Warning: Super tl;dr ahead
Competitive vs "Uncompetitive" (mostly in relation to Ubers, but applicable to other metagames too)
NOTE: THIS IS A DISCUSSION ON THE COMPETITIVE/UNCOMPETITIVE, DISCUSSIONS ON BALANCE ARE NOT WHAT WE ARE DISCUSSING
As you all know, we recently concluded a Suspect Test in Ubers on Shadow Tag, which ended... controversially to say the least. Among many issues that came out of that test, one of the sticking points in the many pages of back-and-forth was the issue of the criterion in which we were testing S-tag for - "uncompetitiveness". It was originally brought up from the definition used by the OU council in the original thread discussing S-tag and Mega Gengar in Inside Scoop, and was continued to be used as the default definition in the suspect tests that followed. I, like many others, thought this definition was not only ambiguous, but also contained circular logic in it which meant it was difficult to be interpreted. I think it's time we came up with a definition that is both meaningful and applicable, especially to Ubers, which this definition will mostly be directed. This thread is an attempt to put a clearer and more objective definition to this important criterion in which we are using to ban Pokemon from our metagames.
Firstly, let's see what's good and not so good about the the current definition of uncompetitive:
- It defines clearly on what uncompetitive game elements do
Cons:
- It does not define to what degree of control the game's events have to be limited: This is done in a half-assed way in saying "to a degree which can be considered uncompetitive", which is just a cop-out seeing as that's just circular logic and therefore doesn't say anything at all.
- The degree of control lost is important here. We have plenty of things in the game that actually takes the control away from the player. As noted in the suspect test itself, you have things like Taunt that limit certain actions, things like Whirlwind and Roar picks randomly which mons come in and out. We even have Magnet Pull/Arena Trap that trap a smaller group of mons but is still trapping nonetheless. This is not a red herring because all of these things need to be accomodated by the definition, which is why the clause on "degree that can be considered uncompetitive" needs to be properly defined, and a pure "X limits choice/control = uncompetitive" approach does not work.
But anyway, flawed as this definition is, I think it's a good place to start.
So before we actually try to define what uncompetitive is, I think it's high time we define what "competitive" is. I haven't seen the original thread for when this definiton was put out, but out of all the discussion in the S-tag and Mega Gengar threads, I don't think I've seen people try to define what competitive or competition means, and how it relates to Pokemon and Ubers, so I think trying to prove something is the opposite is a pointless exercise.
Competition in the pure sense:
Competition as applicable to Pokemon (high yield principles):
I think a good way of defining competition in relation to Pokemon would be to compare it to competitive sports. In every competitive sport, there are things in common (HALLMARKS OF COMPETITION):
1) Reciprocity/fairness: All variables of competition are kept constant EXCEPT the one in which is being tested - you are allowed to do everything that your opponent is allowed to do. An example would be the 100m sprint: the distance is the same, the track surface is the same, the air resistance is kept the same to a point where any difference is negligible, the only variable being tested is the athlete's ability to run faster than everyone else
2) There are a set of rules and boundaries in which the game operates, for example you are not allowed to use your hands in football/soccer unless you're the goalkeeper in which case you're only allowed to do so in the goal-square, the ball cannot go out of bounds, etc etc. You can also extend this to that you cannot change what the competition is primarily testing for either, for example swimsuits in swimming. There is a fine line of making a good swimsuit for a swimmer to maximise their potential vs making them in the way that the sport ends up competing who can make the most aerodynamic swimsuit than who is faster at swimming.
3) There must be a winner - any draws that are allowed to happen (for example in football/soccer) contribute to a larger competition (for example a ladder) or are solved via other events (example sudden death, penalty shoot-outs, etc)
One thing I want to make very clear now is that competition =/= fun. One might find a sport fun, but in terms of competitive sports, the majority of players do not play with the sole purpose of having fun, but as a livelihood, or if it's an amateur sport (ie not professional and making money), to be better than someone else. I'm not saying you can't have fun while you're at it, but I don't think fun is the primary motivating factor of competition. Also, fun is a subjective term. I find XY Ubers incredibly boring but others find it a very good metagame (minus the things they hate about it, eg S-tag). For the sake of having an argument that's as objective as possible, let's just leave fun out of it for the time being.
