Ginganinja sent me the following question via PM:
Instead of answering via PM, I would like to respond to this in a bit of detail here in the main forum. I think it's a good idea to revisit some of these "core values" type of questions from time to time in CAP. If anything, to help keep everyone on the same page.
The short answer is -- Yes, CAP is, and always has been, about learning about the metagame. So we never really departed from our "roots", as Ginganinja mentioned. However, as longtime CAP diehards know, some CAP projects are better than others in this regard. Looking at some recent CAP projects, I agree with many people's subjective assessment that the learning aspect of CAP has been suffering a bit lately, for whatever reasons.
That is not a knock on the leadership of recent projects, and it doesn't mean recent projects have not been engaging and enjoyable for the community. There are many ways to define a "successful" CAP, and we've had plenty of success on recent CAPs. But when it comes to learning, I use this simple definition of success:
We have tried to structure the CAP process and rules to encourage this to happen, but we can't guarantee it will happen, and sometimes when it does happen, we go too far with it. That's the tricky part of the whole learning aspect of CAP -- it requires us to strike a precarious balance between doing "Too Little" and "Too Much".
Novelty and Experimentation
The CAP community likes "new stuff", and we tend to put a premium on novelty. For example, that is a big reason CAP typing polls overwhelmingly favor unique or nearly-unique typing combinations. Nobody wants to make yet another Normal pokemon (never in CAP history, actually), since Gamefreak pretty much has that covered in the actual game. Sure, we could do our own Normal mon, and maybe we will in the future -- but we'll have a hard time making something that stands out, since there are so many varied Normal types already.
CAP's love of novelty is not restricted to Typing. CAP loves Abilities that are underrepresented, Moves with low distribution, and even wonky stat spreads that have little or no analog in the actual game. We've had to make all sorts of rules on almost every step of the process to prevent the community from making extreme choices, such that our creations would not adhere to the general precedent and example of the actual game.
Hand-in-hand with our love of novelty is CAP's desire to experiment with things. For example, we often want to see how certain mechanics would play in OU, if given the proper surrounding Pokemon build to support it. Or maybe we want to see if a combination of mechanics could become a viable battle strategy. Sometimes we strive to impact the usage of certain pokemon or playstyles by making a pokemon that supports or counters other pokemon and playstyles.
But as much as we like to experiment with new things, there is also the opposite tendency to stick with the status quo. Resistance to change is as commonplace here in CAP as it is everywhere else in life. People tend to revert to tried-and-true solutions to problems, rather than thinking outside of the box. No one ever does this intentionally or explicitly, but the gravitational pull of the familiar is often hard to notice and even harder to resist.
On every CAP project there is a tug-of-war between the opposing tendencies for "too much" and "too little". Ideally, we end up with a balance -- but recently we seem to keep ending up on one extreme or the other. And both extremes typically result in little meaningful learning on the project.
Too little Novelty and/or Experimentation = We make a CAP that doesn't cover much new ground. Maybe it starts out looking like a fresh new thing. But a couple of polls into the process, we find ourselves with a creation that looks like something CAP has already done before. Or worse, the CAP starts looking a lot like something that already exists in the metagame. People get bored, participation wanes, and discussions get stale because the answers to most questions are obvious to most intelligent participants.
Too much Novelty and/or Experimentation = We make something so bizarre that people don't understand how it relates or applies to real metagame play. Too many new things thrown together, or a few new things taken to an extreme, makes it hard for CAP participants to understand and predict the competitive implications. This leads to disjointed decisions every step of the way, because everyone is following a different drumbeat. Scientists are great; Mad Scientists are dangerous.
Concept and Leadership
Looking back on all the past CAP projects, I would say Concept and Leadership are the two biggest factors that determine how much we learn on a creation project. The community at large is fairly constant, and, as I mentioned above, typically has warring tendencies on all sides. So it comes down to Concept and Leadership to tip the scales, positively or negatively.
The selected Concept is, of course, vital to almost everything that plays out on a given CAP. That's the big reason we have recently completely restructured how we create and develop Concepts. Creating and choosing good Concepts makes everything better on CAP. Conversely, a bad Concept makes everything harder. The problem is that every chosen Concept looks great at the outset of a project, that's why they win in the Concept Poll! The problems with bad Concepts don't become apparent until later in the process, sometimes too late for us to do anything to right the ship.
