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Knows the great enthusiasms
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"What kind of metagame do we want?" Every discussion, every analysis, every rule, every suspect test, and every tier actually depend on the answer to this question. And although there have been several threads in the past that have discussed this question to some degree, I don't think we have clearly answered the question in Smogon. Many people think we have answered it. Or perhaps, they think the answer is so obvious and so unanimously shared by everyone in the community, that it is silly to even ask the question. We haven't answered it yet, and we won't answer it in this thread either. But, perhaps we can lay the core foundation to BEGIN answering the question. I think everyone has different opinions of what kind of metagame is "good", and they base all their arguments, actions, and decisions based on that opinion. But, people rarely actually explain what kind of metagame they believe is good. People sometimes forget that WE ARE THE GAME MAKER, when it comes to the metagame. The metagame is not owned by Gamefreak or Nintendo, it is owned and manufactured by us. Not, "us" as in Smogon specifically; but "us" as in the collective players of competitive Pokemon. We make this metagame, and as such, we should probably have a solid idea of what kind of game we want. You can't write a good story without making a good plot. By the same token, you can't make a good metagame without knowing the general end result you are trying to achieve. I'd like to use this thread to discuss various characteristics of the metagame, and see if we can rationally discuss the merits of these characteristics. Even if there is no clear consensus of which characteristics are good or bad, or which characteristics are more important than others -- I think it might be helpful if we can get the characteristics out on the table. At the very least, perhaps we can agree that these are the fundamental factors underlying other discussions and arguments like, "Pokemon X is hurting the metagame" or "We should do Y to make the metagame better". In this discussion, I will often refer to "elements" or "aspects" of the metagame. These terms are not synonyms for "Pokemon". In this context, an "element of the metagame" is anything that is considered a meaningful part of the general construct we call "the metagame" -- pokemon, moves, abilities, mechanics, clauses, techniques, actions, strategies, tiers, data, etc. These terms are intentionally abstract and do not specifically address any given pokemon, ban, tier, etc. I'm going to lay out several possible characteristics of a "good metagame", and give an explanation of each one. I will also try to present some possible issues and opposition that could be involved with each characteristic. This is really just to give everyone an idea of the kinds of characteristics I think we should be looking to define, and how these characteristics might be evaluated. The Characteristics Quote:
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Explanation: Practical Applications These characteristics are each listed as individual distinct concepts, and I intentionally tried to avoid overlapping definitions. But in practice, any issue of the metagame will usually involve multiple characteristics at once. When discussing overpowered pokemon that centralize the game, it will likely involve questions of both Variety and Balance. If the issue follows closely on the heels of other changes, there may be questions of Stability at stake. Discussions of clauses like OHKO and Evasion, will certainly bring arguments of both Skill and Luck, with possible ramifications of Balance. A heated debate on "Glitched Acid Weather" is obviously an Adherence issue, but creative debaters might also argue Variety and Luck, possibly even Efficiency (although that's quite a stretch). Those are just a few examples. The number of situations and the issues that apply, are endless. These characteristics are not intended to uniquely define every metagame situation that may arise. They simply define the broad categories of issues that will underlie specific situations. It is the job of future discussion participants to present which characteristics apply, and to what degree they should weigh on a given call to action. Interpretation of these characteristics and their applicability to a situation, should comprise the heart of the discussion. When arguing about the metagame, these characteristics, individually or in combination, should represent the basic building blocks of the debate. If we can successfully articulate the general characteristics of a good metagame, then perhaps later we can develop criteria for comparing the weight and importance of different characteristics. Perhaps we can even develop ways to quantify conformance and/or deviation. If we can get to that point, then we could seriously consider completely new processes for evaluating and changing our metagame. Who knows how far we could go with this? But, we can't go anywhere if we don't establish a general framework for defining the kind of metagame we desire. Background I have read countless arguments and discussions about the metagame here at Smogon. A while back, I realized there is really no way to evaluate a good argument or a bad argument in these cases. Because there is no solid basis for what can be argued! For much of my life, I have been involved in competitive policy debate -- as a debater, a coach, and a judge. In policy debate competitions, you have "stock issues" that represent the fundamental basis for all arguments, both affirmative and negative. The stock issues, or "stocks", are commonly labeled Solvency, Harms, Inherency, Topicality, and Significance -- or SHITS, in crude debate parlance. I'm not going to explain all the details of the stocks here. Google them if you are interested. But the point is -- these are the things being argued in policy debate. They are unquestioned. For example, in policy debate, if your affirmative argument cannot "solve" the problem of the status quo -- then you have a bad argument in terms of the "Solvency" stock issue. When attacking or defending a Solvency argument, it is not acceptable to ask the question "Why does Solvency matter? Why is Solvency relevant to this debate?" Solvency is a stock issue, and as such, it is relevant. It is one of the underlying factors that define the debate itself. Competitive Pokemon metagame arguments do not currently have any "stock issues". We have the Characteristics of an Uber, which do provide ground rules for arguing about the power of individual pokemon (which, in the context of the characteristics listed above, uber-ness arguments would be a focused form of debate on Balance). But, we do not have any unquestioned building blocks upon which to build arguments about the metagame in general. Without stock issues, you really can't conduct any meaningful adversarial discussions. Because there is no common definition as to WHAT IS BEING ARGUED. These characteristics are an attempt to provide a set of stock issues for the metagame. For those of you not familiar with competitive debate, I'll put it another way: These characteristics are functionally similar to Constitutional Laws. For example, a common constitutional law in many countries is the Freedom of Speech and Expression. You can legally argue as to whether Freedom of Speech is applicable to a given situation, you can argue to what extent the law applies, you can even argue what actions should be taken as a consequence of breaching the Freedom of Speech -- but you can't normally argue, "Why does Freedom of Speech matter? Why do we want free speech in the first place?" Questions like that are not valid when arguing a case involving free speech. Yes, technically, the constitutional law itself can be questioned, if elevated to the proper judicial body. But for all normal legal intents and purposes -- the Freedom of Speech is a fundamental right guaranteed by the constitution, and is legally regarded as a desirable and just rule of society. These characteristics of the metagame are intended to be a sort of "Constitution of the Metagame". They are the broad definitions for things we consider to be "good" in a metagame, and are generally not questioned when discussing or arguing specific issues. We may argue as to which characteristics apply to a given situation, or which characteristics are most important, or what actions should be taken in order to achieve one or more characteristics. But we should not normally argue the validity of the characteristics themselves. That is not to say the characteristics are perfect and can never be altered or changed. It just means that questioning the validity of the characteristics themselves would be considered a completely separate class of argument, and would presumably not occur frequently. Conclusion Do not misinterpret my intent here. I am not trying to "lay down the law" for the metagame, by shoving a bunch of definitions down peoples' throats. I simply want to come up with some common ground for intelligent debate. Whether we establish ground rules or not, people are going to be discussing this stuff -- so we might as well have some common goals and make the discussions somewhat productive. I formed these characteristics based on my general interpretation of the things that people are already arguing and discussing. I tried to categorize all the meaningful policy arguments that commonly occur here, couched the definitions in broad wording to allow plenty of room for interpretation, and then filled in a few gaps that seemed necessary to present a comprehensive whole. Some of these definitions may be universally unquestioned, and may only require minor wording changes. Some other characteristics could be deeply objectionable to many people, and may need to be stricken completely. I may have missed some characteristics that need to be added. But, I think we need these characteristics to be defined. And I think they should be defined at a "constitutional" level, where they provide a general framework for future discussions and debate, without enumerating every nuance of the metagame down to the details. The details are a constant work in progress. The details are the metagame itself. These are simply the basic underpinnings and characteristics we would like to have in our ideal metagame. We may never succeed in creating a metagame that exhibits some or all of these qualities -- but I like to think it could be fun to try. |
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Don't tell me what to do.
