GeneralLedge
Smash Journeyman
- Joined
- Feb 19, 2015
- Messages
- 439
This is a place to discuss the ongoing topic of Customs. If you're an anti-customs user of the forum, that's okay. You can stake a claim here and discuss how you feel customs could be handled, if you think there's a way they could be handled better. However, please do not post about how customs should be "banned", or that certain moves should be "banned". That kind of discussion will alienate a lot of people, and severely derail the topic.
EVO is currently going strong. I can't watch it right now, and that sucks, but I can certainly start the next generation of customs discussion instead.
To begin with, I'd like to discuss the topic of redundancy in the customs environment, and how it could be improved to both strengthen customs as a player option when playing, and customs as a topic of discussion when exploring ways to change the game.
Redundancy in customs, at least from my experiences, cover a large list of flaws in the customs movement, and is part of the reason why so many people are reluctant to play custom characters. An example of redundancy in customs could be taken from Pit/too's current EVO sets:
1112
1113
2111
2112
2113
3111
3112
3113
The first question many players should be having, is "What's the difference?" And lo, in writing this, I haven't a clue either. I know the first digit affects Pit's arrow, and the last digit affects his orbitars. But what purpose does each individual combination actually serve? ARE people going to prefer a specific set over another? Or do these all exist simply to fill the available slots?
To solve this problem, I have a simple three-term structure: Brevity, Synergy, and Variety.
Brevity is simply the act of reducing the number of options available. And I can hear you clicking that reply button and clacking away on your keyboards in protest, but hear me out.
It's severely unfortunate that we're limited to only 10 sets per character, as opposed to simply changing individual custom moves when selecting a character. It is a second part of the grand divide between pro- and anti- customs players. As a part of the solution to this problem, @Amazing Ampharos created his Custom Moves Project to determine which custom moves are preferred in the community, to utilize these slots to their full advantage.
However, a lot of people don't really know. They still don't know. I don't know. Is 1112 Pit better or worse than 1113 Pit? Who knows!
Brevity would be reducing these redundant sets to a minimum. The intrinsic flaws of 'don't know' are accompanied by difficulty in actually picking the one players want to use (by having to scroll through a large list), as well as the jarring list available to new players who want to dive into the customs scene. Add to this the factor of a TO actually organizing these customs on every console in their belonging, and it's... just a mess. A mess we should clean up.
The step in determining which sets should truly stay, and which should truly go, is Synergy.
Synergy, in a customs environment, comes down to which customs work best with the character's other custom moves, or the central character they're being used by. It isn't up to which customs are objectively the best by effect, but rather which customs work the best when utilized by a character that wants them or not.
Good customs Synergy, for better or worse, include Villager's Extreme Balloon Trip and Trip Sapling, and WFT's Jumbo Hoop, Weighted Header and Volatile Breathing. They outline a general plan, which the rest of the character's options can follow. They outline a unique way to play the character, and by proxy, create a new character.
Bad customs Synergy would include Donkey Kong's infamous Kong Cyclone. It's true that the move itself is exceptionally good. But does it work well with other moves in his set? Is there an intrinsic game plan that Kong Cyclone has to follow? Or does it come down to simply falling off the ledge and using Kong Cyclone over and over? (I legitimately don't know)
A result of this, is the move itself taking priority over a character, and variable other options becoming, unfortunately, redundant, and/or boring. There's very little tangible need to have multiple Kong Cyclone sets, if none of these additional moves will be utilized. If there's an argument that can be made for one or two particular sets, then that's great! But if there isn't, then it's redundant.
The final factor to this, as a result, is Variety.
We don't know how every combination of customs work, in every situation. And as a result, we don't take risks. We wind up with redundancy, because we want to play it safe. We want customs-goers to be happy, and experience the best that the mode of play has to offer. But as previously stated, this is a bad thing.
In taking the time to solve the problems of Brevity and Synergy in existing customs, we open up new options and new styles of play. By reducing the number of redundant safe-sets on the list, we make room for less ample, and much more experimental custom movesets.
In doing so, the mode can finally breathe. We can learn about new types of move Synergy we previously ignored in favor of redundancy. Gone would be the complaints about the mode being boring, or about certain moves deserving the unwieldy call for bans. The game would change, for what I feel would be the better.
So this topic has a lot to cover:
- Are there particular movesets that can be condensed to avoid redundancy?
- Should condensed movesets be given proper names for reference, instead of simply "2211"?
- Is there move Synergy that EVO's sets unfortunately avoid or ignore?
- Would a broader scope of Variety in movesets be beneficial or detrimental to the future of customs?
- Does this guy make unwieldy and long-winded posts, or what?
