Looking through the items vs. no-items thread, I almost committed suicide wading through the dross between the sporadic meaningful posts. There were several people there who tried valiantly to debate (Recipherus, Terrakalar, Matdeezie, etc.), but they were overwhelmed. I could post this in that thread, but I would like to try to start fresh for several reasons. First of all, once a thread reaches a certain critical size, it's dead for all intents and purposes. People will rarely bother to read all of it so that they can respond usefully (I barely had the will to do so). So you get an ever-increasing amount of spam, as if it weren't actually supposed to be a debate but some sort of poll. So, I would like to make a more concise, meaningful post. Furthermore, I would like to make sure that key people actually read it, for I will try to make a case for No-Items, despite the heavy opposition, by trying to counter several of the reasons that I think were flawed in the last post. And lastly, I have a more focused goal in mind. The items vs. items thread started out with Matdeezie specifically trying to convince people to use items for tournament purposes, but it seems to have strayed from that to a pseudo-discussion of whether certain items are gcheaph, and other things that donft relate directly. Concisely, itfs become unfocused. This is intended to be a discussion of the pros and cons of having items on as it relates to 1 vs. 1 tournaments. Thus I wish to make sure that people have a chance to see the other side of the argument, as almost everyone in the other thread was Pro-Items.
Okay then. Before I start, I have to make a plea to the board members at large. This may sound somewhat disparaging, but I think it must be said. Please people, don't post here if you are only going to post your preferences or opinions on the different aspects without actually using reasoning. This isn't a poll. Try to be constructive, and not simply clutter things up with statements of concurrence or disagreement, random meaningless stories, or insults. That being said, I will now begin.
Now, Ifm not saying that it doesnft require skill to use items. Indeed, as has been stated, it takes skill to get items, to use items, and to thwart people doing such. What I am saying, is because of the way that they were integrated (the appearance of random items in random places at random times), they, overall, are negative to any attempt to prove comparative skill. This is for a variety of reasons, most of which will be addressed at length (be prepared). First, however, I will go over some of the primary reasons used by item fans and ramble on about why I think they arenft entirely valid.
One of the primary reasons used to defend the use of items in general (and in tournaments specifically), was that items are a gpart of the gameh, and that mastery of the game includes the mastery of items. Since having items on or off is an option, playing with items is itself merely an option to the greater game. I say that the opposite is not true, because the vast majority of the game physics, animation, and complexity is separate from and not reliant on items at all. Turning off items has no effect on the game other than their existence. They are an added extra, a consideration, a method of playing many different modes and extending the lifetime of the gamefs enjoyment, but they are in no way integral. They provide variation and randomness, they are there for fun. Itfs like saying that Slow Motion Melee, HP mode, Turbo mode, or any of the others are gpart of the gameh in this sense (as obviously they exist within the game). They are just there to add variety. So, though the default is items on, this means nothing. SSBM is the great game that it is due to itfs finely tuned fighting engine, and general play balance, the items add nothing to this.
This leads directly into one of the other primary reasons used. That they add the gthird elementh to the game that distinguishes it from other fighters. The fact that the game physics are completely different has already been addressed and isnft what is under discussion. Refer to the items vs. no items thread for what this means. Anyway, I refute that this is a pointful thing to say. Though it is indeed true. Other fighters donft have this element to them, the utilization of randomly appearing items. There is however, a reason why most games donft do such things. All of the other elements (throws, dodges, multiple recovers, jumping, combos, etc.), the elements that are fundamentally integral to and basically define a fighting game (at least a good one), are parts of a tried and true, integrated system. They contain all of the layers of complexity that are meaningful (I recommend reading this http://www.sirlin.net/Features/feature_Yomi.htm, which is a rather good article and somewhat pertinent), and adding additional ones arenft helpful. Change isnft always good. They donft do certain things because they would be blatantly bad. They also donft do some things, like in this case, because it just wouldnft help. The items do indeed make it more entertaining, especially over the long runc but they donft have any part in the gestalten whole of the system. If it was an experiment to try to add something to the genre that complemented it and increased the skill needed to master such, then it has in my opinion failed.
