You find that with Meta Knight gone, the new safe character is Marth. Your opponent knows this, and also knows that Snake, DK and King Dedede all have an advantageous match-up against Marth. By using any of those, they make Marth unsafe.
'55:45 and 60:40 =/= Unsafe.
King Dedede gets countered by Ice Climbers, who get countered by R.O.B., who gets countered by Mr. Game & Watch, who gets countered by Snake, who gets countered by Olimar, who gets countered by Peach, and so on. Eventually, both of you just pick your main, and you end up playing Toon Link vs. Pikachu.
60:40 =/= Counters.
Please do forgive the exaggeration.
I won't forgive obvious hyperbole.
Is there anything wrong with a MK only metagame/tourney scene? Well honestly if everyone wants to do solely MK ditto's for large sums of money, that is up to them. Every matchup would be even and boil down to player skill, but a lot of people I think would find that boring fairly quickly. There aren't many popular fighting games out there that are successful with only 1 character in the scene.
Funny, I could have sworn Street Fighter III: 3rd Strike was one of the most Competitive fighting games in the history of Competitive fighting games despite Yun having zero disadvantageous match-ups with his "worst" being an even match-up (however, because Chun-Li just ***** more in general, she won almost every single tournament).
And it lived for years and years after it was initially released and it's still alive and well today. History > Your made up "facts" and emotionally charged opinions (disguised as facts).
I am simply going to show why Sirlin's criteria inevitably leads to the idea of the diversity argument.
And as I've demonstrated several times, it does not. It's like saying "Stealing is bad, it should be illegal" inevitably will lead to "Stealing is bad, it should be punishable by death."
I am going to prove the "essence" behind the diversity argument. I know it isn't readily apparent why Sirlin's ideas lead to the diversity argument, and it's difficult to believe that it truly is the completion of Sirlin's criteria. Once I have the guide finished, it should be much easier to see the connection; it should be much easier to see that Sirlin laid the groundwork for the diversity argument, but he never realized the full implications of his ideas.
I look forward to seeing Sirlin refute your interpretation of his words. I'll bet you 100 dollars right now, on the record, to be paid through Paypal, that his intention was never ever "To maximize diversity" or come anywhere near arguing it.
It is not a logical progression at all.
You yourself admitted to this. It is a non-obvious reimagination built upon certain traits in the original argument.
The "guide" will start with Sirlin's criteria, and then go step by step through the journey I took to find the diversity argument. Hopefully, it will make it clear why the idea of the diversity argument is correct and necessary, even if my current written version of the idea has flaws due to poor wording or bad organization.
Even if you can, somehow, link Sirlin's argument to the diversity argument, we'll just reject it for its sheer preposterousness. Because we do not ban things to
maximize diversity. That would be
idiotic.
This is the problematic idea that led to me developing the diversity argument. It is a fundamental problem with Sirlin's criteria, and I couldn't think of a way to get around it without modifying Sirlin's ideas.
It's only a problem for those who wish to ban things Sirlin's criteria (or the other criteria which are used today) does not cover.
Yet, when I try to think of a justification for that standard, nothing good is available. Why does the current competitive standard demand more than one option? Saying that it's "because overcentralization is bad" is really just a tautology. Overcentralization, in this context, is being used to mean only having one option. So, claiming overcentralization as justification is like saying that it's wrong to only have one option because that means you only have one option; which is a useless tautology. All the attempts at providing justification for this "standard" using only Sirlin's original ideas result in tautologies or weak arguments that don't hold up to scrutiny.
What is over-centralization? The over-centralization around one single thing.
In Competitive fighting games, this means the over-centralization of the metagame around a single character/tactic/etc. This means that out of all options in the game, you have only one viable option (if you want to win).
Think of Brawl as a competitive sport, such as Ice Hockey. Now imagine all hockey was about was Peanlties. No actual matches, just penalties. Or imagine American Football where there was one tactic so good all other tactics became obsolete and the only way to win was to use only that one tactic and the sport would be all about who could use that one tactic the best.
Why do we dislike this? Because
it is friggin' boring. And people like multiple choices, especially in a game where there are a total of 35 characters. What would happen, you ask, if there is only
one possible viable option? The scene would
die.
When a metagame becomes exceedingly boring for various reasons, it
dies. And we don't want that. (Cue the whiners whining about how the scene will die if MK isnt banned. Guess what, it's still alive and thriving. And you still have
choices.)
