Every game has a learning curve, and of course, it is a part of the philosophy of Smogon to give a people an idea of what the learning curve is, and to aid them overcome the learning curve.
Obviously, I don't consider myself at the top of the learning curve yet - so I will be asking questions that I feel are relevant to the specific milestones that I pick out of the learning curve.
Thus, this thread shall be about identifying key points in the learning curve, and methods to overcome it. This is a discussion that would be most relevant to tutors, I would assume. This thread is essentially asking, "How do YOU play the game?" Meaning this topic will be about a lot of things (but it wont be about Garchomp, or Wobbuffet, etc) Of course, I'm but one person and I never had experience tutoring yet - so I'm sure many other people can point out on any key points and concepts that I have forgotten to cover.
I think we all pretty much agree - that Pokemon is a game of statistics. It is a game of managing these statistics and trying to win - or defeat all 6 of the opponent's Pokemon. We call it the game of risk management. We realize then that the goal is not to "win every game", but to "win as many games as possible".
Then the first step to learning Pokemon is clear - memorizing data, being familiar with the opposing Pokemon. Knowing how much damage your sweeper can do to X. Know what your opponent can do, familiarize yourself with the Pokemon in the metagame, familiarize yourself with potent combinations and strategies used by battlers.
The first step to learning Pokemon is then to "know the data", allowing yourself to use these statistics to manage your game. It is obvious that in a game of managing risks, information is clearly the most important aspect. While people can say that statistics doesn't matter at all, but everyone does this instinctively, whether they like to admit it or not.
Then, how do we manage these statistics? Where are the lines that should be drawn, and of course, I am asking the opinions of the players. Is there a "best" method to approach each of the questions?
1) Scouting.
The art of getting information about the Pokemon. This is simply about taking note of % damages, the items Pokemon are using, the moves it uses, and the combination of a Pokemon on their team.
How far can we take this concept? Would it be feasible for someone to assume that their opponent is a skilled team builder - and start making assumptions about the last few pokemon based on the moves used and the pokemon that shows up? Would this be a valid management for statistics?
2) Prediction and Risk management.
Being able to "read" your opponent's move and acting accordingly. When does one choose to "overpredict", and when does someone choose not to? I noticed that there are always the safest options when you can choose to overpredict (CB Hera up against Blissey can probably overpredict without serious repercussions) and there are times where you shouldn't even bother to overpredict at all (Deoxys E up against TTar - the incoming Superpower is obvious, but if you Ice Beam, predicing the switch to its' Gliscor, you lose).
Thus there is a risk management factor that needs to be dealt with. I heard stories about good battlers using HP Rock on their Pokemon in ADV because of the accuracy issue - does this mean that being conservative is the best approach to the game? When is "overpredicting" acceptable?
3) Surpassing the concept of Counter - forcing other players to deal with you, rather than you dealing with them.
Because the D/P metagame is one such that one cannot deal with all possible threats, it is important that one learns the ability to play around specific threats since there is no one single team that can deal with every threat.
However, I feel as if the concept of Counter has restricted a lot of people - that one "must" be able to counter a threat or else the team is next to useless. MoP's post illustrates this point well - how an offensive team is completely able to get around the big threats.
This is a playing style issue of course, and an opinion that differs from player to player. Then, the questions are, "What are the ways to deal with a Pokemon, without carrying a specific counter for the Pokemon?" How important is this concept?
4) Instincts
A lot of players tell me that they just go by their "gut feeling", or their instincts, and not about "statistics" (this reminds me of course, about the "Finish it off with False Swipe!" Anime episode. COULD THE ANIME BE RIGHT?!?!?!).
Someone told me of an experiment done by a statistics professor - who supposedly built the "perfect team" in terms of numbers, yet the team was terrible when applied.
The question is now, is Pokemon about managing risks instinctively, or is it capable for one to simply think everything through concretely without resorting to instincts? If the latter is possible, then what should be the template thought process, if that exists? Another way to answer this question is "Is there a Pokemon AI that can beat every other team"? (Colin has claimed that he has created one, but we never saw it in action so w/e)
5) New sets, Gimmick Sets.
I have defined Gimmicks as a "failed new set" - a new set that failed to be a trend. I notice that some people, some even tutors, have a love for little gimmicky sets that have potential but never take off since they are not very effective sets in the very end.
I also notice that people clamor for "novelty", attempting to become unique. This thread reminds me of a lot of things.
http://www.smogon.com/forums/showthread.php?t=39701
So, where is this line? How much importance should be placed in "gimmick sets", and attempting to utilize them? Should they take place in the learning curve at all, or should we simply encourage people to stop attempting to try?
How about new sets/Pokemon that "stay ahead of the Metagame"? being able to know what is current in the metagame, and making a set that takes advantage of the metagame until they become trends? If a player is new, when should they attempt to do this?
6) Strategies behind Team Building.
We notice that many teams don't have much of a strategy other than, "Counter things, whitter things down and wait for an opening and set up X to sweep". Many teams center around this strategy.
What are the role of Theme Teams? (Rain Dance, Sunny Day, Trick Room, Offensive), in contrast to this? Is there a certain strategy that always beats another strategy?
Can you define Synergy anything past "how well a combination of Pokemon work together to accomplish a task"?
7) "The Best"
If this game is about statistics, is there a "Best" way to play the game? If this game is just about statistics, then we could theoretically come up with the best way to accomplish this. While it's clear we don't have all the data we need, do you think that this is actually feasible? Or will it always simply be "rock paper scissors" on which playing style beats which?