So, if we have a look at competition and therefore what is competitive and compare it to Pokemon, it actually gives us a remarkable amount of room to work with. I'm going to make the set of rules and boundaries that is available to a player purely what GF has given us before actually moving to the rules we as a community have imposed on top of that.
If we have a look at the actual game on its own without any rules that we as a community have imposed on it (ie Streetmons), it is actually quite competitive in the 3 points that's laid about above, except for a few things which we use to patch up with the current clauses that we have (except Species Clause, which is an oddball). What makes Streetmons "uncompetitive" is something we'll explore in more detail in the next section.
Uncompetitive:
So, when we use the word "uncompetitive", I think everyone can agree that it literally means the opposite of competitive, which I have laid out the hallmarks above. Anything that allows for unfair play, anything that allows you to circumvent the basic rules of the game or anything that prevents a winner from emerging would be deemed uncompetitive. There really isn't anything that does the 2nd condition. One might say S-tag's ability to prevent switching circumvents the mechanic of switching, but like it or not, it's not actually subverting any rules. Switching is something we, as competitive players, have assigned a major importance (with good reason, I admit), but technically stopping switching is not against the rules of the game, per se. Ditto to Sleep clause and the topic of preventing meaningful switches. I think it is important to distinguish between what is a "rule" and what we assign as fundamental game mechanics. The only thing that circumvents the rules of Pokemon is Endless Battle Clause, which I'd touch on next.
One of our clauses, the Endless Battle Clause, is directed at conditions (2) and (3) - that there must be a winner of the game. In the event of endless battle, there is no winner (at least through the rules and boundaries of Pokemon as we know it). The winner is decided by whoever is willing to wait until the opponent has had enough and forfeits, which circumvents how Pokemon battles should be won (having all 6 of your opponent's Pokemon killed).
This leaves with the first hallmark of competition, which is that of reciprocity and fairness. In this case, the Clauses that we have are directed at this hallmark of competition. I have gone through this many times before in the S-tag and Gengarite suspect tests. Basically, the running theme in the object of all of our Clauses (apart from Endless battle, which I just discussed) have a means to make the game unfair. That means is the RNG. A common criticism of my arguments is that I focus too much on luck and ignore other things. That may be so, but the thing is I look at the clauses and look and the running theme, and luck plays a major part in all of them, even Sleep Clause. I'm pretty sure everyone knows how stuff like Swagger/Moody/OHKO use the RNG, so I'm not going to bore everyone here. I think Sleep Clause requires more explaining.
Sleep Clause and the RNG
Sleep Clause is one of the things that I've seen people reference a lot as something that's not luck oriented, but I have argued that there are important elements of the RNG involved what I call uncontrolled sleep. Just for the record, uncontrolled Sleep would be when you have the freedom to sleep all of your opponent's Pokemon, while controlled Sleep is the variant where we have it under Sleep Clause. The unreliability of Sleep Talk is well known, as is the randomness of the Sleep counter. These two elements make the counterplay of Sleep (in most cases) RNG based. Furthermore, as was pointed out late in the Gengarite thread, that Sleep Clause came into being before Sleep Talk existed. However, even then, uncontrolled has an important RNG element - speed ties. I think this excerpt from one of my previous posts in the Gengarite thread explains:
Why is the RNG important?
- The RNG is inherently discriminatory. Sure, you have an equal chance of winning and losing in theory, but anyone who plays Pokemon on a regular basis knows that it doesn't always work that way. It violates the reciprocity principle above because the person who is more lucky in the game wins due to an OP RNG factor and not due to skill that they displayed. Whoever is more lucky wins at the expense of whoever is less lucky, and the RNG "chooses" a winner (I know the RNG is not a sentient being, but what happens is basically this).
- In terms of loss of control, I'm just going to rehash what I said in the S-tag test:
So, to what degree is uncompetitive?
