Boss N
Smash Journeyman
WARNING: BIGG READ
Sm4sh Bros is well under way and it's release is both exciting and impending, but with the game being a supposedly perfect balance of casual/competitive play and with Nintendo supposedly doing more tournaments, the public's attention to the competitive scene is definitely reaching a pique, so now is a good time as any to make a good impression on them. I've been speading ideas around the boards how we can better welcome this new huge influx of players and doing so this system was inspired. I propose having different styles or 'levels' of tournaments,
Before I continue let me just explain the reasoning behind this system's design: In searching to expand our community we've always tried reaching out to others who are interested in competitive play, but unfortunately this is realistically a very small minority, the big fish is with the casual crowd, but we never tried to approach them because for the most part, casuals disagree with the way we play or even outright hostile towards it. The whole Fox Only Final Destination Items Off trope spawned from the fact that many competitive players refuse to play in an environment that doesn't warrant neutral conditions, and because of that it removes the elements that make the game fun for everyone else; the spontenatiality and being able to quickly think on your feet and adapt to any situation. It adds a variety that no one single match would play the same. And that's what smash means to a majority of people and is why people are always calling out to us saying we're playing the game wrong, that we're not playing it to it's fullest potential.
So if we really want this community to grow and be more recognized as a respectable eSport then we NEED the casual audience, as unlike other fighting games we have a huge audience outside of the professional crowd already interested in the game, giving us a huge potential advantage over other fighting games, but we CANNOT force it unto them, we need to ease them into our scene and our idea of play. & that's what this system is aiming to do.
Here's the break down:
Level 1:
Default characters ( no Mii Fighter), all possible stages, most items on medium (the most broken & unfair excluded)
FFA 4stock &/or standard smash, &/or event Smash
Level 2:
Default characters, including Mii Fighter, bit more selective stages (think page 2 of Project M) & far more restrictive item list on low.
FFA 4stock 8min &/or 1v1 4stock 8min
Level 3:
All Custom characters allowed, only neutral stages, no items.
1v1 4stock 8min
The biggest events like MLG, EVO, & CEO will only use level 3.
The reason why I have custom characters only on Level 3 is because when trying to teach new players the concept of match ups, which is something probably gonna be especially important with the huge roster Sm4sh will have, throwing in players against custom characters will not only be jarring and confusing for them but also overwhelming since they're still learning about the characters and they already need to know the additional possibilities in order to compete. It's like forcing a new street fighter player to memorize combos for EVERY SINGLE CHARACTER. This is also the reasoning why Sakurai has removed them from online play. Mii Fighter is enough of it's own unique identity to be an individual matchup and can be a "transitional" element to help players get comfortable with the idea of custom moves.
The other reason I had mii fighters on level 2 and custom fighters on level 3 is because it gives them extra incentive to try these other styles of play and adapt to those conditions if they really want to experience those elements of the game. But at the same time we're letting them know they don't have to give up the game they love so much and we're just as accepting to their idea of play, which will lead them to accept ours.
Last thing to note that players don't have to go through all the levels, the numbers are only there to help give the newer players a place to start and where to go, but those hungry and ballsey enough to think they got what it takes to immediately jump with the champs (or just prefers this play over anything else) can dive straight into level 3, potentially cause upsets, and never have to touch 1 or 2 if they don't want to. Like wise for those who wish to remain at the lower ones.
So what do you guys think? Ya like it? Think it needs improvement? Or perhaps you have ideas on how to adjust tournament settings to invite this new influx of players. Not suggesting we completely give up our current ways, they can definatly be high level tournaments that don't allow custom moves and such, just trying to help open up the idea of having different styles to make it more inviting for casuals. The invitational has proven without a doubt that they can be just as invested, or even more so, than we are in competitive play. We just need to give them the right conditions.