Obviously I haven't covered everything - but I feel as if this has enough discussion worthy content... for now. I will update the OP as needed.
Obviously, I don't consider myself at the top of the learning curve yet - so I will be asking questions that I feel are relevant to the specific milestones that I pick out of the learning curve.
Thus, this thread shall be about identifying key points in the learning curve, and methods to overcome it. This is a discussion that would be most relevant to tutors, I would assume. This thread is essentially asking, "How do YOU play the game?" Meaning this topic will be about a lot of things (but it wont be about Garchomp, or Wobbuffet, etc) Of course, I'm but one person and I never had experience tutoring yet - so I'm sure many other people can point out on any key points and concepts that I have forgotten to cover.
I think we all pretty much agree - that Pokemon is a game of statistics. It is a game of managing these statistics and trying to win - or defeat all 6 of the opponent's Pokemon. We call it the game of risk management. We realize then that the goal is not to "win every game", but to "win as many games as possible".
Then the first step to learning Pokemon is clear - memorizing data, being familiar with the opposing Pokemon. Knowing how much damage your sweeper can do to X. Know what your opponent can do, familiarize yourself with the Pokemon in the metagame, familiarize yourself with potent combinations and strategies used by battlers.
The first step to learning Pokemon is then to "know the data", allowing yourself to use these statistics to manage your game. It is obvious that in a game of managing risks, information is clearly the most important aspect. While people can say that statistics doesn't matter at all, but everyone does this instinctively, whether they like to admit it or not.
Then, how do we manage these statistics? Where are the lines that should be drawn, and of course, I am asking the opinions of the players. Is there a "best" method to approach each of the questions?
1) Scouting.
The art of getting information about the Pokemon. This is simply about taking note of % damages, the items Pokemon are using, the moves it uses, and the combination of a Pokemon on their team.
How far can we take this concept? Would it be feasible for someone to assume that their opponent is a skilled team builder - and start making assumptions about the last few pokemon based on the moves used and the pokemon that shows up? Would this be a valid management for statistics?
2) Prediction and Risk management.
Being able to "read" your opponent's move and acting accordingly. When does one choose to "overpredict", and when does someone choose not to? I noticed that there are always the safest options when you can choose to overpredict (CB Hera up against Blissey can probably overpredict without serious repercussions) and there are times where you shouldn't even bother to overpredict at all (Deoxys E up against TTar - the incoming Superpower is obvious, but if you Ice Beam, predicing the switch to its' Gliscor, you lose).
Thus there is a risk management factor that needs to be dealt with. I heard stories about good battlers using HP Rock on their Pokemon in ADV because of the accuracy issue - does this mean that being conservative is the best approach to the game? When is "overpredicting" acceptable?
3) Surpassing the concept of Counter - forcing other players to deal with you, rather than you dealing with them.
Because the D/P metagame is one such that one cannot deal with all possible threats, it is important that one learns the ability to play around specific threats since there is no one single team that can deal with every threat.
However, I feel as if the concept of Counter has restricted a lot of people - that one "must" be able to counter a threat or else the team is next to useless. MoP's post illustrates this point well - how an offensive team is completely able to get around the big threats.
This is a playing style issue of course, and an opinion that differs from player to player. Then, the questions are, "What are the ways to deal with a Pokemon, without carrying a specific counter for the Pokemon?" How important is this concept?
4) Instincts
A lot of players tell me that they just go by their "gut feeling", or their instincts, and not about "statistics" (this reminds me of course, about the "Finish it off with False Swipe!" Anime episode. COULD THE ANIME BE RIGHT?!?!?!).
Someone told me of an experiment done by a statistics professor - who supposedly built the "perfect team" in terms of numbers, yet the team was terrible when applied.
The question is now, is Pokemon about managing risks instinctively, or is it capable for one to simply think everything through concretely without resorting to instincts? If the latter is possible, then what should be the template thought process, if that exists? Another way to answer this question is "Is there a Pokemon AI that can beat every other team"? (Colin has claimed that he has created one, but we never saw it in action so w/e)
5) New sets, Gimmick Sets.
I have defined Gimmicks as a "failed new set" - a new set that failed to be a trend. I notice that some people, some even tutors, have a love for little gimmicky sets that have potential but never take off since they are not very effective sets in the very end.
I also notice that people clamor for "novelty", attempting to become unique. This thread reminds me of a lot of things.
http://www.smogon.com/forums/showthread.php?t=39701
So, where is this line? How much importance should be placed in "gimmick sets", and attempting to utilize them? Should they take place in the learning curve at all, or should we simply encourage people to stop attempting to try?
How about new sets/Pokemon that "stay ahead of the Metagame"? being able to know what is current in the metagame, and making a set that takes advantage of the metagame until they become trends? If a player is new, when should they attempt to do this?
6) Strategies behind Team Building.
We notice that many teams don't have much of a strategy other than, "Counter things, whitter things down and wait for an opening and set up X to sweep". Many teams center around this strategy.
What are the role of Theme Teams? (Rain Dance, Sunny Day, Trick Room, Offensive), in contrast to this? Is there a certain strategy that always beats another strategy?
Can you define Synergy anything past "how well a combination of Pokemon work together to accomplish a task"?
7) "The Best"
If this game is about statistics, is there a "Best" way to play the game? If this game is just about statistics, then we could theoretically come up with the best way to accomplish this. While it's clear we don't have all the data we need, do you think that this is actually feasible? Or will it always simply be "rock paper scissors" on which playing style beats which?
Obviously I haven't covered everything - but I feel as if this has enough discussion worthy content... for now. I will update the OP as needed.