I think this is the million dollar question. I think to most part, that loss of control is a good way to describe uncompetitive elements, and that loss of control in turn makes the game unfair, as I just highlighted above. Again, like I said at the start of this overly long post, many things in the game do this so therefore a distinction needs to be drawn on where we draw the line. My opinion is mostly formed by what the history of bans that we currently have, so please don't tell me off for preaching my opinion onto everyone else. Of course, I do have my own opinion which I'd appreciate people to think critically and accept if possible, but I'm just going say now that it my interpretation of what has already taken place.
So, I'm willing to keep the first part of the definition we currently have, as long as we clearly define what "removal of control" means.
As for the degree, I think it should be as follows:
- The control removed must violate one of the three hallmarks of competition
- The amount of control removed must have a direct and causative effect on the outcome of the game. Now, this might seem simple, in reality it really isn't. Something like "remove X to sweep with Y" doesn't always cut it because other things can happen. Just because removing X makes a Y sweep easier doesn't mean the actual thing itself caused it. The word causative is very important here. This is closely related with:
- The element in question must have contributed most to the victory (or loss). An example of this would be OHKO clause. Like I've mentioned previously, it wasn't the fact that something like Kyogre can luck past Latias with Sheer Cold that made me think it was too much, but the fact that it was perfectly possible for something like ScarfOgre to just spam Sheer Cold and win the game by itself if luck was on your side.
- The suspect in question cannot be prepared for with any tools used in Pokemon battling, including teambuilding.
How do they do this?
- Like I said earlier in this discussion, the RNG is a big part of this. The reason was highlighted in the passages I quoted from my posts in the suspect threads.
- In a similar vein, EITHER:
- Both players must have control removed (ie RNG-based bans), OR:
- If one player has control removed (eg Sleep/S-tag), the way that it is decided who has control removed is through the RNG (reciprocity principle) or through any means that violate principles (2) and (3) of the hallmarks of competition that I listed above.
So, tl;dr, and in a nicer format:
=====
A competitive metagame is (Hallmarks of Competition):
1) Fair: One player can do to the opponent what the opponent can do in return to them
2) Not one which has the means to subvert given rules of the game OR change the mechanics in which the game is played
3) One that must have a clear winner and loser
An uncompetitive game element, therefore, must subvert any one of the above Hallmarks of Competition. This is done via taking away autonomy (ie control of the game's mechanics) to the extent which:
- The control removed must violate one of the above three hallmarks of competition AND
- The amount of control removed must have a direct and causative effect on the outcome of the game AND
- The element in question must have contributed most to the victory (or loss) AND
- The element in question cannot be prepared for with any tools used in Pokemon battling, including teambuilding.
This is done by:
- Both players must have control removed (ie RNG-based bans), OR:
- If one player has control removed, the way that it is decided who has control removed is through the RNG (reciprocity principle, hallmark 1) OR through any means that violate principles (2) and (3) of the hallmarks of competition that is listed above.
======
I'm going to throw this out to everyone else now, I've said my piece. Feel free to point out mistakes in my lines of thinking as long as it is relevant to the argument as a whole. Also, please be civil in your discussion here. I'm aware of how dramatic these threads can become and I'm aware of what some people might think about me. This is not the place for you to vent those things.
*raises flameshield*
Competitive vs "Uncompetitive" (mostly in relation to Ubers, but applicable to other metagames too)
NOTE: THIS IS A DISCUSSION ON THE COMPETITIVE/UNCOMPETITIVE, DISCUSSIONS ON BALANCE ARE NOT WHAT WE ARE DISCUSSING
As you all know, we recently concluded a Suspect Test in Ubers on Shadow Tag, which ended... controversially to say the least. Among many issues that came out of that test, one of the sticking points in the many pages of back-and-forth was the issue of the criterion in which we were testing S-tag for - "uncompetitiveness". It was originally brought up from the definition used by the OU council in the original thread discussing S-tag and Mega Gengar in Inside Scoop, and was continued to be used as the default definition in the suspect tests that followed. I, like many others, thought this definition was not only ambiguous, but also contained circular logic in it which meant it was difficult to be interpreted. I think it's time we came up with a definition that is both meaningful and applicable, especially to Ubers, which this definition will mostly be directed. This thread is an attempt to put a clearer and more objective definition to this important criterion in which we are using to ban Pokemon from our metagames.
