Guys, the problem with all of this is that in smash, time outs do absolutely nothing to benefit the game's competitiveness.
This sentence is the reason I'd like this to be looked into further. We have so few instances of time outs that I would say we really can't make a call like that. With a slightly shorter timer, it may be possible to feel like the person in the lead when the timer hits 0 feel as though they actually had to work for that time out while making the time out less painful to play through.
In Melee and P:M, timeouts are not currently a problem because it's really hard to play keep away for an extended 2-3 minutes after a normal match would end. In Brawl, the main controversy in rulesets is how to keep people from timing out so easily (and metaknight, but one of his problems is his ability to time out anyone, anywhere). Like I've said earlier, timeouts are not liked in this community, and they are only legal because of how difficult they are. Japan plays a ten minute timer to make timeouts more difficult, and they seem to have a lot less problems with timeouts than us. Shortening the timer (making timeouts easier and more common) will simply warrant a bunch of complicated rules that will stop timeouts from happening so often.
Time outs are not liked in this community because they're rarely ever reached due to the timer being at 8 mins. If a time out happens then that means someone was running away for a long time, not daring to approach and when it comes to going for the win, who could blame them? Playing chase for 8 mins is not fun for the player chasing their opponent, or for the crowd to watch so of course no one wants to watch it.
I'm not a Brawl player, but from what I understand, a long timer is necessary in that game. The matches already take longer naturally, which results in it being a 3 stock game rather than a 4 stock game. Playing defense is also quite powerful in that game. I'm unsure how long the average match lasts in Brawl, so I can't use much of that game as an example, but what I do know is there are a lot of extra outside of the game rules that have been made to help make sure time outs do not need to happen.
In Melee and P:M, it's different. As you said, time outs are currently not a problem because it's really hard to play keep away for an extended 2-3 minutes after a normal match would end, however on average the time remaining is more like 4-5 minutes, and that's what I'm talking about, which is the point I am mostly trying to make. We don't need double the amount of the average time a match takes on the timer, though I'm not saying we need to cut it exactly in half either. I'm saying we should find a new standard that does not change the way people normally play the game, but can also add a possible additional element of a match coming down to a last instant where the players fight for victory (in this case over the final hit(s) to put the player in the lead right before the match times out).[/quote]
Your argument is "The timer currently doesn't play a big enough role in the match". If you can address how the current timer doesn't already do it's job (prevent endless rounds) and how without changing it, we will have problems playing the game, I'll be willing to talk more about how we would go about changing the timer widespread. P:M is already aggressive. It's already fast, entertaining, and fun. Tournaments run a reasonable amount of time, and nobody minds watching/playing the game at the current pace. What could possibly come out of shortening the timer?
The timer does do the original job the community gave it, yes. I'm not saying it doesn't. Matches aren't endless if they have a limit of 8 minutes each.
But that doesn't make it an active part of a match. Just because it's there, doing its current job, doesn't mean it's helping anything out with how fast matches currently go. The only thing it's doing right now is it's making sure Jigglypuff doesn't make things last forever when her opponents refuse to come to her. A shorter timer will do that job as well, on top of, as I said in my reply before, add a possible additional element of a match coming down to a last instant where the players fight for victory (in this case over the final hit(s) to put the player in lead right before a match times out).
Can we make it more fast? More aggressive? Will shortening the timer make tournaments shorter? Do people want them to be shorter? Do we have to make all these things happen?
I don't think so. People are really happy with the current game. Smash fans are never shy to boast how fast paced and aggressive Melee and P:M is, and the community is fairly happy with the game, even though it's not even done yet. Based on earlier arguments made by multiple people on multiple forums in multiple languages, dropping the timer causes more timeouts, which the same people have decided will make the game falter. This isn't a new concept, and it isn't the first time it's been debated.
People are happy with how P:M is turning out. The PMBR is doing a fantastic job making the game into something new, balanced and fun. But that doesn't mean that the standard ruleset shouldn't be looked at and tested again. It's been 10 years since we've experimented, and while I can't say that the rules are currently broken, that doesn't mean they can't be fine tuned and I believe that we shouldn't keep things the way they are simply because that's the way they've always been.
Even if we lowered the timer to an amount where we see just as few time outs as we do now (say 6 or 7 mins on the clock) that would still be an improvement to the current standard timer simply due to the fact that we made the very rare time out a lot more bearable to watch and play.
While I'd
personally like time outs to be a part of Smash I can understand that they are currently not a thing that Smashers are used to seeing and because of that, they may be seen as negative. This thread was created not just to talk about making time outs a more viable method of victory, but to talk about lowering the timer overall.
I can see how lowering the timer to 5 mins may cause more time outs to happen because they are a viable thing.
I cannot see time outs becoming a thing with a 7 or even 6 minute timer. And this is where testing comes in.
See if playing a 6 or 7 minute timer
actually makes time outs a thing. I'm willing to bet you'll see just as few time outs in a 6 minute match as you would an 8 minute match since if playing a match now brings you down to 4-5 mins left on average, 6 mins would bring the match down to 2-3 mins left on average, and as you said before Mithost, it's really hard to play keep away for an extended 2-3 mins.