Ancien Régime
washed gay RSE player
We're talking about stuff like unbanning evasion and OHKOs, rebanning hitherto OU pokemon, unbanning hitherto Uber pokemon, but I don't think this topic has gotten quite enough attention - what kind of metagame would be the best possible? Do we have a "philosophy" behind the Standard Metagame?
I think to devise a "metagame philosophy" there are several questions that could be asked:
1: What maximizes/minimizes the competitive nature of the metagame? In my view, "competitive nature" means the extent to which the game rewards skill and creativity. What decisions will make the metagame more competitive according to that definition?
2: Should "better players" ALWAYS or almost always win over "worse players"? Should the metagame be tilted to NOT allow people with less skill to win? I'm not even talking about luck - should a well-thought out team designed for the "OU" metagame always lose to say, Choice Specs Jynx?
3:Is "centralization" a good thing or a bad thing? Is it better to have more "standard" pokemon than non-standard? This has been asked before, but I don't think it's been adequately addressed. Does having 100 (or more) viable pokemon in OU make skill more or less of a factor in winning?
For example, I can spend hours on a team, designed to cover the top 50 threats...but end up losing to a team with threat number #55 that I didn't have room in my team to cover.
But more to the point - what should a metagame be? Should it allow many viable strategies (leading to more variety, thus keeping people interested) or few (leading to more centralization, lending itself to a more "chess-like" atmosphere where people are working with the same resources, but potentially rewarding skill a bit more because people will likely not lose simply because they did not have the resources to stop a specific threat. Should it minimize the role of "luck", in terms of how it can affect the outcome of a match? Is "minimizing luck" the ideal circumstance? Should it always allow the best players to win, and mercilessly keep down inferior players, or should it on occasion allow "worse" players to win over better players?
Furthermore - is it a departure from the original intent of pokemon to make it so "competitive"? Considering how little Nintendo/GameFreak "manages" its metagame, compared with say, Wizards of the Coast and Yugioh TCG, maybe we're forcing a round peg into a square hole?
I think to devise a "metagame philosophy" there are several questions that could be asked:
1: What maximizes/minimizes the competitive nature of the metagame? In my view, "competitive nature" means the extent to which the game rewards skill and creativity. What decisions will make the metagame more competitive according to that definition?
2: Should "better players" ALWAYS or almost always win over "worse players"? Should the metagame be tilted to NOT allow people with less skill to win? I'm not even talking about luck - should a well-thought out team designed for the "OU" metagame always lose to say, Choice Specs Jynx?
3:Is "centralization" a good thing or a bad thing? Is it better to have more "standard" pokemon than non-standard? This has been asked before, but I don't think it's been adequately addressed. Does having 100 (or more) viable pokemon in OU make skill more or less of a factor in winning?
For example, I can spend hours on a team, designed to cover the top 50 threats...but end up losing to a team with threat number #55 that I didn't have room in my team to cover.
But more to the point - what should a metagame be? Should it allow many viable strategies (leading to more variety, thus keeping people interested) or few (leading to more centralization, lending itself to a more "chess-like" atmosphere where people are working with the same resources, but potentially rewarding skill a bit more because people will likely not lose simply because they did not have the resources to stop a specific threat. Should it minimize the role of "luck", in terms of how it can affect the outcome of a match? Is "minimizing luck" the ideal circumstance? Should it always allow the best players to win, and mercilessly keep down inferior players, or should it on occasion allow "worse" players to win over better players?
Furthermore - is it a departure from the original intent of pokemon to make it so "competitive"? Considering how little Nintendo/GameFreak "manages" its metagame, compared with say, Wizards of the Coast and Yugioh TCG, maybe we're forcing a round peg into a square hole?