Perhaps not though? Can anyone think of a valid reason why competitive players are justified in wanting more than one viable option available in their games? Am I wrong in thinking that that desire seems intuitively justified, that the preference towards having more than one option seems reasonable? If it seems intuitively obvious, surely there must be a logical explanation why it is reasonable.
I just did. To not have the scene die.
But is this really true? Is a game with only Character A vs. Character A ditto match-ups really any more skilled than a game with a wide variety of match-ups? Is a game with only one usable option actually more skillful than game with a wide variety of options?
Why yes. Because then it's all about who is the better player since both players have the exact same options.
At the very least, if we want to
maximize the gauging of skill, we should ban all match-ups that aren't 50-50.
I don't think that the answer to that question is readily apparent. When I reached this point in my deliberations 3 weeks ago, it eventually became clear that the only way to get a valid answer to that question is to first ask what constitutes "skill". How can we decide whether something is more "skillful" than something else if we don't even have a clear understanding of what "skill" means? It's like trying to decide if one object weighs more than another without first defining what "weight" means.
This is because you're under the assumption that we ban things and write the rules to
maximize things. We
don't.
When someone says "M2K is a really skilled player", what do they mean? When someone looks at a simple little game made for children and says "That game takes no skill", what do they mean?
Skill:
A combination of the technical skill and mindgames (which in itself is a very broad term) employed by a player to wield a character/several characters. Also, match-up and metagame knowledge plays a huge part, but that's not inherently "skill".
Technical skill includes reaction time while mindgames includes the ability to plan, think ahead, read your opponent, etc.
That took me 30 seconds to think and write up.
The point I'm trying to get at is that a fundamental part of a game being competitive is that the outcome of the game is determined by decisions made by the players. The relevance of this point isn't readily apparent.
Yes. That's obvious. I'm not seeing how this could be relevant to this discussion, but I'll wait and see what you can cook up.
My questioning is failing supremely at accomplishing anything productive, so, as I said earlier, I'll just end it for now.
I wish you wouldn't keep saying that because I'm not answering your questions the way you want me to answer them. Instead of being all cryptical and asking questions, some of which are apparently not relevant at this point in our debate, maybe you should just say what it is you want to say straight out.
It'd be faster, for one thing.
It helps if you list which characters you mean, but I'll address the characters I think you're talking about.
Overall, I fail to see how banning the IC's would result in increased diversity.
Overall, I don't see why you would think I was arguing for an IC-ban.
If that's the case, then his criticism isn't valid. My argument doesn't result in the banning of all non-50:50 match-ups. Remember, a ban must increase diversity.
Part of your criteria specifically states that we ban things to maximize skill. We're simply saying "Stop using the term
maximize because that's not we do! Neither now nor will we ever!".
Since you object, is it fair to assume then that you don't believe that the goal of a Competitive Rule Set is to maximize the competitiveness of a game? If that's the case, can I ask what you think Competitive Rule Sets are supposed to do?
Please dig me up the ruleset of
a single Competitive fighting game which was writtenm to
maximize Competitive viability.
A single one.
I'll give you one week. And bet you $25 to be paid through Paypal you won't find a single one. And if you do, I'll even throw in the additional bonus of the promise to cosplay as Black Zelda at a future animeconvention, possibly Otakon 2010.
What do we write the rulesets for? We write them in order to
foster a Competitive environment. We'll tinker with the settings a bit to find the "best" settings without having to go into specifics and tinker around with handicap and such. This is why many communities do not stick with the default settings regarding primarily time, rounds and, though this is rare, lifebar (Smash is unique in that we use stocks, so it doesn't count as "Lifebar", stocks are more like rounds).
So, we'll tinker with the settings to produce the settings we deem most beneficial to fostering Competitive viability.
But we do not ban things or fine tune the rules to
maximize Competitive viability. If so, we'd start changing the settings and start using handicaps for individual match-ups to make all match-ups 50-50 or as close to 50-50 as possible. Hey, since we wouldn't be banning anything, it wouldn't diminish diversity! It would
add to it!
So, to sum things up:
What is the point of the rules? To
foster a Competitive playing field,
notto maximize it. This is why we ban only stages which we feel are highly detrimental to the Competitive viability of Smash. Some stages are banned without needing to be banned, however. If you feel like crusading for them to be reinstated as legal stages, be my guest.
But to reiterate:
We do not do anything to maximize anything!
If I come off as antagonistic, it's because I have to refute this fallacious argument time and time again every single time there's a topic on banning.