the time, and that's the price that comes with decisions. But some decisions will alienate specific groups that don't agree with your decisions, while others will ruin the experience in the long term for the vast majority and nobody wins. It's precisely why game developers like those at Riot don't patch every single little thing that's complained about by the community in League of Legends.
 

Fenrir VII

Smash Master
Joined
Sep 9, 2005
Messages
3,506
"Your point is wrong because there are other examples to the contrary that I wont say, but they are there (just trust me on this."
But... I already did list them. Read the thread. Football, soccer, NASCAR, MMA, etc etc etc all have rules in place to specifically limit randomness and unfair advantages due to equipment.

Poker is a game (like many card/dice games that are typically labeled "gambling") that is built ON randomness. That's the core mechanic, if you will.

My point is not that your statement is wrong... It's that any comparison to a completely different game can be countered by another comparison to another game, so that entire argument is pointless.

Also, the original reason items were banned had to do with not being able to ban containers, not because they were random.
I've seen this argument a lot, but items were banned in Brawl because they are random. Your point?

Look to the second page. It has already been mentioned that items nerf the top tier and buff the bottom tier as well as well.
Yes, it has been stated without any argument stating WHY. That's my point. It was blindly stated without any supporting argument at all. I listed what I feel is a pretty strong argument that items benefit the high tiers more than the low tiers, and honestly would like somebody to prove why there would be any benefit to low tiers as a whole.

Also to another point, yeah my argument is based in Melee and Brawl because we don't know how ssb4 will work. But I can't think of a way that items would be worse for characters that typically are faster and have better zoning, which are the ways tiers are usually formed.
 

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
Location
Wisconsin
I don't think that the rules are put in place to just make us happy and **** the rest of the playerbase, casual and all. It's to facilitate what is both fair and enjoyable in competition on all levels of play for anyone who wants to compete with anyone who enjoys Smash. It's also to preserve the integrity of the game. You can't please everyone all the time, and that's the price that comes with decisions. But some decisions will alienate specific groups that don't agree with your decisions, while others will ruin the experience in the long term for the vast majority and nobody wins. It's precisely why game developers like those at Riot don't patch every single little thing that's complained about by the community in League of Legends.
Well minus the edited spoiler above mentioning how this will never be solved, I can say we don't intentionally do this, at least not all of us. People want what they personally like the most, and if those people are in the majority, they generally get what they want even if it isn't what is best. Though what is best also isn't possible to know for anyone as it too is undefinable. It's why both sides on this never can agree, no side can ever prove they are right, and in all honesty it's better to just coexist both sides doing their own thing if people could manage to be amicable with each other.

But that's impossible.
 

Ulevo

Smash Master
Joined
Dec 5, 2007
Messages
4,496
Location
Unlimited Blade Works
Well minus the edited spoiler above mentioning how this will never be solved, I can say we don't intentionally do this, at least not all of us. People want what they personally like the most, and if those people are in the majority, they generally get what they want even if it isn't what is best. Though what is best also isn't possible to know for anyone as it too is undefinable. It's why both sides on this never can agree, no side can ever prove they are right, and in all honesty it's better to just coexist both sides doing their own thing if people could manage to be amicable with each other.

But that's impossible.

To be fair here and give some credit, there is definitely many cases like this. I feel the whole Meta Knight mess is attribution to that. And even though I've used Smogon and the competitive Pokemon scene as an example many times to provide points to my posts, it is very guilty of this to. There was once a time when Pokemon had its Uber Tier defined as a ban list strictly by titled end game legendaries or nearly unobtainable Pokemon. However, nowadays that isn't the case. Now Smogon operates on a policy that promotes banning Pokemon or implementing rules that create an 'ideal' metagame that people like, and at least from a personal view I heavily disagree with this.

So it does happen. That being said, many of these rules have been adopted overtime, and I feel back then when they were first implemented there was a lot less talk about political preferences and catering to specific minorities in the scene, and more about why the rulesets logically make sense for tournament play.
 