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Super Moderator
Join Date: Aug 2007
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I'd like to start off by saying that thank you for making this thread, Doug. As pretty much anyone who knows me here knows, I've been clamoring for something like this for a long, long time. It's a relief that someone else stepped up to plate and actually did it.
That said, this topic is simply way too big to be discussed in detail in one thread. People will respond coming from a thousand directions with a thousand relevant points, and it'll all be lost in the clutter. Can we keep this specific topic about the necessity to determine what we want in the metagame (for example, the issue about how tiering by "power" doesn't necessarily hold ultimate importance if we determine we have specifics regarding the "skill" we want to emphasize in the metagame), and make various topics for each category that talk about both the category's importance in determining the metagame and how to go about refining how we emphasize that in our metagame?
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Fast-moving, smart, sexy and alarming.
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I disagree with "spirit" of Pokemon and "mechanics" of Pokemon being in the same category, and it is actually this difference that underlies the acid weather debate. I'm a firm believer in adherence to the mechanics of Pokemon, but I don't care at all what the developers intend. What matters is what they actually did. In this definition, we simply select which game we are simulating, and then adhere to that. All other things are irrelevant. For the same reason, our lack of access to the source code doesn't matter, as we can determine the effects of any coding decision that does matter. In other words, we don't have to implement things the same as Game Freak, and any decision they make that has no influence on competitive play is irrelevant.
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Previously obi. Technical Machine, a Pokemon AI. "Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat." - Sun Tzu |
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maybe I just misunderstood
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Join Date: Aug 2007
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This is needed. Great thread Doug, I hope that this will become a stable basis for the current metagame, and those in the years to come.
Us LC policymakers have run into problems with the lack of clarity on how to deal with non-Pokemon suspects. It seems to end up as trying to apply the characteristics of an Uber to something they were not designed for, a matter of what can only be described as personal preference for how the metagame should be, or simply saying that something with as wide ranging effects as Berry Juice should not be banned. As for the specific "stock issues", I'm not convinced about several you listed. I agree that the metagame should be "Competitive", however I don't see how this stock can be used positively in any discussion about specific rules. Unless you take the attitude that a luck based game is inherently less competitive (which is addressed by the "Luck" characteristic) then this seems to be largely determined by player attitude, not directly by our ruleset. Maybe it could be used as reasoning for cutting out ingame elements, but that's not something that anyone is likely to ever argue on Smogon. I could also see this being misunderstood and used in questionable situations, especially if it is mixed with the "luck is not competitive" train of thought. The Variety and Balance characteristics seem like they are almost interchangeable, maybe could be combined? They both deal with not having a small number of options dominate, which allows more options to be viable. You say that one deals with "Overcentralization" and one with "Overpowered" elements, but the distinction between those two is blurry at best. Are there situations in which there is something that is "Overpowered" to the extent where we would ban it, but is not causing centralization (or vice versa)? Stability is an interesting point, and one I have not often seen brought up. It relates more to practicality than determining the best possible metagame (whatever that means), but it does seem to be a valid point and maybe one that should see more use in discussion. Short term instability is not necessarily a problem, but if there are large constant shifts then players have to work much harder to keep up to date, and those producing strategy information have to concentrate on updating information rather than simply improving it which hurts quality. I share obi's concerns about allowing authorial intent arguments to slip in, but that is probably a simple matter of slightly rewording that characteristic. I would also think that Adherence is not something that is optional, it is required. If we start intentionally making changes to Pokemon things are liable to get arbitrary and extremely complex very fast. I'm also wary about including both the Skill and Luck characteristics, Skill is an almost unavoidable part of a game as immensely complicated as Pokemon and like the Competitive characteristic I could see it being misused. How much impact Skill has is also extremely hard to measure or control with rule changes. While I think that what was written for the Luck characteristic is much better than many attempts I have seen, I think that the best way to reach a "reasonable" level of luck is to ignore it. Attempting to control it, either to cut it down because some players dislike the effect it has on the metagame even when it does not centralize, or to bring it up because other players may think that the effect of luck has been artificially and unnecessarily lowered by things like the Evasion and OHKO clauses. One important characteristic that you may have touched on slightly, but as far as I can see not directly addressed, is that there should not be any rules or bans without good reason. A simpler ruleset is inherently better than a more complex one, if Feebas was banned from OU for some reason then even though it would have virtually no positive effect when brought down, it should be. This rule also helps deal with suggestions like "Level x (less than 100) Uber is clearly not broken, why is it banned" or "Garchomp would be fine so long as we ban Outrage on it", which generally can't be met with arguments from any of the other characteristics (bar Stability at a stretch) and would result in endless testing and tweaking of the level the Pokemon until it is not overly centralizing, but no lower than is needed. Allowing low level Ubers would likely increase variety, so without a characteristic to explain why it seems crazy (or at least totally unfeasible) to most of us, we would be in a bad situation. Once again, thank you very much for getting this together Doug, I may not agree with some of the characteristics you propose, but I entirely agree with the sentiment of having a set of "stocks" for people to argue from.
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Knows the great enthusiasms
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Quote:
I really felt like the only way to get serious about this, was to make a full cohesive proposal and then use that as the basis for discussion. So, yeah -- that OP is massive, and almost impossible to comment on in detail. And considering that many people in PR are VERY interested in each one of the characteristics, I can understand not wanting to make a half-hearted response. I fully expect if we want to get serious about this, we should have dedicated discussions for each characteristic. So, here's some suggestions on how to participate in this thread without addressing every single point mentioned in the monster OP:
I have been thinking about this sort of thing for a long time. I actually started writing this stuff up over a year ago, and then quit because I thought it was just too much for the community to reasonably pursue. Then a few recent discussions piqued my interest, and I've decided to give it a shot. We don't need to get into the nitty-gritty details here. I included a lot of detail in the OP, just to make sure people get a solid idea of what it means to create "stock issues for the metagame" or whatever. In this thread, feel free to just comment on the high-level approach being taken here, and the general goal this sort of thing could achieve, or why it might fail.
