Misty
oh
Okay, so chaos wanted somebody to write this, and I figure, given my capability with words, and my copious spare time, I should give this a shot. The intent of this argument is to address 5 main points:
[21:20:32] <+Noobster> A) philosophy + what competitive battling really is
[21:20:32] <+Noobster> b) user mentality
[21:20:32] <+Noobster> c) what defines a standard
[21:20:32] <+Noobster> d) gimmick sets
[21:20:32] <+Noobster> e) counters to common arguments
v
The current state of the article is intended to address the first 4 points - this is already crazy tl;dr and I want to get some comments on this before moving on. So, without further ado...
In some ways, it is very difficult for some people to understand why Smogon is the way it is. It has been given a lot of labels, such as "elitist", and some of these labels are 100% accurate. But it can be hard to grasp that this is often intended and, indeed, somewhat necessary for Smogon to "work", to perform at its highest effectiveness. These behaviors are not from a sense of cruelty or bias, but from a sort of entitlement, earned through hard work and experience. This document is intended to give some insight into Smogon's philosophy, and an understanding of what Smogon intends to do for its users. The end of the document will serve to dispel certain myths about battling and Smogon itself, so the reader will understand common arguments and misinformation and our responses to them.
It is often stated that Pokemon is not a "serious" game, but rather a child's game, meant to be played with a certain mildness that does not hold a place for the serious, and sometimes "cold", manner with which many of the users of Smogon hold themselves to. This is not entirely incorrect - indeed, it should be recognized that the casual fan is one of the largest buyers of Pokemon and the reason for its phenomenal success. However, the other side of its success is that it *can* be taken seriously, a testament to the incredible depth of the stat system, the myriad modes and teambuilding options, and the well-calculated balance that Game Freak has intended to bring to the game. No better proof can be demonstrated for the justification of the competitive style than Emerald - a game that has added numerous extras, all for the enjoyment of the competitive player. The Battle Frontier was always intended to feed on the competitive aspect, to nurture it and give it 7 different methods of application, to give competitive players an incentive to purchase and become valuable customers. It seems very unlikely to this author that any casual fan has ever acquired a Gold Symbol - the acquisition of even 1, let alone all 7, demonstrates a commitment and knowledge of the inner workings of Pokemon that can only be the result of a drive for excellence. In the same way, multiplayer battles can be and are approached with a competitive spirit. However, in this arena, the stakes are higher - a human being is often a much more difficult and unpredictable opponent than an AI, making the victory much more satisfying and desirable. If both players subscribe to this doctrine, then the result is inevitable - competitive battling, as Smogon has come to view it.
Smogon, which is comprised of players who have battled competitively since the old days of Red and Blue, has a great deal of experience with this particular area. It has taken into account many rules - some of them subscribed to by Game Freak itself in its Battle Towers, as well as various rules that were designed in the Stadium series. The "OU metagame" is the result of a search for a balanced game, where player skill, teambuilding skill, and a certain amount of luck combine to execute victory. The "OU metagame" is in no ways perfect, but it should be pointed out that 99% of multiplayer games are often plagued by imbalance and the resulting "tiers", and it is fortunate that Pokemon's detailed depth, combined with the intelligent minds of its players, working to prevent various abuses, is capable of producing a diverse and enjoyable arena. However, there is still a search for betterment - the "UU metagame" is an attempt to give a more interesting look at Pokemon that may not compete well with the stronger Pokemon of the game; on the other side of the spectrum, the "uber metagame" exists to develop an understanding of Pokemon's strongest and most brutal combatants. However, the "OU metagame", an entity that has existed in an official state since Pokemon Stadium's Poke Cup, is the main concentration of this document.
In all metagames supported by the site, there exist various "standards" as defined by Smogon's elite. These standard sets have been tested through numerous battles, careful design work, and lengthy discussions. This is not to imply that these standard sets are perfect - indeed, new developments arise constantly that require a shifting or rethinking of these sets. New sets arise from a shift of the current standards and the approach of the players - the "Tyraniboah" set is an excellent example of how a new standard set is materialized. Ultimately, this is really the desire and the point of Smogon - it is not so much to "enforce" the standards, but to give its users the skills necessary to make new ones! The saying goes "two heads are better than one" - indeed, hundreds of heads are far better than just the ones of the small circle of Smogon's elite. It is also not desired to merely "give" people the standards and expect them to be used; but for people to understand the standards and why they work. It is with this knowledge, and this knowledge alone, that a player becomes a strong battler. Smogon is not a "boss" of the player, but a teacher - a valuable teacher, imparting knowledge that would require years of experience to attain otherwise.
Still, sometimes it is the inclination of players to rebel against the "accepted standard", for a multitude of reasons. Players find flaws, whether perceived or real, in the state of the OU metagame, and attempt to forge their own path, and develop their own designs based on their current knowledge. Once in a while, this results in an effective new design; other times it merely results in the same standard, or one of the standards, that was already designed. However, many times it results in an inferior design, an artifact of ignorance and poor planning. This experience, ironically, can be valuable - for, by learning the hard way, the player will realize their error and become smarter because of it - but stubbornness thrives in these conditions, and the result is a player who is continually refusing to accept the error of their ways and the wisdom of the accepted standard. It is times like these where arguments result and bad feelings arise. It is not the intent of the author to teach openmindedness and diplomacy - indeed, if these things could be taught so simply, the world would be a better place. However, one should always take a step back before continuing an argument, and contemplate whether their position is valid. One who accepts their mistakes is rarely ridiculed, but often thought better of for having a virtue.