Technically, all Concepts are supposed to encourage us to learn about the metagame. The format of all Concepts requires the author to pose questions to be answered at the conclusion of the CAP. Recent CAP projects have not formally answered those questions, and perhaps we need to put those questions more at the forefront of our process. But whether the questions are formally answered or not, ALL concepts are designed with learning in mind to some degree. Of course, some Concepts are more conducive to learning than others. And if we as a community want to focus more on learning, we need to author and choose more Concepts with a better learning bias.
Leadership is the great equalizer for Concepts -- both good and bad. Leadership can make bad concepts manageable, or even wildly successful. Leadership can also start with a great concept and end up with a project in ruins.
When I refer to "Leadership", I am not just talking about the Topic Leadership Team or CAP Moderators. I am also referring to the Policy Review Committee, CAP veterans, respected battlers, talented submitters, and intelligent persuasive discussion participants. Everyone who takes initiative to actively shape CAP policy and creation projects -- you are a "Leader" in CAP. And you need to own the responsibility that comes with that.
I wrote a very long compendium on CAP Leadership a while back, and it is stickied in the CAP Policy Review subforum. I won't rehash the points in that compendium here. Anyone that has read this post this far, obviously has some interest (and stamina) in CAP leadership, so you probably should check it out, if you haven't already.
Further Discussion
This thread is not a Policy Review, it was opened in response to a question. I see this more as a collective survey on the current state of the Create-A-Pokemon project, as it pertains to learning about the metagame. I have presented my opinions on the foundations that encourage and/or discourage learning on CAP projects. What do you agree or disagree with? What did I miss? What did I not emphasize enough?
I'd like to hear more opinions on the topic, and I think others would too. Dare I say, we all might learn something here...?
Ginganinja said:Anyway I was reading the CAP Mission Statement and I was wondering when CAP will return to its "roots" so to speak and make CAPs to actually learn about the OU metagame. Its something that gets thrown around a lot, but after asking CAP newbies, CAP veterans, competitive OU players involved in CAP, competitive OU players outside of CAP, the amount of people that actually learn about the OU metagame based on our CAPs is actually pretty small.
Instead of answering via PM, I would like to respond to this in a bit of detail here in the main forum. I think it's a good idea to revisit some of these "core values" type of questions from time to time in CAP. If anything, to help keep everyone on the same page.
The short answer is -- Yes, CAP is, and always has been, about learning about the metagame. So we never really departed from our "roots", as Ginganinja mentioned. However, as longtime CAP diehards know, some CAP projects are better than others in this regard. Looking at some recent CAP projects, I agree with many people's subjective assessment that the learning aspect of CAP has been suffering a bit lately, for whatever reasons.
That is not a knock on the leadership of recent projects, and it doesn't mean recent projects have not been engaging and enjoyable for the community. There are many ways to define a "successful" CAP, and we've had plenty of success on recent CAPs. But when it comes to learning, I use this simple definition of success:
A good CAP project exposes fresh and interesting aspects of the metagame, battling, and Pokemon in general.
We have tried to structure the CAP process and rules to encourage this to happen, but we can't guarantee it will happen, and sometimes when it does happen, we go too far with it. That's the tricky part of the whole learning aspect of CAP -- it requires us to strike a precarious balance between doing "Too Little" and "Too Much".
Novelty and Experimentation
The CAP community likes "new stuff", and we tend to put a premium on novelty. For example, that is a big reason CAP typing polls overwhelmingly favor unique or nearly-unique typing combinations. Nobody wants to make yet another Normal pokemon (never in CAP history, actually), since Gamefreak pretty much has that covered in the actual game. Sure, we could do our own Normal mon, and maybe we will in the future -- but we'll have a hard time making something that stands out, since there are so many varied Normal types already.
CAP's love of novelty is not restricted to Typing. CAP loves Abilities that are underrepresented, Moves with low distribution, and even wonky stat spreads that have little or no analog in the actual game. We've had to make all sorts of rules on almost every step of the process to prevent the community from making extreme choices, such that our creations would not adhere to the general precedent and example of the actual game.