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The characteristics of a metagame can remain subjective in terms of their weighting and extent required (like in terms of perhaps too much variety being a bad thing) as long as we keep making metagame decisions by a vote. For instance, the luck characteristic is one I have argued against a lot. Though I accept there is some level where luck becomes detrimental to the game. I would argue that RBY never met that level of luck (or at least that the amount of luck in RBY is mostly to do with the lack of variety), and so it seems unlikely that any future gen will face it. Uhh.. I am digressing.. The point is that for instance Obi disagrees with me. We will never resolve this issue in a debate, but in a vote, people can decide on their own weighting of charaterstics, and their own benchmarks for characterstics and vote accordingly. The worrying thing about a vote is that something will be voted for because of short term considerations, and in the longer term it will lead to an objectively poorer metagame (like for instance, changing the tiering of a pokemon just for a change). So yeah, I have changed my mind and decided there needs to be some agreement in terms of some of these characteristics. For instance, we can determine that for stability, voting to unban a pokemon just for a change, while it might be defensible from the variety characteristic should never be allowed. Hmm.. That one is a tough one tbh. It could be that we would never be able to make any changes at all.. I actually need to think about this some more. I will continue post this anyway as one of you might have some thoughts on this issue. Quote:
Also I want to say that I agree completely with everything ete has posted. I read your post and had a whole number of things I had wanted to say in response about the specific characteristics themselves, only to find he had beaten me to every one of them. Have a nice day. |
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Join Date: Oct 2009
Posts: 3,358
England
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I haven't read anything, but here are my thoughts.
EDIT: This was intended to read "I haven't read everything". I mistyped. BALANCE is important. It does not need to be perfect, merely good. I disagree that things should be as balanced as possible, for reasons I will later explain. It is easier to explain imbalance. If for two players of equal, reasonably high, skill, there is a game element which if one player adopts, and the other eschews, the player who adopts it always has an overwhelming advantage, then the game is not balanced. DIVERSITY is also important. There is no such thing as too much variety (but see the next point). If a player has to know an awful lot to be competitive at the highest level, that is if anything a good thing. Diversity ought to come as a consequence of balance, but since I cannot prove that it will, I list it separately. MEANINGFUL BATTLES are important. By this I mean we should not have a situation where the result is decided purely because one quality team beats another quality team. Basically, we don't want to make it a giant game of rock-paper-scissors with teams. I'm having trouble expressing what I mean here I admit. EDIT: If you can see two teams, and say one will clearly beat the other, and you can almost always say that even when both teams are made by equally and highly skilled teambuilders, then battles are not meaningful Nor should there be so much luck that it becomes like a game of roulette or snakes-and-ladders. Some luck is OK, but not so much that winning is decided on luck. EDIT: To an extent this may oppose diversity. It seems conceivable that high diversity could lead to matches being decided by who happens to have what their opponent's team cannot deal with (when no possible team can deal with everything) MEANINGFUL TEAMBUILDING is equally important. You shouldn't just be able to slap any six strong Pokemon together and compete at the highest level. Finally, SIMPLICITY OF RULESET is important. Basically, this acts to keep our 'house rules' in check. We don't want to let our clauses and bans run out of control. Banning specific moves on specific Pokemon would generally qualify as NOT simple. A good test for sufficient simplicity is: can you tell our main rules to someone who's never heard them before and have them be understood. Currently, you can. "No two of the same Pokemon, no putting two things to sleep, no evasion moves, no one-hit-knockout moves. Arceus, Darkrai, Deoxys...Sky Shaymin, Wobbuffet, and Wynaut are all banned. Oh, and no Soul Dew." If it gets to the point where there are dozens of specific Pokemon that can't use specific moves, or if combinations of Pokemon get banned while the individual Pokemon are allowed, that's when things start getting too complicated. EDIT: It is this that means we should not run away making things 'as balanced as possible' and particularly 'as balanced and as diverse as possible'. We could make a perfectly balanced metagame where almost all the several hundred Pokemon were viable if we create a vast matrix of movebans, itembans, ev restrictions, and level limits. But we really shouldn't do that. Stability I do not see as important. Certainly, we don't want to start rulemaking solely for the sake of stability. (Banning new and threatening sets would be an example of such rulemaking). How stable the metagame is will I feel be a function of what new ideas are around, and isn't something that we should try to control. (Note that this applies to standard. For lower tiers we can influence stability, depending on how we handle tier changes.) Really finally this time, the rulemaking should be DEMOCRATIC. Clauses and bans should be decided by the players, not by an elite cabal. The current suspect testing system goes most of the way to meeting this, though it has some flaws. This wouldn't be all that important, were it not for the fact that Smogon has a monopoly on anglophone competitive Pokemon. If unpopular rules are forced on the metagame by staff, it's not easy for people to go elsewhere. EDIT: In terms of relative importance. I would say that democracy comes first, followed by meaningful battles. I'd rather have a game that lacked diversity and forced me to play stall with SkarmBliss than one where a trained Mankey beats an expert just because of the teams they happen to be using. Then meaningful teambuilding, balance, diversity, and simplicity are all about equal)
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"If I may guess, Emboar might be an exception to the norm that the scalding liquid is expelled from the Pokémon's mouth" - Cobraroll, on Emboar learning Scald. "Nothing like a cup of tea to start off the day" - Professor Oak, EP025. Last edited by cantab; Jan 31st, 2010 at 5:48:37 PM. |
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#8 |
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Join Date: Jun 2005
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I don't know that Variety is too terribly important; apparently you can be anywhere from Ubers' and UUs' respective levels of variety and be "a-ok" in that regard. I mean, variety is obviously something we can observe, but you can't look at the state of a particular metagame and identify its variety as "too high" or "too low" without analyzing a whole bunch of other major factors first. You won't be saying "the metagame doesn't have enough variety; therefore, we should take X action in order to improve its variety." You're going to be saying that the metagame isn't balanced or deep enough, that you want the metagame to become more balanced and/or deeper, and that increasing its variety would be "just what the doctor ordered" to improve those things for one reason or another. So I definitely feel like Variety should just implicitly fly underneath the respective banners of Skill and Balance.
I have a similar issue with Balance itself. If we're satisfied in the skill level a certain metagame requires of its players to be successful, then why should we ever care about its balance? If it takes a lot of work for me to make a good team, and then it takes a lot of work for me to win with it, that's good enough on its own, isn't it? We don't need to "verify" that it's good enough by counting up the number of viable strategies or whatever-- we can already tell how deep/skill-intensive the metagame is by participating in the ladder and other competitions. I have the same problem with Luck, actually. I think both of them should probably be "subsections" of Skill; if we're unhappy with Skill, then these are probably the things we can place blame on. If we're not unhappy with Skill, then who cares? I think a new characteristic should be made called "Accessibility." To an extent, we want people who suck at the game, or just aren't die-hard enthusiasts, to play it anyway. For example, when players can throw together a crappy 5-minute team and win 50% of their matches, the metagame has high Accessibility. This is a good thing, because it means we'll have more players who are comfortable playing the game (you talked about this sort of thing in your section on Variety as well, and I certainly think what you said is applicable). In a way, this makes the game less "accessible" to skilled players, but that's not what this characteristic should refer to--we have Skill for that. So obviously Skill and Accessibility might run counter to one-another in many cases, and we'll have a bit of a balancing act to perform in that regard, at least in the more extreme situations. I would place both Luck and Balance as subsections of Accessibility as well as Skill. Whenever someone talks about "needing to improve Balance" when the metagame is deep and skill-intensive, they should be able to put forth an argument that asserts that the metagame's Accessibility is not high enough. I know I haven't really given a formal definition of "Accessibility" but I hope most people understand what I'm trying to get at. It might look like I'm trying to make it extremely difficult to make assertions on the Balance (or Variety) of a metagame, but really all I'm doing is saying that you can't justify calling a metagame "imbalanced" by saying "well just look! see? it's imbalanced!" Using Ubers as an example, if you like its level of Skill but hate the fact that you can only use X number of strategies, your root problem is with its Accessibility, and, after establishing that, you'd probably explain how changing the game's Balance would alleviate the issue. You likely wouldn't have a terribly strong argument because of the culture (pretending for a moment that we allowed Pokemon bans to take place in Ubers to begin with), but that's at least how you'd structure it. Likewise, if you think OU is wonderfully Accessible but that games are too contingent on one player having a team advantage over the other, you're going to say that the metagame fails to satisfy the Skill Characteristic, and then take a look at whatever Balance or Luck elements might affect that. As for the other characteristics: "Competitive" is weird. It seems less like a characteristic and more like "commentary," doesn't it? Or like, an overarching guideline: "don't make any arguments using these characteristics that doesn't take the competitive nature of this community into serious consideration." But not a characteristic. Maybe that's just me. "Efficiency" and "Adherence" are sort of in the same boat. You have malleable, subjective things like Balance and Skill, and it just feels strange to have those sitting next to the black-and-white "don't try to tell me that EV training is a valid skill" sort of stuff. "Stability" is referring purely to change in content, right? If that's the case: I love it and it's just fine the way it is. Great post and I'm really glad to see this sort of discussion happening. Sorry if I misunderstood anything, or if I spent too much time focusing on my problems with your structure or something.