I'd also like to know where else/who I can pitch this to like TO's, if enough people like the idea behind it we can get a group together to give it some experiments and test runs with either the current games or when the 3DS comes out. (Since I have a feeling the pro scene won't truly kick in until the WiiU release)
Sm4sh Bros is well under way and it's release is both exciting and impending, but with the game being a supposedly perfect balance of casual/competitive play and with Nintendo supposedly doing more tournaments, the public's attention to the competitive scene is definitely reaching a pique, so now is a good time as any to make a good impression on them. I've been speading ideas around the boards how we can better welcome this new huge influx of players and doing so this system was inspired. I propose having different styles or 'levels' of tournaments,
Before I continue let me just explain the reasoning behind this system's design: In searching to expand our community we've always tried reaching out to others who are interested in competitive play, but unfortunately this is realistically a very small minority, the big fish is with the casual crowd, but we never tried to approach them because for the most part, casuals disagree with the way we play or even outright hostile towards it. The whole Fox Only Final Destination Items Off trope spawned from the fact that many competitive players refuse to play in an environment that doesn't warrant neutral conditions, and because of that it removes the elements that make the game fun for everyone else; the spontenatiality and being able to quickly think on your feet and adapt to any situation. It adds a variety that no one single match would play the same. And that's what smash means to a majority of people and is why people are always calling out to us saying we're playing the game wrong, that we're not playing it to it's fullest potential.
So if we really want this community to grow and be more recognized as a respectable eSport then we NEED the casual audience, as unlike other fighting games we have a huge audience outside of the professional crowd already interested in the game, giving us a huge potential advantage over other fighting games, but we CANNOT force it unto them, we need to ease them into our scene and our idea of play. & that's what this system is aiming to do.
Here's the break down:
Level 1:
Default characters ( no Mii Fighter), all possible stages, most items on medium (the most broken & unfair excluded)
FFA 4stock &/or standard smash, &/or event Smash
Level 2:
Default characters, including Mii Fighter, bit more selective stages (think page 2 of Project M) & far more restrictive item list on low.
FFA 4stock 8min &/or 1v1 4stock 8min
Level 3:
All Custom characters allowed, only neutral stages, no items.
1v1 4stock 8min
The biggest events like MLG, EVO, & CEO will only use level 3.
The reason why I have custom characters only on Level 3 is because when trying to teach new players the concept of match ups, which is something probably gonna be especially important with the huge roster Sm4sh will have, throwing in players against custom characters will not only be jarring and confusing for them but also overwhelming since they're still learning about the characters and they already need to know the additional possibilities in order to compete. It's like forcing a new street fighter player to memorize combos for EVERY SINGLE CHARACTER. This is also the reasoning why Sakurai has removed them from online play. Mii Fighter is enough of it's own unique identity to be an individual matchup and can be a "transitional" element to help players get comfortable with the idea of custom moves.
The other reason I had mii fighters on level 2 and custom fighters on level 3 is because it gives them extra incentive to try these other styles of play and adapt to those conditions if they really want to experience those elements of the game. But at the same time we're letting them know they don't have to give up the game they love so much and we're just as accepting to their idea of play, which will lead them to accept ours.
Last thing to note that players don't have to go through all the levels, the numbers are only there to help give the newer players a place to start and where to go, but those hungry and ballsey enough to think they got what it takes to immediately jump with the champs (or just prefers this play over anything else) can dive straight into level 3, potentially cause upsets, and never have to touch 1 or 2 if they don't want to. Like wise for those who wish to remain at the lower ones.
So what do you guys think? Ya like it? Think it needs improvement? Or perhaps you have ideas on how to adjust tournament settings to invite this new influx of players. Not suggesting we completely give up our current ways, they can definatly be high level tournaments that don't allow custom moves and such, just trying to help open up the idea of having different styles to make it more inviting for casuals. The invitational has proven without a doubt that they can be just as invested, or even more so, than we are in competitive play. We just need to give them the right conditions.
I'd also like to know where else/who I can pitch this to like TO's, if enough people like the idea behind it we can get a group together to give it some experiments and test runs with either the current games or when the 3DS comes out. (Since I have a feeling the pro scene won't truly kick in until the WiiU release)