So, I've caught up on the thread. And, as the guy last generation who probably had the most experience with competitive item play, and if not as certainly one of the most knowledgeable, I feel that I can add to the discussion a bit.
First of all, I want to say this: the OP obviously has a few hang ups. All this talk about "real Smash" and such in this thread, from everyone, is nonsense. Now, I'm sure many people reading this will probably think, "yeah, because items obviously aren't the real way to play competitively", but that's not right, either. The fact of the matter is that the vast majority of the people who actually know why items are banned, and were around to remember it happening in real time... those people are long gone, and the ones who do remain don't post here. So, to both the OP and the rest: you all probably need a really good reality check.
The fact is, competitive Smash rulesets have not been a free market enterprise for almost 8 years. The way we do things now... those ways of thinking and acting haven't been seriously challenged in a long time. No one has proposed anything other than what we have been doing since 2 years before Brawl's launch and had it actually be taken seriously on its own merit. Hell, ISP was widely, seriously successful by any decent metric, and even that was nowhere near taken seriously by most players, never even tried.
Most Smashers have been running their practice, their competitions, their entire way of thinking about playing the game, on a fundamental set of assumptions that haven't been seriously challenged for years.
You can read it even in this thread. Parroted party line talking points about random spawns, auto-activated items, clutch victories as the norm, inconsistent event results. Most of you haven't ever read my admittedly ancient (by internet standards) thread, done any research, actually played in any format that isn't standard 1v1 or doubles. You have no experience, because very few of you have ever tried to go outside what you're used to and get it, taken personal responsibility to expand your experience.
Many Smashers treat rulesets the same way that my small town Mesquite, TX neighbors treated travel: never left the county, never left the state, and never left the country, but sure as hell certain about their opinions of a world they've never even seen, much less visited.
And, that's sad, to me.
@
LiteralGrill
has done a lot of research, a lot of talking, and has been passionate about trying new things with Smash 4. It reminds me a lot of how I used to feel before I became the jaded, cynical misanthrope I am now, honestly.
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
And one thing I've seen Capps say before, and it's something I'm sure will be said again, is that Smash 4 is the perfect opportunity to revisit those old, tired assumptions, those old ways of thinking, and use the opportunity of a new game to learn. I think the idea of using Smash 3DS as an items platform has a lot of promise, and is something we should seriously consider, as a community. I really want to commend you.
But, we can do better than that. I've seen threads on this very board talking about all sorts of sad, tired stuff. Banning stages, banning modes, banning custom moves, and yes, banning all items, before the game's even released. Before we know what we're dealing with. And, sticking just to the item debate (if you can even call something as one-sided as this a 'debate'), it's obvious a lot of the people commenting are uninformed. They haven't even considered the possibility that items take skill to use properly, that the randomness they introduce are counterbalanced in meaningful ways with new tech, new ATs, new skills, and new strategies. And that, like @
Overswarm said, that the format actually increases the gap between good and bad players, and doesn't enable ridiculous upsets and random results. The fact that many people talk about items as an "all or nothing" proposition, completely ignoring ban lists and the potential for counterpick systems, makes me sad, because that means many people obviously haven't given the system serious thought.
I honestly think that, at this point, the cynic in me has won. Items will never be a default standard for this community. That time has long passed. I hope Capps can prove me wrong, but it's probably not even a legitimate possibility for the 3DS community, not because the format wouldn't work, but because our current roster of entrenched players are so scared of change and learning a new format that they'd fight it tooth and nail; and who can blame them, when to them, hundreds of dollars are on the line every event? If I were a player whose life depended on the game, I'd manipulate the rules to favor me over newcomers any day of the week. It's also sad that we haven't figured out that it's not smart to let top players determine the rules that make them money and keep them dominant.
But, I want to think that items have a place in Smash 4. I want to think that a properly built, tested, and implemented items ruleset could service a large, underrepresented part of this community, and a large portion of new players. I want to think that it could be a bridging force, helping to get Nintendo deeper into our community, and getting us more mainstream respect and coverage. I honestly want to believe that we could use this opportunity to actually grow as a community, and not stagnate. And, I'm the kind of person who despises beliefs.
So, that's my piece. I think we have a real chance here, to start from scratch and learn a lot, about the game and what it means to have a well-rounded, healthy community capable of real growth. And, I think items can play a large role in that. I think that the evidence shows that the format works, that it's viable, that it's competitive, and that it's healthy.
And I really hope we give it the chance it deserves.