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Analyzing battle data for luck factors... |
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#9 |
Join Date: Dec 2006
Posts: 1,374
Texas
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After talking to Tangerine a few months back, I've come to understand the importance of establishing a set of characteristics upon which we want to build a metagame out of. My biggest concern with the lack of a "true definition" for the type of metagame we want really boils down to the suspect process that we've currently implemented. Granted, other notable areas that depend on the establishment of metagame characteristics, such as clauses involving luck, should also be analyzed. However, my own personal opinion is that the Pokemon themselves have the highest impact in the metagame, and we should take care to realize which Pokemon don't fit the needs of the metagame we want to achieve and why.
For example, in the Salamence nomination thread... As it is now, many of us (including myself) have simply argued about what Salamence's potential is in the current metagame, but our arguments (as Tangerine put it) have been lacking an important essence that makes any of our arguments valid. The problem with the nomination of suspects is that we don't have a basis as to how the metagame should function and why certain Pokemon would break the threshold of what would be considered "acceptable". We can't really state why Salamence negatively impacts this metagame without considering the aspects of the metagame itself. I'm quite frustrated with the fact that Pokemon have been made suspects without any basis of their tiering being based on how they affected the metagame. (All we've been really doing is saying "very few pokemon can switch into such Pokemon, and it hits extremely hard", etc.) In a way, I suppose this contradicts the issue of a Pokemon being broken, but so far, we've only taken a subjective stance on what is broken and what is not. I could argue that in regards to stage 3-4. Latias is OU (not broken) because it will "always lose against ScarfTar"; in a different scenario, I could say it is uber (broken) because "only a few Pokemon can switch into it". It all depends on our own view of what the metagame should look like. Personally, I think the issue with the suspect process, and therefore, the metagame we want, that we need to address is balance and variety, and I think both should be one of the main focuses of any future metagame we are to develop. EtE stated both could be interchangeable terms, and I completely agree. Take Salamence (once again) for example. The metagame has developed an arbitrary overcentralization around Steel-types like Scizor, which I'm sure anyone could argue wouldn't see so much usage where it not for Salamence. The fact that Pokemon such as Salamence require very limited methods to be dealt with would directly oppose the need for a metagame consisting of balance and variety, as opposed to, say, Lucario, which has many different counters and/or checks and doesn't restrict a player's team options in the way Salamence does. I find that the need for variety and balance could be applied to many of the other suspects too, albeit not all of them. Some of them are just, to put it blunty, "broken" because there is a significant lack of checks in the standard metagame. However, we arrive at the same problem: how can we assess a Pokemon's "brokenness" in regards to the metagame if we don't have a clue what the metagame should look like? All we've been using as of now are vague characteristics to determine a Pokemon's "broken" status, which works on Pokemon like Kyogre, but definitely doesn't work on less obvious suspects or Pokémon who could possibly be made suspects. The dominant factor in determining a viable metagame should definitely be whether certain Pokemon are (obviously) more powerful/broken than others, and how we would be able to determine such Pokemon in regards to the metagame we want. --- If I happened to, I apologize for going off on a tangent. I'm still rather new to the whole debating scene here on Smogon, so I'm open for any criticism or suggestions as to how I can word my arguments better.
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As promised, I'll make this post (and only this post, I'm not really planning on coming back to Smogon, but this thread is important enough and made by someone whom I really respect so I really dont want this thread to go to hell). I understand that this is mostly rambling and it is rather rough and too general, but honestly, I don't have the motivation to do anything more than this, so i'm hoping that this will be a very very good starting point rather than something to be taken as is
But before I make my points, I'm going to make a few things clear.(also i hate you philip and synre this post took forever to write I hope you all burn for it) First thing is that, I'm not going to say "If you don't agree with me, you're wrong", so please don't get the impression that, just because I'm criticizing your theory, it's because it's "my opinion". This is simply, my analysis of the subject matter. You're free to disagree with it, but I honestly doubt that it'll be the case. Second thing is that I'm going to be as concise as possible. If you want a more indepth explanation to one of my statements, try and figure out why i'm saying it before dismissing it. I'm not really going to post out everything, but hopefully I'll be able to communicate the important portions. This is probably going to be the most confusing post I've written since a lot of it likely requires the way I've approached it pseudomathematically. Third thing is that, I'm not going to be talking about what you think those words imply. The reason why any discussion is useless is because people seem to consistently incapable of scratching beneath the surface. The biggest issue with any of these characteristics, is that, as they are "known" right now, they're quite empty. "Balance" is an empty, meaningless word, while "Variety" to most people is simply "Number of available Pokemon in the game" (and none of them seem to be able to back up why they're using this metric). In the meanwhile, Skill, Luck, Competitiveness, they're all just the same thing. (I'm not going to worry about Efficiency since Pokemon is really a game of click click clicking). Fourth. I would think twice about using my terms/ideas in a practical setting since I'm just literally just writing down my thoughts so it's quite imperfect. I would prefer it if you took the ideas/concepts from it and learned to apply it through other means. (ie, i don't want to see people trying to do some dimension analysis bullshit) Fifth. This is simply a rough approximation. Use it as a starting point, clean up some stuff, etc. ------------- So, the first thing I'll start with is "Adherence". I dont' think this is simply "stay true to the mechanics/rules or intent", but simply, "stay true to the original game as possible". The justification behind this is that, we're not going to make the number of changes it is required to make the DP metagame more like ADV's. In that case, what should Adherence be, and what are we adhering to? The idea of Adherence should be applied to what evolves naturally. That is, we set some sort of guidelines (ie, metagame should feature THESE pokemon, lets have some clauses that highlights the way we think), and let the game play out. Through this process, you should have some idea of how that specific metagame is (notice that this is metagame specific), and what kind of stuff hurts that style of play. The idea of adherence should be to realize how the game works "naturally" (without intervention), and patch out any glitches/errors/what not involved in it. This is what we have now, except that, rather than caring about how the metagame is, people seem to have adopted some ridiculous Sirlian (Sirlin -> Sirlian oh i'm so clever -_-;;) bullshit. This attitude needs to be weeded out of this community and likely every community that aims to play any game that isn't a fighter competitively (ie, be very very careful before applying his stuff to anything that isn't a fighter) -- most of his theories have other games in mind whenever he posts like it should apply to all games. Hence, it doesn't mean "unban everything and go", but to use good judgment when doing so. LC doesn't need berry juice tested, if its goal is to be a hyperoffensive metagame, and surely people have very specific idea of the quirks of UU when they start complaining about Cresselia. This is exactly why you can't use these "concepts" at this point to dictate gen 5, because gen 5 is bound to be tremendously different from gen 4. The point is that, it should adhere to these specific principles. These principles are what this thread is aiming to find, of course. So how do we decide on that? We will derive what the definitions *should* be from the nature of the game. I claim the following. Pokemon can be divided into two distinct games. The first part of the game is team building, the second part of the game is battling. We will analyze each aspect. ---- Team Building. The goal of team building is to build a team that maximizes the probability of winning given all other teams in the game. That is, you take into account what every other player is doing, given your playstyle, and make a team that will give you the most advantage over the other teams and players. (there is a more formal way of putting this but it's not important) Either case, the number of possibilities is finite, meaning that, there exists some mixed equilibrium. However, the point is that no players will play a mixed equilibrium on the ladder (maybe in a tournament). In general, we ignore the possibility of a mixed nash