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Smash Master
I believe it was @ItalianBaptist who first made me realize an interesting point: Two stocks is effectively the standard best-of-three that most other fighting games default to in their gameplay settings at all skill levels (each stock is a round, first to lose twice loses).
I decided to run with this a bit, and realized (perhaps months late, I dunno how much of an observant genius some of you will undoubtably claim to be) that a maximum-length match of Bo3 with 99 seconds on the clock is 4.95 minutes, basically a 5 minute match. This is, as we're presumably all aware, the exact setup For Glory uses.
To mixed approval and frustration, Sakurai and friends have, 15 years after the series' creation, decided to give us a ruleset essentially matching other fighting games. We decided (quite immediately) we didn't want this ruleset, and began (or perhaps continued) our arguing over what constitutes the "proper way to play competitive Smash."
Smash isn't "other fighting games." Even excluding obvious differences like platform play, it tends to be a bit slower (and certainly has the potential to be, regardless of which entry in the franchise), and there are a lot more stage versions to pick from than a reskinned flat arena. Additionally, when compared to health (the time-out determinant in most fighting games), a character's percentage isn't quite as a significant indicator of whether they have a lead or not. We generally still refer to percent, though, as the random nature of bob-ombs in Sudden Death detracts from its viability as a tiebreaker.
Basically, I'm wondering if it would actually be good for Smash, as a game and community trying to belong in the FGC, to actually use 2s/5m and (edit: revised my stance here) random Omega stages.
Arguably the main thing that sets aside Smash Bros from other fighters is the platforming element.If we wanted, we could take Battlefield as our one stage of play. (edit: stance revised) This has huge implications for character matchups and balance, but all stages and selection processes influence that - it's impossible to remove from the equation (and frankly no one seems interested in adopting the "more balanced" stage selection approaches on a larger scale anyway due to the practice and selection time investments). If we did, should we use Battlefield, FD, or Random Omega?
Teams are another mostly-unique element in Smash. While it is clear, from both a standardization stance and experience stance, that we should not use 2 minute time, there are other considerations for doubles. Should we emulate For Glory's team attack absence? Doing so removes a lot of silly strategies like G&W+Projectile, but opens up for a lot of other different forms of abuse. I'd be in favor of keeping team attack, but I'd be interested to read some analysis of the tradeoff.
What are your thoughts on this? Is it worth even trying to fight our entrenched grassroots mentality to give Sakurai's (and the rest of the FGC's) rules a real shot? Would it lead to greater acceptance of Smash as an actual competitive fighting game? Is it against the spirit of Smash to (do what its own designers chose to do in its online ranked mode) remove so much of what can and does make Smash unique?
I'm interested to see some constructive discussion on this.
I decided to run with this a bit, and realized (perhaps months late, I dunno how much of an observant genius some of you will undoubtably claim to be) that a maximum-length match of Bo3 with 99 seconds on the clock is 4.95 minutes, basically a 5 minute match. This is, as we're presumably all aware, the exact setup For Glory uses.
To mixed approval and frustration, Sakurai and friends have, 15 years after the series' creation, decided to give us a ruleset essentially matching other fighting games. We decided (quite immediately) we didn't want this ruleset, and began (or perhaps continued) our arguing over what constitutes the "proper way to play competitive Smash."
Smash isn't "other fighting games." Even excluding obvious differences like platform play, it tends to be a bit slower (and certainly has the potential to be, regardless of which entry in the franchise), and there are a lot more stage versions to pick from than a reskinned flat arena. Additionally, when compared to health (the time-out determinant in most fighting games), a character's percentage isn't quite as a significant indicator of whether they have a lead or not. We generally still refer to percent, though, as the random nature of bob-ombs in Sudden Death detracts from its viability as a tiebreaker.
Basically, I'm wondering if it would actually be good for Smash, as a game and community trying to belong in the FGC, to actually use 2s/5m and (edit: revised my stance here) random Omega stages.
Arguably the main thing that sets aside Smash Bros from other fighters is the platforming element.
Teams are another mostly-unique element in Smash. While it is clear, from both a standardization stance and experience stance, that we should not use 2 minute time, there are other considerations for doubles. Should we emulate For Glory's team attack absence? Doing so removes a lot of silly strategies like G&W+Projectile, but opens up for a lot of other different forms of abuse. I'd be in favor of keeping team attack, but I'd be interested to read some analysis of the tradeoff.
What are your thoughts on this? Is it worth even trying to fight our entrenched grassroots mentality to give Sakurai's (and the rest of the FGC's) rules a real shot? Would it lead to greater acceptance of Smash as an actual competitive fighting game? Is it against the spirit of Smash to (do what its own designers chose to do in its online ranked mode) remove so much of what can and does make Smash unique?
I'm interested to see some constructive discussion on this.
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