The problem with the analysis (albeit really good) is it works on the assumption that there will be an option that is superior.
That's not how it works. Consider Awesomenauts. In that game, each character has 6 upgrades to their special moves. Some are worse than others yes, but others are chosen based on style or perference. For instance, on Yuri's timewarp, I got Heal, Fast Forward, and CC Immunity on it. Others will get a Lifesteal for it. I'll only grab lifesteal if I'm fighting Ayla, Vinney or another Yuir. You can do this with any character. With Lonestar's Dynamite, I get extra Stick, lifesteal and DOT, but you can replace the DOT for Explosion size, bounce and blind. All of them work. Yes, there are bad upgrades (Penny's and Swiggins seem to complain the most), but a lot of them are style or based on other upgrades you selected.
For Smash, it will be the same thing. Take Mario's fireballs. You may go normal or maybe orb. But maybe fast isn't good. You may chose them based on match-up (perhaps Orb is good against certain characters). So you can't look at this in a linear fashion because it's not. It's going to be living and breathing.
Absolutely; reducing moves to a totally linear value in the initial analysis is limited as a gross simplification. That's why I immediately move to discussing polarization and the role specials play in it. This part was just showcasing the base statistical effect of multiple options, before matchups are taken into account.
As Dariun mentioned, these factors should be a further net positive.
As far as "Imperfect Balance" goes, I'm actually friends with James (Portnow) and David (Sirlin). I thought that episode was horrible, easily the worst episode of Extra Credits James has done, and told him to his face.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
I enjoyed David's rebuttal, and there were also some low-key rebuttals from LoL designers. (I think Morello did a short one that was good?)
My main beef with the video is:
- It conflates local imbalance with global imbalance
- It uses that confusion to glorify polarization and imply that this creates gameplay
I could give some LoL examples and counter-examples to discuss the video directly, but I'd prefer to keep talking about Smash here.
The main issue with this is running a tournament imo. Players will have to be given the opportunity to edit their movesets before the match, probably in between matches too. The opponent has to know about every option his opponent is taking, and what if he wants to change his moveset to counter that?
This sort of thing cannot be ignored. If something is impractical to implement, it doesn't matter how beneficial it might be! We are already seeing that this may be the case with equipment.
That said, I don't think this will prove to be a big deal. Time constraints only matter if they
actually apply.
- Technically, players have the option of demanding double blind picks for the first match. This would take a lot of time, but no one actually does it.
- Technically, players can have extremely long and drawn out stage-striking. This could take a few minutes per set, but most people just agree on Battlefield or Smashville.
- Technically, players have the right to reassign and test controls after every game. But no one actually does this.
- Technically, doing best-of-3 8-minute sets could last close to 30 minutes per set. But in reality, it is very rare for most matchups to come close to this.
So yeah, we have to give players the right to assign new specials at the start of each set and even game. But how many players will
actually do this? Probably some, but less than we'd suspect. When we add it up, the actual time burden of setting up custom moves in a tourney setting looks negligible. We know this from using custom controls as a frame of reference.
In all my experience as both a TO and participant, the overwhelming bulk of inefficiency comes from:
- Running brackets backwards
- Failure to train pool captains
- Ill-defined meal break timings
- AWOL participants
Compared to these things, time spent setting up custom controls in Brawl was super negligible. It could have taken 5 times as long, and it wouldn't have made a dent.
Practical concerns can only be addressed practically. The time spent setting up control profiles will probably be a drop in the ocean.
The other obvious problem is that it means you have to know 250+ moves to play competitively, and studying match ups becomes nearly impossible unless you have another experienced player of the character with you also experimenting with their options. I think this is particularly bad because of how accessible smash is to casual players, they see moves their familiar with and can understand a lot of what's going on, but if people are using completely different moves it makes is a lot more distant in my opinion.
Thanks for mentioning this; I think this sort of thing is easy to overlook, especially here on Smashboards where we all care way too much about this game.
This is clearly a big concern for Sakurai, as he said when explaining why custom moves are not allowed in simple Vs Anyone online matches.
I emphasize with this concern, but am not worried about it interfering with competitive play. Why not? The experience required to compete at a high level significantly outstrips the mechanical barrier-to-entry of encountering all those unique moves. It's sort of like worrying about encountering a character at a tourney that you haven't unlocked or played against before; that person has so little experience that not being familiar with a character will be the least of their concerns.
Most the moves seem similar and behave in similar ways. New players should be able to understand how they work and adapt pretty quickly, the same way they learn new characters in the first place.
Also, for better or for worse, I expect most characters to eventually have a set of agreed upon "best" specials at top-level 1v1 play. Sure, you will have the oddball weirdos like @
UTDZac (who will actually continue to run Judgement on G&W and 9 all of us), and me who will keep winning tourneys against @
MetalMusicMan with Rollout, but most specials will be standardized.
Only certain projectiles, reflectors, and recovery moves are likely to actually be changed matchup-to-matchup. (Though with Miis and Palutena, who knows...)