equilibrium, and pretend that players only play pure strategies - that is, for a given period of time, there will be only one team that a player uses consistently. Then there are a few effects we need to consider with variety. There are two main factors to the game, attack and defense (maybe special attack and special defense now too). Supporting is just boosting the attack or defense vector. You either overwhelm them with an attack, or you stall them out so well, or you do a little bit of both. This is the "core" of the characteristics of uber - if you're winning the game, you're doing it through attacking or stalling it out. The idea of the characteristics was that, everyone has some theory about how the game works, but they needed to be focused with a reapable result in the end. It wasn't an argument of what was broken or not -- it was something you filled in. Now, each Pokemon (when I say Pokemon, I mean species - movepool - EVs - IVs - Items, the complete set, and not just the species) has N dimensions that it needs to consider, each dimension telling you how well it "attacks" or "defends" against specific concepts. When you build a team, you take six Pokemon and aggregate them (team building is a function, so certain Pokemon in the same team may also boost how much a Pokemon contributes, this is "support" or "synergy".) The game is how you manage to make one dimension "too much" for the other player to handle. (imagine two sea urchins floating around trying to poke each other to death, with each spike being a "dimension"). The idea of “specialized teams” immediately follows from this, and this also explains why there aren't many balanced teams around. One important thing to note. Some dimensions are "naturally" much higher numbers than others, due to the distribution of Pokemon in the game. Imagine how extreme the stats and attacks are in DP than in ADV and you'll understand what I mean. Team building then is to understand the "spikes" in the overall metagame and finding ways to damper their effects while getting spikes of your own to poke the other player (i'm hoping this makes sense or you'd all be very very confused). Or, perhaps, you just ignore the spikes of the other player and just focus on one specific dimension and overwhelm the other player. The idea is to build your team to have some way of dealing with it - whether it be to shoot the other guy before he shoots you or find ways to make the bullet less deadly. Balance is an adjustment of variety, in an extent. We want to make sure the "right" amount of variety is there to promote "skill" (I'll talk about this later). The big thing about variety is that before a strategy is actually feasible it can't be weakly dominated. This is something to watch out for when you're unbanning Pokemon that are "too strong" (ie, it contributes too much to the team vector). However, this also states that if you're banning Pokemon to increase variety, this shouldn't be a "problem", unless you're banning a significant number of Pokemon (ie, a Pokemon that used to be a key component to dealing with a number of Pokemon). This is why balance is so damn difficult. You don't want to "maximize" variety, but you want every dimension accountable (or else you take the dimension and get an easy win!). It's also difficult to ban one Pokemon because their actual effects are either hidden very well within the team aggregation or dampened really well by the opposing team, which is what separates Pokemon from anything Sirlian. The idea is to balance either by cutting off the spikes, or by making certain other spikes stronger. No amount of tweaking, however, is going to make all Pokemon in the metagam equally viable. This is a direct consequence of the definition I gave, so I'm sure you guys can figure out why that is. So, the goal of balance shouldn't be this extreme -- but simply, to eliminate extremes. But to define the extremes, they're defined in the midst of battle. --- Battling. Battling is a Imperfect Information Extensive Form Game (wikipedia that if you dont know what that is). This means that, players will make the best move given the information they have. The battling portion of Pokemon is a game of information and probability management. You need information about your team, and you want to get information about your opponent's team so you can make informed decisions to win. We'll first do some clean up and finish up the point from the previous section. First, we'll consider this. Why is Mew banned? Because Mew can do A LOT of things in OU, making it almost impossible to deal with properly. Why is this important? Why is this different from 50/50 situations that arises normally from "I know that you know that I know that you know..."? The answer is that, the latter situation, you have full information, and thus, you'll end up with the mixed nash equilibrium, butin the former, there is no information. That is, the latter has to do with the player's behavior, the former has to do with the innate behavior. This is where skill comes in. Skill, in Pokemon, is information management. Meaning, you want to reward players for using skill, ie, you want to offer them a significantly higher chance of winning for thinking through a move (i'm again, not going to consider the case of imperfect information due to player behavior -- i'm considering this from simply a Pokemon approach). This happens in the following cases 1) When the pokemon, or a combination of Pokemon, is simply too overpowering in one specific way(ie, I'm going to pull this off no matter what you try to do) 2) When a species has too many options that all yield very good payoffs. (it can do many things, and does all of them well) Both of these cases serve as disincentive for skill, since if it's overpowered, this just means that if someone brings it up against you, you are on a complete defensive and have to try your best to stop it, even if the person against you using it had very minimum skill. The second case is because even if you use skill, the chance of you getting it incorrect and getting screwed over is quite significant. This is how you would "argue" something is broken using "characterics". 2) is a good starting point on why Salamence is broken (most mixed sets are attempt to accomplish 2, most choiced sets are attempts to accomplish 1, etc, but most of them aren't overwhelming enough against most of the metagame.). Wobbuffet falls under 1), on the other hand. What is overpowering and such all depends on the metagame -- for example, in a metagame with a steel type cresselia with Levitate, Salamence and Garchomp would be laughed at. 1) needs to be clarified. The intuition behind this is that anything that has a large payoff as a certain outcome should be considered skillless. How this should be approached is that if two equally skilled players were using it, then whoever pulls off the "trick" first is going to be at a huge advantage. In general, pokemon "every skilled player must use" (keyword: skilled) tends to be controversial for this reason. Meanwhile, if a combination proves to be broken, you just remove one part of it. We are promoting skill, after all, and skill, is about how you build teams and how you manage information. The two properties are properties of a game that does not promote skill. I believe that, we should promote a game that pays of significantly to manage information. The issue with DP is literally "too much variety" - more and more Pokemon are like 2, especially with stuff like Choice Scarf, which literally adds another dimension to consider when playing (although, Choice Scarf also makes a lot of other threats more playable). To an extent, DP is less about "balance" but more about trying to shoot the other guy before he shoots you in a standoff. But lets go on. Now, there's luck. Luck is built in, and the built in luck, we'll have to deal with. However, in a skill promoting game, there is no place for things like OHKO or Evasion, even despite Hipmonlee likely being correct regarding it. This is because while the expected value may work out in the favor of the better player, in a game where we want to promote skill, neither of those moves are something that will promote skill for the other players. I can make a much longer post on this, but the statement should suffice I think In the end, variety, luck, balanced, all mean "skill", and "adherence" simply means "simplest rule possible" The game is COMPETITIVE pokemon -- skillless competition would be like competitive rock paper scissors, which is not something you can really "play to win", which is why we have skill. Stability isn't something we can get I think, since the game has a lot of options and players will constantly discover them, which is why it's better to rotate Pokemon out back and forth (ie, rather banning Garchomp, feature it in some special league once a year or something), because what is broken now (due to the game not being completely discovered) may not be broken later, while what isn't broken now may be broken later, etc, which is the biggest reason why people consider the suspect tests inflexible. Smogon would be much better off if they stopped calling the Suspect test a test but just making it a feature -- rotate the metagames through SPL or something like that (ie, season 1 of SPL can be "featuring Latias", etc, something you feel like testing). Last edited by Tangerine; Feb 12th, 2010 at 4:56:09 AM. Reason: oops better add that |
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#11 | |
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Join Date: Dec 2004
Posts: 7,298
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Yeah I like most of what you posted, except where you go into specifics, I obviously think you are wrong about DT for instance. This isnt the place to argue that anyway..