[21:20:32] <+Noobster> A) philosophy + what competitive battling really is
[21:20:32] <+Noobster> b) user mentality
[21:20:32] <+Noobster> c) what defines a standard
[21:20:32] <+Noobster> d) gimmick sets
[21:20:32] <+Noobster> e) counters to common arguments
v
The current state of the article is intended to address the first 4 points - this is already crazy tl;dr and I want to get some comments on this before moving on. So, without further ado...
In some ways, it is very difficult for some people to understand why Smogon is the way it is. It has been given a lot of labels, such as "elitist", and some of these labels are 100% accurate. But it can be hard to grasp that this is often intended and, indeed, somewhat necessary for Smogon to "work", to perform at its highest effectiveness. These behaviors are not from a sense of cruelty or bias, but from a sort of entitlement, earned through hard work and experience. This document is intended to give some insight into Smogon's philosophy, and an understanding of what Smogon intends to do for its users. The end of the document will serve to dispel certain myths about battling and Smogon itself, so the reader will understand common arguments and misinformation and our responses to them.
It is often stated that Pokemon is not a "serious" game, but rather a child's game, meant to be played with a certain mildness that does not hold a place for the serious, and sometimes "cold", manner with which many of the users of Smogon hold themselves to. This is not entirely incorrect - indeed, it should be recognized that the casual fan is one of the largest buyers of Pokemon and the reason for its phenomenal success. However, the other side of its success is that it *can* be taken seriously, a testament to the incredible depth of the stat system, the myriad modes and teambuilding options, and the well-calculated balance that Game Freak has intended to bring to the game. No better proof can be demonstrated for the justification of the competitive style than Emerald - a game that has added numerous extras, all for the enjoyment of the competitive player. The Battle Frontier was always intended to feed on the competitive aspect, to nurture it and give it 7 different methods of application, to give competitive players an incentive to purchase and become valuable customers. It seems very unlikely to this author that any casual fan has ever acquired a Gold Symbol - the acquisition of even 1, let alone all 7, demonstrates a commitment and knowledge of the inner workings of Pokemon that can only be the result of a drive for excellence. In the same way, multiplayer battles can be and are approached with a competitive spirit. However, in this arena, the stakes are higher - a human being is often a much more difficult and unpredictable opponent than an AI, making the victory much more satisfying and desirable. If both players subscribe to this doctrine, then the result is inevitable - competitive battling, as Smogon has come to view it.
Smogon, which is comprised of players who have battled competitively since the old days of Red and Blue, has a great deal of experience with this particular area. It has taken into account many rules - some of them subscribed to by Game Freak itself in its Battle Towers, as well as various rules that were designed in the Stadium series. The "OU metagame" is the result of a search for a balanced game, where player skill, teambuilding skill, and a certain amount of luck combine to execute victory. The "OU metagame" is in no ways perfect, but it should be pointed out that 99% of multiplayer games are often plagued by imbalance and the resulting "tiers", and it is fortunate that Pokemon's detailed depth, combined with the intelligent minds of its players, working to prevent various abuses, is capable of producing a diverse and enjoyable arena. However, there is still a search for betterment - the "UU metagame" is an attempt to give a more interesting look at Pokemon that may not compete well with the stronger Pokemon of the game; on the other side of the spectrum, the "uber metagame" exists to develop an understanding of Pokemon's strongest and most brutal combatants. However, the "OU metagame", an entity that has existed in an official state since Pokemon Stadium's Poke Cup, is the main concentration of this document.
In all metagames supported by the site, there exist various "standards" as defined by Smogon's elite. These standard sets have been tested through numerous battles, careful design work, and lengthy discussions. This is not to imply that these standard sets are perfect - indeed, new developments arise constantly that require a shifting or rethinking of these sets. New sets arise from a shift of the current standards and the approach of the players - the "Tyraniboah" set is an excellent example of how a new standard set is materialized. Ultimately, this is really the desire and the point of Smogon - it is not so much to "enforce" the standards, but to give its users the skills necessary to make new ones! The saying goes "two heads are better than one" - indeed, hundreds of heads are far better than just the ones of the small circle of Smogon's elite. It is also not desired to merely "give" people the standards and expect them to be used; but for people to understand the standards and why they work. It is with this knowledge, and this knowledge alone, that a player becomes a strong battler. Smogon is not a "boss" of the player, but a teacher - a valuable teacher, imparting knowledge that would require years of experience to attain otherwise.
Still, sometimes it is the inclination of players to rebel against the "accepted standard", for a multitude of reasons. Players find flaws, whether perceived or real, in the state of the OU metagame, and attempt to forge their own path, and develop their own designs based on their current knowledge. Once in a while, this results in an effective new design; other times it merely results in the same standard, or one of the standards, that was already designed. However, many times it results in an inferior design, an artifact of ignorance and poor planning. This experience, ironically, can be valuable - for, by learning the hard way, the player will realize their error and become smarter because of it - but stubbornness thrives in these conditions, and the result is a player who is continually refusing to accept the error of their ways and the wisdom of the accepted standard. It is times like these where arguments result and bad feelings arise. It is not the intent of the author to teach openmindedness and diplomacy - indeed, if these things could be taught so simply, the world would be a better place. However, one should always take a step back before continuing an argument, and contemplate whether their position is valid. One who accepts their mistakes is rarely ridiculed, but often thought better of for having a virtue.