Its also been said that items serve as an equalizer for Hal-given disadvantages. I find this to be one of the more ludicrous arguments. While itfs not possible to conclusively prove without contacting the designers (as Recipherus mentioned), there is compelling evidence to the contrary. Itfs said that they help the characters without projectiles, making it so that they donft always have to play the offensive game. I disagree for several reasons on this. First of all, this just makes it so that fifty-percent of the time they are even more disadvantaged in this respect. Secondly, there are already numerous ways to do this without items. Everyone can dodge any projectile (by either jumping or actually dodging), often capable of taking advantage of the recovery time from firing such to damage you. Everyone can powershield, basically using your seeming advantage against you. And lastly, every projectile has a predictable trajectory, which can be rather simply avoided (on any stage but FD) by simply getting in a situation where it canft hit you. And its rather obvious to everyone that the speedier characters, being able to grab the items faster, are helped out more by items. Does ANYONE, anyone at all, truly believe that the game designers were stupid enough to think that the speediest characters need any more advantage? Hmmc Fox, Falco, Sheik, and Marth, compared to Bowser, DK, Peach, Ice Climbers. Do you think it even remotely possible that they considered the later to be superior, and that the former needed something extra merely to help balance them out? Judging from the competence which they demonstrated otherwise in the game, I think not. From these alone I believe that you could conclude that Hal intended it to be a stand-alone fighter, with items as an added bonus. A bonus to which not as much effort was put into balancing.
Itfs been said that this random element is a part of the game, as you can see from the hazards in most stages. Hazards, though, differ in one major respect. They arenft, in fact, actually random. There are always clues and warning far before they occur. If you watch a stage for long enough you will realize that in almost all cases, there are not only warnings, but that the hazards only occur at distinct times, or after distinct intervals. Thus you can easily avoid all of them with simple memorization.
Everyone sane admits admits that items both increase randomness, and require skill to use.
So the question is where these balance out. In my opinion, at low levels of skill, they make the battles almost totally random. As skill increases, the randomness and uncertainty decreasec but only to an extent. If you admit that items confer an advantage to their wielder at all, and their placement is random, then it simply CANNOT be as purely skill based, and thus representative, as without items. They, though largely skill based, and since random will doubtless mostly even out in their positive and detrimental effects to players of near equal skill level, will vastly increase fluctuations on a small scale, the scale pertinent to tournament play. As an example, we have Player A, and Player B. Player A is distinctly better than player B is, though not by much. He usually wins a little less than two thirds of the time. Therefore him and player be quite often go to the third match before he wins, but he very rarely loses the set. Say in the tournament, Player A gets unavoidably screwed by the proverbial bomb-omb in the first match. Now he has to win the next two matches in a row to demonstrate the fact that he is superior and claim the prize that is rightfully his. His odds of winning went down distinctly from what they should be, through no skill of either himself or his opponent. It might not happen all that often at high levels, it still happens, and that is enough to render it counterproductive.
This is aside from the fact that even all but the most hard-core item fans would say that certain items (ie Tomatoes and Hearts) arenft fair in the least. So most of the time a case is being made for only SOME items being good overall. And this varies from person to person. This is a simple matter of scaling. These items merely have the biggest ratio of unfairness to skill required to use. The items only differ in this, fundamentally.
I will end it here for now, as i've exceeded the character limit. More later.
Okay then. Before I start, I have to make a plea to the board members at large. This may sound somewhat disparaging, but I think it must be said. Please people, don't post here if you are only going to post your preferences or opinions on the different aspects without actually using reasoning. This isn't a poll. Try to be constructive, and not simply clutter things up with statements of concurrence or disagreement, random meaningless stories, or insults. That being said, I will now begin.
Now, Ifm not saying that it doesnft require skill to use items. Indeed, as has been stated, it takes skill to get items, to use items, and to thwart people doing such. What I am saying, is because of the way that they were integrated (the appearance of random items in random places at random times), they, overall, are negative to any attempt to prove comparative skill. This is for a variety of reasons, most of which will be addressed at length (be prepared). First, however, I will go over some of the primary reasons used by item fans and ramble on about why I think they arenft entirely valid.
One of the primary reasons used to defend the use of items in general (and in tournaments specifically), was that items are a gpart of the gameh, and that mastery of the game includes the mastery of items. Since having items on or off is an option, playing with items is itself merely an option to the greater game. I say that the opposite is not true, because the vast majority of the game physics, animation, and complexity is separate from and not reliant on items at all. Turning off items has no effect on the game other than their existence. They are an added extra, a consideration, a method of playing many different modes and extending the lifetime of the gamefs enjoyment, but they are in no way integral. They provide variation and randomness, they are there for fun. Itfs like saying that Slow Motion Melee, HP mode, Turbo mode, or any of the others are gpart of the gameh in this sense (as obviously they exist within the game). They are just there to add variety. So, though the default is items on, this means nothing. SSBM is the great game that it is due to itfs finely tuned fighting engine, and general play balance, the items add nothing to this.