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Even if there was no stability, I dont see why we would rotate. I mean, if it's already unstable why bother? There is value in some degree of stability. Of course we cant guarantee it, but it is nice for people to be able to come back from a hiatus and not be completely lost. And obviously there is some extreme where people are constantly having to build new teams to keep up, and that isnt desirable. But also stagnation is a bad thing as well. There is a (subjective) ideal level here. This would also be difficult to vote on however, since the voters almost by definition will not currently be on hiatus. I'm also very skeptical of the people who say that there is too much variety in DP. While at the same time other people are saying they want to unban Garchomp because they are sick of seeing the same pokemon all the time. I mean, obviously the more you battle the more variety you are going to want in the game. The one thing I would say about variety in dp is that teambuilding is much harder than it was in advance. Essentially in advance, after a year or so I just built teams by numbers. I had a formula I'd follow, and I could deviate from it and know the effects of deviating pretty easily. I mean, when it comes down to it, there arent really very many options in advance. It's easy to glorify it in hindsight, but by the end of it we were all sick of seeing the same old shit. In DP I have nothing like that. My team building is a much more evolutionary process, with constant tweaking and often several versions of the same team. This can be frustrating, it means that a lot of my battles will tend to lack variation because I am too lazy to make changes. But that's me, not DP.. Hmm.. This is a sidetrack as well.. The point is I dont like the too much variety is a bad thing argument. I'm thinking about the complaint a lot of people have with DP, which is that once a battle starts there is very little thinking to be done. And it just seems to me that there just isnt any rule change that would fix that.. I mean, to reward thoughtfulness at a teambuilding stage, you just need a lot of viable options available, so people have room to innovate. Though, it is hard to know what is a viable option until people have innovated them. But to reward thoughtfulness at a battling stage there is no obvious method. I mean, the only thing I can really think of is to ensure that battles are long. But I mean all you really do there is give a player more chances to think during the battle, but make it less valuable each time they do. Out of interest, for those of you who play both dp ubers and dp ou, do you find that one or the other is worse for this? Is it really variety that is the problem here? Which makes me wonder, if, having a battle where you have a lot of opportunity for thought but a low chance of that thought having an impact is a problem or rather is the problem people have with dp. Because that is a very serious problem. But not having to think in battle may not necessarily be because of too much variation it might just be because of a bad metagame. In fact I can think of situations where a metagame with very little variety would result in this so I am not convinced that the two issues are necessarily linked. It may be more to do with the offensive nature of the dp metagame than its varied nature. I mean there is probably some correlation there just not necessarily as much as has been made out. What I am kinda getting the feeling here, is we should just start off with some rules, however we get to them, and then just not change them, unless we really feel like something is broken. So like, in DP we would have started as we did, gotten sick of Garchomp and banned it. And that would have been all. Until Shaymin in Pt I guess.. Wow this post is a mess. I was just going to write a couple of lines and now its like 2:30am. I kept going back and thinking of new things and adding them in, so I apologise if it doesnt quite make perfect sense structurally. Have a nice day. |
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#12 |
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maybe I just misunderstood
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Join Date: Aug 2007
Posts: 3,695
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I'd like to show my thoughts on the underlying aims of Pokemon as a game, those which the Characteristics of a Desirable Pokemon Metagame themselves could be based upon. Here is the log of a conversation with Doug about them:
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I think that the one thing that is almost indisputable is that we want Competitive Pokemon to be a widely played game, from a rulechangers perspective this is achieved by improving the game. By making it more "Appealing" to players. This does not mean losing any of the competitiveness which Smogon strives for, or decreasing the skill element, by any means. Those two factors are arguably the biggest draws for almost all of our players. Just because we would aim to make the game more appealing does not mean we would resort to gimmicks like the one Doug suggested as an extreme example. "Lets give people point on ladder for good nicknames" would be extremely counter-productive to the lasting appealingness of the game to a vast majority of players, and whatever Smogon's leadership in the future becomes will realize this. However appealingness on it's own has certain problems, it does not address points such as sticking to game mechanics exactly (for example not implementing the acid weather glitch would be pretty popular with many players) or prevent convoluted, but possibly appealing, rulesets like the "unban low level Ubers". As a counter-balance I suggest that we aim to construct a metagame that also minimizes (but not eliminates, as that is effectively impossible) arbitrariness. This includes minimizing arbitrariness in terms of mechanics implementation, ruleset, ladder and external to battle parts of the metagame design, and any testing procedure. I think that all of the ideas for Characteristics of a Desirable Metagame so far mentioned in this thread can be quite directly based on one or both of these principles, and that they can be useful tools to allow us to decide on the specifics of what we want from this game. And to each of the other posts, it's impressive how much has been written with such high content density. Brilliant walls of text.
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For people who like storing things: The Box Reading and LC? LCF, LC Guide, LC Analyses Good channels: #littlecup, #C&C, #1v1, others And for SCMS editors: SCMS group |
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#13 |
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Hmmm... A name for the plan...
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Join Date: Aug 2007
Posts: 6,937
Sea Forest
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Since it seems like people are getting a good foothold on the topic, I just want to add my 2 cents-- which really will be like 2 cents I don't plan to talk much.
