Here is another issue that I have seen discussed in #dreamworld a few times, but which has only been given a passing mention here. However, as it is one of the most significant rule changes in B/W, I feel that is warrants discussion.
Please note: This is not a discussion of game mechanics under any accepted definition of the term. It is purely a discussion of rules, as either outcome can be justified with "simulators and judges," just like the timer and cancel button, without changing the game itself.
As you well know, B/W cartridge battles (except for IR battles, but they limit you to 3v3 level 50 with item clause forced on) now reveal each player's team to the other, and allow both players the opportunity to change the order of their team before the battle begins. We need to decide whether or not this rule change will be part of our 5th-generation metagame.
I believe that it should be. It has been brought up that Smogon's rules as they relate to simulator play should not serve to alienate the Wi-Fi community, something with which I, as an active member of that community, wholeheartedly agree. Whereas I feel that on both of the other issues where this point was raised, deviation from the Wi-Fi norm is insignificant (virtually all of Wi-Fi wishes that acid weather did not exist, and the typical response is to play normally and just "deal with it" when it comes up; and I don't think I have ever seen anyone violate sleep clause unless they were new enough to not know of the rule), I feel that in this case a decision to not implement pre-battle team selection would create a significant gap.
Barring some form of "gentleman's agreement" not to look, it is impossible to remove team selection from the Wi-Fi, or even local battle, arena while keeping our standard format of 6v6. That being said, I do not believe we can rely on the argument that people will follow the honor system to remove team selection from simulator play and maintain consistency with our Wi-Fi player base. As competitive pokemon players, we can be expected to take any and all opportunities to gain an edge over our opponents. This includes mutually viewing teams before a match (which would, indeed, give an advantage to both players that they did not have before), as well as the possible violation of any gentleman's agreement that was created, because such a violation cannot possibly be proven.
Since one mode of play would have team selection and the other would not, it is possible (and, indeed, entirely likely) that two entirely different playstyles will evolve as a result. The 4th-gen concept of scouting will undoubtedly be alive and well on the simulators, but is not nearly so crucial in an environment where you already know what you're up against. Indeed, with the dizzyingly vast number of threats in 5th-gen, knowing what an opponent has may serve to mediate some of that variety and prevent it from becoming overwhelming. A player could not reasonably prepare for every threat in 4th-gen, a problem that can only get worse this time around. However, knowing what they are fighting ahead of time allows a player to better manage their resources throughout the battle and give themselves a fighting chance where they may have otherwise been swept. Perhaps Latias or Salamence would not have been so broken last time around if you knew you would be facing them from turn 1.
So how do we proceed from here? We could take the PO route and create separate ladders for both playstyles, but that leaves unanswered the question of what we support in our official tournaments. We could, as many have, dismiss this as uncompetitive and ignore it, but I do not see the logic in doing so - both players have access to the same information about each other, so neither gains an advantage. I feel that the most responsible course of action is to implement this change to maintain consistency.
Please note: This is not a discussion of game mechanics under any accepted definition of the term. It is purely a discussion of rules, as either outcome can be justified with "simulators and judges," just like the timer and cancel button, without changing the game itself.
As you well know, B/W cartridge battles (except for IR battles, but they limit you to 3v3 level 50 with item clause forced on) now reveal each player's team to the other, and allow both players the opportunity to change the order of their team before the battle begins. We need to decide whether or not this rule change will be part of our 5th-generation metagame.
I believe that it should be. It has been brought up that Smogon's rules as they relate to simulator play should not serve to alienate the Wi-Fi community, something with which I, as an active member of that community, wholeheartedly agree. Whereas I feel that on both of the other issues where this point was raised, deviation from the Wi-Fi norm is insignificant (virtually all of Wi-Fi wishes that acid weather did not exist, and the typical response is to play normally and just "deal with it" when it comes up; and I don't think I have ever seen anyone violate sleep clause unless they were new enough to not know of the rule), I feel that in this case a decision to not implement pre-battle team selection would create a significant gap.
Barring some form of "gentleman's agreement" not to look, it is impossible to remove team selection from the Wi-Fi, or even local battle, arena while keeping our standard format of 6v6. That being said, I do not believe we can rely on the argument that people will follow the honor system to remove team selection from simulator play and maintain consistency with our Wi-Fi player base. As competitive pokemon players, we can be expected to take any and all opportunities to gain an edge over our opponents. This includes mutually viewing teams before a match (which would, indeed, give an advantage to both players that they did not have before), as well as the possible violation of any gentleman's agreement that was created, because such a violation cannot possibly be proven.
Since one mode of play would have team selection and the other would not, it is possible (and, indeed, entirely likely) that two entirely different playstyles will evolve as a result. The 4th-gen concept of scouting will undoubtedly be alive and well on the simulators, but is not nearly so crucial in an environment where you already know what you're up against. Indeed, with the dizzyingly vast number of threats in 5th-gen, knowing what an opponent has may serve to mediate some of that variety and prevent it from becoming overwhelming. A player could not reasonably prepare for every threat in 4th-gen, a problem that can only get worse this time around. However, knowing what they are fighting ahead of time allows a player to better manage their resources throughout the battle and give themselves a fighting chance where they may have otherwise been swept. Perhaps Latias or Salamence would not have been so broken last time around if you knew you would be facing them from turn 1.
So how do we proceed from here? We could take the PO route and create separate ladders for both playstyles, but that leaves unanswered the question of what we support in our official tournaments. We could, as many have, dismiss this as uncompetitive and ignore it, but I do not see the logic in doing so - both players have access to the same information about each other, so neither gains an advantage. I feel that the most responsible course of action is to implement this change to maintain consistency.