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
Location
Wisconsin
To be fair here and give some credit, there is definitely many cases like this. I feel the whole Meta Knight mess is attribution to that. And even though I've used Smogon and the competitive Pokemon scene as an example many times to provide points to my posts, it is very guilty of this to. There was once a time when Pokemon had its Uber Tier defined as a ban list strictly by titled end game legendaries or nearly unobtainable Pokemon. However, nowadays that isn't the case. Now Smogon operates on a policy that promotes banning Pokemon or implementing rules that create an 'ideal' metagame that people like, and at least from a personal view I heavily disagree with this.

So it does happen. That being said, many of these rules have been adopted overtime, and I feel back then when they were first implemented there was a lot less talk about political preferences and catering to specific minorities in the scene, and more about why the rulesets logically make sense for tournament play.

Thank you for being honest, I think self reflection and honesty could definitely get people to at least an amicable solution even if a "right" one isn't possible. And it would be great if when smash 4 came out we could have a clean slate again, and a chance to start over with the mistakes made not only here, but everywhere in mind and experiment openly somehow. Hopefully, this is possible, though logically, it probably won't happen. :(
 

SmashChu

Banned via Warnings
Joined
Jul 14, 2003
Messages
5,924
Location
Tampa FL
But... I already did list them. Read the thread. Football, soccer, NASCAR, MMA, etc etc etc all have rules in place to specifically limit randomness and unfair advantages due to equipment.
I don't see them. Care to post them

I've seen this argument a lot, but items were banned in Brawl because they are random. Your point?
The point is that we think it's a stupid reason. That's why we are having this argument in the first place.


Yes, it has been stated without any argument stating WHY. That's my point. It was blindly stated without any supporting argument at all. I listed what I feel is a pretty strong argument that items benefit the high tiers more than the low tiers, and honestly would like somebody to prove why there would be any benefit to low tiers as a whole.
Then ask them. Most of the people have already left the thread.
 

salaboB

Smash Champion
Joined
Nov 16, 2002
Messages
2,138
I've seen this argument a lot, but items were banned in Brawl because they are random. Your point?
Items were banned in Brawl because items were banned in Melee (Because containers couldn't be turned off)

The "But they're random" justification only came later when people had to defend their arbitrary decision.

Neither side of this discussion has strong enough evidence or really compelling points though, so there isn't much point to continuing further now. We'll have to see how items play out in 4.
 

Aidebit

Smash Journeyman
Joined
Jun 10, 2013
Messages
210
Location
Philippines
Items were banned in Brawl because items were banned in Melee (Because containers couldn't be turned off)

The "But they're random" justification only came later when people had to defend their arbitrary decision.

Neither side of this discussion has strong enough evidence or really compelling points though, so there isn't much point to continuing further now. We'll have to see how items play out in 4.
Wasn't the reason for items being banned in Melee them being too random though, so Brawl would have the same reason, right?

Anyways, I'd like to ask how IC's chaingrabs and the locks and other stuff like Planking is stopped by items.
 

needsleep

Smash Rookie
Joined
Jul 5, 2013
Messages
2
(skipping a lot of posts) Well, you may start hosting item tourneys (For Brawl at least) soon, cause it's going to be a while until Smash 3d/U does come out.

Though some things to ask,

What's the item spawn setting going to be (Very High, High, Medium, Low)?

Are all items on?

What are the stages (that are allowed for item tourneys)?
 

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
Location
Wisconsin
Well newcomers to the thread, you gotta read through the thread. A bunch of questions just asked already have answers.
 

Aidebit

Smash Journeyman
Joined
Jun 10, 2013
Messages
210
Location
Philippines
Well newcomers to the thread, you gotta read through the thread. A bunch of questions just asked already have answers.
I'm not a newcomer, but I seriously can't see how MK would be nerfed or some characters would be buffed with items. You'd be nerfing Yoshi if you had items though.
 

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
Location
Wisconsin
I'm not a newcomer, but I seriously can't see how MK would be nerfed or some characters would be buffed with items. You'd be nerfing Yoshi if you had items though.

It was already explained many times why items were actually banned in melee, but to reiterate:

To be clear: Items were not permanently banned in Melee because of their random spawns, they were banned because there was no way to stop explosive items from spawning except to disable items entirely, and dying because you hit a just-spawned explosive item with an attack was not acceptable.
 
Top Bottom