I just want to remind that the game really does exist to have fun. We call it competitive pokemon, but the purpose of "competition" itself is to have fun. With that in mind, I think it's safe to say that pokemon that make the game fun (to a majority of players) are good pokemon. That is of course really REALLY vague, so I understand if all who read that statement will be thinking "Um, duh." I agree with all the points that Eric has mentioned on making the game appealing, but must point out that appealing is difficult to define. Competitively speaking, I think a highly desirable pokemon is one that adds a new element to the game, a new dimension to it. In other words, I think pokemon who bring something completely unique to the table are good to have around. For instance, 1 more bulky mono-water type is not going to add much of a new dimension to the game *cough*manaphy*cough*, but a bulky, levitating, special attacking dragon type that isn't 4x weak to ice and lacks a fire attack? Yeah, Latias definitely adds something unique to the table. As do Heatran, Tyranitar, Rotom-A, Flygon, Infernape and Celebi. These pokemon are all far more unique, and add a much more unique dimension to the game than say, Vaporeon or Salamence (since Dragonite is bringing something relatively similar to the table). One way I find I can see that a pokemon really has a significant uniqueness to it is if I find it simply cannot be replaced in a lower tier. For instance, Ambipom seems ridiculous in OU because Scizor will just keep using it to force your team into eating CB U-Turns again and again. But when you go down to UU, you realize, there is no normal-resisting powerful U-Turn user, and you appreciate the role Scizor brings to the OU metagame. I personally would like us to value pokemon that play a significantly unique role in the meta without being too over-powered. This goes for moves, clauses, and strategies as well. |
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#14 | ||
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Join Date: Jun 2005
Posts: 1,715
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One thing you are right about is that most of the characteristics people have been talking about pretty much just boil down to Skill. And that's definitely something that you made clear in your post, but I don't think your specific examples reflect it too terribly well. "Too much variety means the metagame won't be skillful enough." "OHKOs and Evasion should stay banned because unbanning them would keep the game from being skillful enough." I mean, you know I've always paid attention to your arguments, whether they were big in-depth behemoths like this, or little cryptic IRC snippets that nobody understood-- so while I think there's plenty of value to your assertion that DP's high level of variety has a negative impact on what we would define as Skill, the way that you're articulating it is just backwards.
The way I see it, "Skill" is self-evident. In Pokemon, Starcraft, Street Fighter, Poker--any competitive game--if there's one player who can consistently defeat everyone else, you seriously can't say anything against that game's level of skill. You can't do it. I mean, no matter how hard you tried, you wouldn't be able to beat the apparently "skill-less" player you're indirectly commenting about, right? So when someone tries to say that there's something wrong with DP's level of Skill, and yet at any given moment I can click three pages away and have like a 50% chance of seeing IPL completely dominating the leaderboard, my response is pretty much going to be to laugh in their face and tell them to go play Kongai or something. You can point out all the quirks in the metagame that cause matches to be one-dimensional or whatever, but that doesn't say anything about Skill--the better players finding their way to the top does. I'm not saying that "Sure, IPL can only beat Blame Game 51% of the time, but after two million matches, it's all good," so much as "Having to play more matches to prove who the better player is simply not inherently bad." You can make decent arguments like "The difference between me and the top five leaderboarders is purely that they have more time on their hands than I do," but the point is that "But... look at how many matches you have to play!" is not substantive (and I don't think your argument goes particularly far beyond that). Quote:
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Analyzing battle data for luck factors... Last edited by Kristoph; Feb 15th, 2010 at 7:36:09 PM. Reason: it was a fluffy paragraph anyway |
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#15 |
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Join Date: Dec 2004
Posts: 7,298
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Did I reply to the wrong thread or something.. I was sure I posted here.
Anyway the gist of the post was when you say appeal you must specify who you want to appeal to. I mean, obviously competitive pokemon battlers, but for instance, competitive pokemon battlers with a lot of time on their hands wont be bothered by "But... look at how many matches you have to play!" at least not as much as busier competitive pokemon battlers. Have a nice day. |
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#16 | ||||||||||||||||||||||||||||||||||||||||||||||
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np: Michael Jackson - 'Mon in the Mirror (Dream World mix off the "Black or White" album)
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Join Date: Dec 2004
Posts: 4,737
Fuqua: Where business cases are read and devils are blue
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Thanks for this, Doug—I wanted to give this the attention it deserved so that's why I haven't responded yet. I also have intentionally refrained from reading more than a few words of others' responses because I want to relay my thoughts as my own first. Also, I will respond to your "Concerns and Issues" as though someone had actually said them since I know you've posited them for exactly the sake of such arguments (which I realize are not necessarily your own at all).
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![]() You haven't trolled till you've trolled in real life. Read A Mullet's Tale for reference if you haven't yet! Last edited by Jumpman16; Feb 17th, 2010 at 9:01:34 AM. Reason: cleanup and defluffing |
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#17 |
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Knows the great enthusiasms
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Administrator
Join Date: Jun 2007
Posts: 2,901
Houston, TX
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I appreciate the recent posts in this thread, keeping this subject on the front burner. I have been writing this post off-and-on for the past few weeks, and I have had a very hard time collecting my thoughts. It seems many of you are experiencing the same problem writing on this topic, considering how many posts have some disclaimer to the effect of "I'm sorry this post is rather long, jumbled, and haphazard".