Also, don't be afraid to just discuss the usual custom-focused debates and whatnot, if the whole B/S/V thing isn't something you want a part in discussing. I don't intend to exclude users who'll take one look at this massive OP and head for the hills.![Dizzy :dizzy: :dizzy:](/styles/default/xenforo/smilies/dizzy.gif)
EVO is currently going strong. I can't watch it right now, and that sucks, but I can certainly start the next generation of customs discussion instead.
To begin with, I'd like to discuss the topic of redundancy in the customs environment, and how it could be improved to both strengthen customs as a player option when playing, and customs as a topic of discussion when exploring ways to change the game.
Redundancy in customs, at least from my experiences, cover a large list of flaws in the customs movement, and is part of the reason why so many people are reluctant to play custom characters. An example of redundancy in customs could be taken from Pit/too's current EVO sets:
1112
1113
2111
2112
2113
3111
3112
3113
The first question many players should be having, is "What's the difference?" And lo, in writing this, I haven't a clue either. I know the first digit affects Pit's arrow, and the last digit affects his orbitars. But what purpose does each individual combination actually serve? ARE people going to prefer a specific set over another? Or do these all exist simply to fill the available slots?
To solve this problem, I have a simple three-term structure: Brevity, Synergy, and Variety.
Brevity is simply the act of reducing the number of options available. And I can hear you clicking that reply button and clacking away on your keyboards in protest, but hear me out.
It's severely unfortunate that we're limited to only 10 sets per character, as opposed to simply changing individual custom moves when selecting a character. It is a second part of the grand divide between pro- and anti- customs players. As a part of the solution to this problem, @Amazing Ampharos created his Custom Moves Project to determine which custom moves are preferred in the community, to utilize these slots to their full advantage.
However, a lot of people don't really know. They still don't know. I don't know. Is 1112 Pit better or worse than 1113 Pit? Who knows!
Brevity would be reducing these redundant sets to a minimum. The intrinsic flaws of 'don't know' are accompanied by difficulty in actually picking the one players want to use (by having to scroll through a large list), as well as the jarring list available to new players who want to dive into the customs scene. Add to this the factor of a TO actually organizing these customs on every console in their belonging, and it's... just a mess. A mess we should clean up.
The step in determining which sets should truly stay, and which should truly go, is Synergy.
Synergy, in a customs environment, comes down to which customs work best with the character's other custom moves, or the central character they're being used by. It isn't up to which customs are objectively the best by effect, but rather which customs work the best when utilized by a character that wants them or not.
Good customs Synergy, for better or worse, include Villager's Extreme Balloon Trip and Trip Sapling, and WFT's Jumbo Hoop, Weighted Header and Volatile Breathing. They outline a general plan, which the rest of the character's options can follow. They outline a unique way to play the character, and by proxy, create a new character.
Bad customs Synergy would include Donkey Kong's infamous Kong Cyclone. It's true that the move itself is exceptionally good. But does it work well with other moves in his set? Is there an intrinsic game plan that Kong Cyclone has to follow? Or does it come down to simply falling off the ledge and using Kong Cyclone over and over? (I legitimately don't know)
A result of this, is the move itself taking priority over a character, and variable other options becoming, unfortunately, redundant, and/or boring. There's very little tangible need to have multiple Kong Cyclone sets, if none of these additional moves will be utilized. If there's an argument that can be made for one or two particular sets, then that's great! But if there isn't, then it's redundant.
The final factor to this, as a result, is Variety.
We don't know how every combination of customs work, in every situation. And as a result, we don't take risks. We wind up with redundancy, because we want to play it safe. We want customs-goers to be happy, and experience the best that the mode of play has to offer. But as previously stated, this is a bad thing.
In taking the time to solve the problems of Brevity and Synergy in existing customs, we open up new options and new styles of play. By reducing the number of redundant safe-sets on the list, we make room for less ample, and much more experimental custom movesets.
In doing so, the mode can finally breathe. We can learn about new types of move Synergy we previously ignored in favor of redundancy. Gone would be the complaints about the mode being boring, or about certain moves deserving the unwieldy call for bans. The game would change, for what I feel would be the better.
So this topic has a lot to cover:
- Are there particular movesets that can be condensed to avoid redundancy?
- Should condensed movesets be given proper names for reference, instead of simply "2211"?
- Is there move Synergy that EVO's sets unfortunately avoid or ignore?
- Would a broader scope of Variety in movesets be beneficial or detrimental to the future of customs?
- Does this guy make unwieldy and long-winded posts, or what?
Also, don't be afraid to just discuss the usual custom-focused debates and whatnot, if the whole B/S/V thing isn't something you want a part in discussing. I don't intend to exclude users who'll take one look at this massive OP and head for the hills.
![Dizzy :dizzy: :dizzy:](/styles/default/xenforo/smilies/dizzy.gif)