Hand-in-hand with our love of novelty is CAP's desire to experiment with things. For example, we often want to see how certain mechanics would play in OU, if given the proper surrounding Pokemon build to support it. Or maybe we want to see if a combination of mechanics could become a viable battle strategy. Sometimes we strive to impact the usage of certain pokemon or playstyles by making a pokemon that supports or counters other pokemon and playstyles.
But as much as we like to experiment with new things, there is also the opposite tendency to stick with the status quo. Resistance to change is as commonplace here in CAP as it is everywhere else in life. People tend to revert to tried-and-true solutions to problems, rather than thinking outside of the box. No one ever does this intentionally or explicitly, but the gravitational pull of the familiar is often hard to notice and even harder to resist.
On every CAP project there is a tug-of-war between the opposing tendencies for "too much" and "too little". Ideally, we end up with a balance -- but recently we seem to keep ending up on one extreme or the other. And both extremes typically result in little meaningful learning on the project.
Too little Novelty and/or Experimentation = We make a CAP that doesn't cover much new ground. Maybe it starts out looking like a fresh new thing. But a couple of polls into the process, we find ourselves with a creation that looks like something CAP has already done before. Or worse, the CAP starts looking a lot like something that already exists in the metagame. People get bored, participation wanes, and discussions get stale because the answers to most questions are obvious to most intelligent participants.
Too much Novelty and/or Experimentation = We make something so bizarre that people don't understand how it relates or applies to real metagame play. Too many new things thrown together, or a few new things taken to an extreme, makes it hard for CAP participants to understand and predict the competitive implications. This leads to disjointed decisions every step of the way, because everyone is following a different drumbeat. Scientists are great; Mad Scientists are dangerous.
Concept and Leadership
Looking back on all the past CAP projects, I would say Concept and Leadership are the two biggest factors that determine how much we learn on a creation project. The community at large is fairly constant, and, as I mentioned above, typically has warring tendencies on all sides. So it comes down to Concept and Leadership to tip the scales, positively or negatively.
The selected Concept is, of course, vital to almost everything that plays out on a given CAP. That's the big reason we have recently completely restructured how we create and develop Concepts. Creating and choosing good Concepts makes everything better on CAP. Conversely, a bad Concept makes everything harder. The problem is that every chosen Concept looks great at the outset of a project, that's why they win in the Concept Poll! The problems with bad Concepts don't become apparent until later in the process, sometimes too late for us to do anything to right the ship.
Technically, all Concepts are supposed to encourage us to learn about the metagame. The format of all Concepts requires the author to pose questions to be answered at the conclusion of the CAP. Recent CAP projects have not formally answered those questions, and perhaps we need to put those questions more at the forefront of our process. But whether the questions are formally answered or not, ALL concepts are designed with learning in mind to some degree. Of course, some Concepts are more conducive to learning than others. And if we as a community want to focus more on learning, we need to author and choose more Concepts with a better learning bias.
Leadership is the great equalizer for Concepts -- both good and bad. Leadership can make bad concepts manageable, or even wildly successful. Leadership can also start with a great concept and end up with a project in ruins.
When I refer to "Leadership", I am not just talking about the Topic Leadership Team or CAP Moderators. I am also referring to the Policy Review Committee, CAP veterans, respected battlers, talented submitters, and intelligent persuasive discussion participants. Everyone who takes initiative to actively shape CAP policy and creation projects -- you are a "Leader" in CAP. And you need to own the responsibility that comes with that.
I wrote a very long compendium on CAP Leadership a while back, and it is stickied in the CAP Policy Review subforum. I won't rehash the points in that compendium here. Anyone that has read this post this far, obviously has some interest (and stamina) in CAP leadership, so you probably should check it out, if you haven't already.
Further Discussion
This thread is not a Policy Review, it was opened in response to a question. I see this more as a collective survey on the current state of the Create-A-Pokemon project, as it pertains to learning about the metagame. I have presented my opinions on the foundations that encourage and/or discourage learning on CAP projects. What do you agree or disagree with? What did I miss? What did I not emphasize enough?
I'd like to hear more opinions on the topic, and I think others would too. Dare I say, we all might learn something here...?