Let's face it -- this is a very hard topic to discuss in succinct terms. I think we all need to give ourselves a bit of a "free pass" to wander a bit here. And, for anyone that doesn't like tl;dr -- this definitely is not the place for you. If you want short little soundbites and quick jots of opinion, go somewhere else. But, I'm not apologizing for tackling a big subject with big posts. If you can't handle it, then get out of the deep end of the pool. Head over to one of the kiddie pool forums, where they'll be happy to fawn over a bunch of short "free Garchomp" posts. Feedback Although there aren't many posts in this thread, I have received a TON of feedback from the Smogon community about the Characteristics I listed in the OP. People have sent me PM's about it, I have had several conversations on IRC about it, and people have even reached out to me on the Shoddy server. All the responses have been very supportive. I've received encouragement from several members of the Smogon "old guard", that have gotten somewhat out of touch with the metagame and therefore feel a little awkward about posting in Policy Review. But they feel like this has been needed in Smogon for a long time, and they are glad that we are taking a bold step forward to propose this sort of thing. I've also received messages from many newer members of the community, that do not have access to Policy Review, but are keenly interested in tracking the progress of this effort. Some of the newer members complimented the characteristics for "making sense", because apparently they feel that many topics in PR are very difficult to understand. I'll discuss this issue more, later in this post. And then there were several active members of the community, that don't really want to get involved in this thread, but wanted to express support for the project and hope to see it produce meaningful results. So, although the number of posts in this thread may not look like an overwhelming endorsement of the concepts presented in the OP -- I feel like the overall community would like to see us take this idea to the next level. That does NOT mean everyone agrees with the exact characteristics listed in the OP. It just means that people seem to agree wholeheartedly that we should endeavor to establish some form of baseline concepts to support discussion about the metagame. Getting in the Right Mindset After hearing feedback on the topic -- I am pleasantly surprised that the characteristics presented in the OP, while not exactly on the mark, seem to be fairly close to most peoples' natural assumptions about the underlying characteristics of a "good metagame". In fact, one respondent went so far as to say "Doug, I think you really wasted your time. Most of the stuff you listed is what everyone thinks already." If that is true, then I succeeded in achieving my original intent. Although there is a great deal of my personal opinion in the characteristics, I tried to list characteristics that seem to be "intuitively" used by many Smogoners when arguing about what is good or bad in our metagame. While I happen to agree with most of them, I included some aspects of characteristics that I do not agree with entirely. These characteristics are not intended to be a strict listing of specific rulings, they are intended to be a list of issues that can be logically argued. So, even if you disagree with some of the exact arguments people make about the metagame, perhaps you can at least acknowledge that their argument can be presented logically in a manner consistent with the overall goals of the metagame. Realistically, I know many people cannot do this. No offense, but many people are closed-minded as hell. They can only see their own specific opinion on a subject, and can't entertain the possibility that any other argument even deserves to be read and considered. For the purposes of this project, I'm looking for people to step outside of their specific field of judgement, and widen their perspective to encompass all the legitimate arguments that could be made -- not just the specific arguments that they personally support. I can probably be accused of being closed-minded on this stuff too -- but for what it's worth, I'm trying to broaden my vision and acknowledge the "greater good" in this thread. I implore the rest of you to try to do the same. Later on, after we get some basic ground rules established, we can go back to debating specific topics and being our regular closed-minded, argumentative selves! But for now, let's consider this stuff in a bit broader terms. How Many Characteristics Are Needed? I've noticed several people are looking to consolidate the characteristics presented in the OP into a minimum number of statements. For example, Eric suggested we can group all the characteristics under the broad statements of wanting an "appealing and non-arbitrary metagame". Tangerine said all the important stuff can be covered with "Skill" and "Simplest Possible Ruleset". Other respondents have made similar suggestions to combine or eliminate certain characteristics, and end up with a few general statements that can be used to cover just about every argument that matters in the metagame. I'm not saying that Eric and Tangerine's sole purpose was to reduce the characteristics. In fact, I know for sure that some of their suggested removals are not for "consolidation" -- it's because they simply disagree that some of the characteristics need to exist. And I don't have a problem with their disagreement. But some people are reading this thread, and are getting the wrong impression of where we are headed. While I agree that the goal of this thread is to create a succinct set of general characteristics that cover the full array of metagame arguments -- I DO NOT want to end up with a cryptic set of general statements that are non-obvious as to how they might be applied to the various actual arguments that arise in Smogon. While it may be all well and good, if the Smogon intelligentsia can agree on a few arcane statements that can be extrapolated with deep explanations to cover every possible situation -- that does us almost NO GOOD for achieving the real purpose of this project. Maybe it wasn't obvious to all of you -- but there is a significant "public relations" aspect to this effort. An overt goal of mine, is to take all the "unstated stuff" that we act upon within Smogon as it relates to metagame policy, and make it "stated". Intelligent people should not have to lurk around Smogon for years before they absorb enough of the general "group-think" to start making reasonable policy arguments. I want to have a clear set of general goals that can be read by any intelligent person with a reasonable amount of metagame experience, and they should be able to know whether the general point of their arguments is "in bounds" or "out of bounds". Or, if a person feels like a certain aspect of metagame policy is out of whack, they can read the general guidelines and use it to form the basis of an argument, and post that argument without fear of being told "Get the fuck out, noob." If we distill these characteristics down too much, it will not be generally useful to the target audience. This is not some algebraic equation that needs to be reduced to its absolute simplest form, or a contest to see who can encapsulate the essence of the metagame in the fewest number of words possible. Yes, we want the characteristics to be succinct and general. But they need to be meaningful to the community at large. People should read these and say "Yeah, I understand. I can base an argument on this stuff." If I really want to be succinct and general, I could say "We want a good metagame." Boom, I'm done. That covers everything. I realize I'm being absurd, but my point is that we could go too far in distilling this stuff down to the barest essence. I mentioned this in the IRC log Eric posted -- keep in mind that these characteristics are not just covering arguments about banning pokemon or making clauses. We need to look at the entire spectrum of issues that can generally be considered "metagame policy". This includes arguments about ratings systems, tournament formats, simulator implementations, suspect testing policy, tiering, etc. While I agree that pokemon and clauses are by far the biggest issues discussed that pertain to metagame policy, there is a broad range of aspects to our metagame, and I want to make a set of goals that comprehensively covers all of it, if possible. I don't think we can cover all that in a couple of statements. I don't mind if there is some overlap or redundancy in the characteristics, as long as each characteristic can be considered to represent a certain class of issue, and be relatively obvious as to the arguments to which it may apply. I acknowledge that it is very hard to make characteristics that are "obvious" (in the context mentioned in the preceding sentence) and also general. And it is very subjective as to whether we have the right mix of characteristics and the right wording for each. Motivation Behind Each Characteristic I think it may be helpful to list the "motivation" I had in mind for each characteristic I listed in the OP. Overall, I tried to take every significant issue that I have seen discussed and debated, and tried to "reverse engineer" one or more characteristics that would justify certain reasonable arguments (whether I personally agree with them or not), and possibly exclude certain unreasonable arguments. I acknowledge that all my conclusions about which issues are "reasonable" or "unreasonable" are highly subjective. So perhaps by presenting the exact issues I was trying to cover -- you might get a better idea of what I was trying to accomplish. Competitive Ok, so there you have it. When I posted the OP, I had a feeling I would write another long explanation later. It has taken me a few weeks to get this post done. As I mentioned at the top of this post, this is a huge topic and I can't see any way to cover the subject matter clearly without writing a wall of text. For those of you that persevered through this post, I hope it was helpful. Maybe it hasn't changed your mind on anything, but at least it may give you some clarity as to the motivation behind each characteristic I presented in the OP. One final comment on the characteristics, that I discussed with Hipmonlee on IRC -- I'm not terribly comfortable with calling these "Characteristics". While writing the OP, I called these "Stock Issues for the Metagame". But, at the last minute, I decided the term "stock issues" was too debate-geeky. I also thought about trying to somehow use a term related to the "Constitution" analogy mentioned in the OP. But, any reference to "laws" or legal terms seemed too presumptuous and haughty for a philosophical proposal like this. I also thought about calling these "Directives", but that seems a bit too authoritarian as well. So, I finally settled on "Characteristics", mainly for lack of a better word. But, I don't like the term and neither does Hipmonlee and others. If anyone can come up with a better word -- I'm all ears.
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My Art Thread: ArtJustArt - The Art of DougJustDoug Last edited by DougJustDoug; Feb 15th, 2010 at 6:13:03 PM. |
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#18 | |
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Fast-moving, smart, sexy and alarming.
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Join Date: Aug 2005
Posts: 5,152
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Quote:
However, I do agree with minimizing bans in general. Some time in the next few days, I'm going to respond to the rest of these, I just feel that this particular aspect is the most important, so I want to make sure I get my opinions in. Everything we do is constrained by Adherence, unlike the others, where they trade off among each other.
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Previously obi. Technical Machine, a Pokemon AI. "Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat." - Sun Tzu |
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#19 | |
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Join Date: Jan 2009
Posts: 1,754
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A rule in a game must be discrete. Banning Mew or an Uber altogether is discrete. Banning things like lvl 85 Groudon is not. The extension of this is that discrete rules are the simplest possible rules.
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