This leads directly into one of the other primary reasons used. That they add the gthird elementh to the game that distinguishes it from other fighters. The fact that the game physics are completely different has already been addressed and isnft what is under discussion. Refer to the items vs. no items thread for what this means. Anyway, I refute that this is a pointful thing to say. Though it is indeed true. Other fighters donft have this element to them, the utilization of randomly appearing items. There is however, a reason why most games donft do such things. All of the other elements (throws, dodges, multiple recovers, jumping, combos, etc.), the elements that are fundamentally integral to and basically define a fighting game (at least a good one), are parts of a tried and true, integrated system. They contain all of the layers of complexity that are meaningful (I recommend reading this http://www.sirlin.net/Features/feature_Yomi.htm, which is a rather good article and somewhat pertinent), and adding additional ones arenft helpful. Change isnft always good. They donft do certain things because they would be blatantly bad. They also donft do some things, like in this case, because it just wouldnft help. The items do indeed make it more entertaining, especially over the long runc but they donft have any part in the gestalten whole of the system. If it was an experiment to try to add something to the genre that complemented it and increased the skill needed to master such, then it has in my opinion failed.
Its also been said that items serve as an equalizer for Hal-given disadvantages. I find this to be one of the more ludicrous arguments. While itfs not possible to conclusively prove without contacting the designers (as Recipherus mentioned), there is compelling evidence to the contrary. Itfs said that they help the characters without projectiles, making it so that they donft always have to play the offensive game. I disagree for several reasons on this. First of all, this just makes it so that fifty-percent of the time they are even more disadvantaged in this respect. Secondly, there are already numerous ways to do this without items. Everyone can dodge any projectile (by either jumping or actually dodging), often capable of taking advantage of the recovery time from firing such to damage you. Everyone can powershield, basically using your seeming advantage against you. And lastly, every projectile has a predictable trajectory, which can be rather simply avoided (on any stage but FD) by simply getting in a situation where it canft hit you. And its rather obvious to everyone that the speedier characters, being able to grab the items faster, are helped out more by items. Does ANYONE, anyone at all, truly believe that the game designers were stupid enough to think that the speediest characters need any more advantage? Hmmc Fox, Falco, Sheik, and Marth, compared to Bowser, DK, Peach, Ice Climbers. Do you think it even remotely possible that they considered the later to be superior, and that the former needed something extra merely to help balance them out? Judging from the competence which they demonstrated otherwise in the game, I think not. From these alone I believe that you could conclude that Hal intended it to be a stand-alone fighter, with items as an added bonus. A bonus to which not as much effort was put into balancing.
Itfs been said that this random element is a part of the game, as you can see from the hazards in most stages. Hazards, though, differ in one major respect. They arenft, in fact, actually random. There are always clues and warning far before they occur. If you watch a stage for long enough you will realize that in almost all cases, there are not only warnings, but that the hazards only occur at distinct times, or after distinct intervals. Thus you can easily avoid all of them with simple memorization.
Everyone sane admits admits that items both increase randomness, and require skill to use.
So the question is where these balance out. In my opinion, at low levels of skill, they make the battles almost totally random. As skill increases, the randomness and uncertainty decreasec but only to an extent. If you admit that items confer an advantage to their wielder at all, and their placement is random, then it simply CANNOT be as purely skill based, and thus representative, as without items. They, though largely skill based, and since random will doubtless mostly even out in their positive and detrimental effects to players of near equal skill level, will vastly increase fluctuations on a small scale, the scale pertinent to tournament play. As an example, we have Player A, and Player B. Player A is distinctly better than player B is, though not by much. He usually wins a little less than two thirds of the time. Therefore him and player be quite often go to the third match before he wins, but he very rarely loses the set. Say in the tournament, Player A gets unavoidably screwed by the proverbial bomb-omb in the first match. Now he has to win the next two matches in a row to demonstrate the fact that he is superior and claim the prize that is rightfully his. His odds of winning went down distinctly from what they should be, through no skill of either himself or his opponent. It might not happen all that often at high levels, it still happens, and that is enough to render it counterproductive.
This is aside from the fact that even all but the most hard-core item fans would say that certain items (ie Tomatoes and Hearts) arenft fair in the least. So most of the time a case is being made for only SOME items being good overall. And this varies from person to person. This is a simple matter of scaling. These items merely have the biggest ratio of unfairness to skill required to use. The items only differ in this, fundamentally.
I will end it here for now, as i've exceeded the character limit. More later.