Firstly, let's see what's good and not so good about the the current definition of uncompetitive:
Pros:Uncompetitive game aspects (or strategies) are those that take away autonomy (control of the game's events), take it out of the hand's of player's decisions--and do so to a degree that can be considered uncompetitive.
- It defines clearly on what uncompetitive game elements do
Cons:
- It does not define to what degree of control the game's events have to be limited: This is done in a half-assed way in saying "to a degree which can be considered uncompetitive", which is just a cop-out seeing as that's just circular logic and therefore doesn't say anything at all.
- The degree of control lost is important here. We have plenty of things in the game that actually takes the control away from the player. As noted in the suspect test itself, you have things like Taunt that limit certain actions, things like Whirlwind and Roar picks randomly which mons come in and out. We even have Magnet Pull/Arena Trap that trap a smaller group of mons but is still trapping nonetheless. This is not a red herring because all of these things need to be accomodated by the definition, which is why the clause on "degree that can be considered uncompetitive" needs to be properly defined, and a pure "X limits choice/control = uncompetitive" approach does not work.
But anyway, flawed as this definition is, I think it's a good place to start.
So before we actually try to define what uncompetitive is, I think it's high time we define what "competitive" is. I haven't seen the original thread for when this definiton was put out, but out of all the discussion in the S-tag and Mega Gengar threads, I don't think I've seen people try to define what competitive or competition means, and how it relates to Pokemon and Ubers, so I think trying to prove something is the opposite is a pointless exercise.
Competition in the pure sense:
This isn't THAT important to this discussion, but I'm going to leave this in here for completeness. It is important remember that competition in its purest form does not have to be fair, balanced, or even have rules, as long the things being contested are the same in both sides. The very classic example for this is the Cold War - the USA was able to collapse the Soviet Union due to a number of factors, but one very important one is the establishment of the petrodollar which mandated that all crude oil (and therefore ALL of its derivatives, things that pervade into all forms of society) has to be paid for in US dollars. I'm not going to bore everyone with the details, if you're interested, you can look everything up yourselves. What was clear was that for the arms race that followed the establishment of the petrodollar meant the US could print as much money as it needed to fund the arms race while the USSR could not. It was like playing a game of poker where the US had an unlimited supply of chips and the USSR did not. It was still a competition for the hegemony of the world, but in no way was it fair or balanced.
Competition as applicable to Pokemon (high yield principles):
I think a good way of defining competition in relation to Pokemon would be to compare it to competitive sports. In every competitive sport, there are things in common (HALLMARKS OF COMPETITION):
1) Reciprocity/fairness: All variables of competition are kept constant EXCEPT the one in which is being tested - you are allowed to do everything that your opponent is allowed to do. An example would be the 100m sprint: the distance is the same, the track surface is the same, the air resistance is kept the same to a point where any difference is negligible, the only variable being tested is the athlete's ability to run faster than everyone else
2) There are a set of rules and boundaries in which the game operates, for example you are not allowed to use your hands in football/soccer unless you're the goalkeeper in which case you're only allowed to do so in the goal-square, the ball cannot go out of bounds, etc etc. You can also extend this to that you cannot change what the competition is primarily testing for either, for example swimsuits in swimming. There is a fine line of making a good swimsuit for a swimmer to maximise their potential vs making them in the way that the sport ends up competing who can make the most aerodynamic swimsuit than who is faster at swimming.
3) There must be a winner - any draws that are allowed to happen (for example in football/soccer) contribute to a larger competition (for example a ladder) or are solved via other events (example sudden death, penalty shoot-outs, etc)
One thing I want to make very clear now is that competition =/= fun. One might find a sport fun, but in terms of competitive sports, the majority of players do not play with the sole purpose of having fun, but as a livelihood, or if it's an amateur sport (ie not professional and making money), to be better than someone else. I'm not saying you can't have fun while you're at it, but I don't think fun is the primary motivating factor of competition. Also, fun is a subjective term. I find XY Ubers incredibly boring but others find it a very good metagame (minus the things they hate about it, eg S-tag). For the sake of having an argument that's as objective as possible, let's just leave fun out of it for the time being.
So, if we have a look at competition and therefore what is competitive and compare it to Pokemon, it actually gives us a remarkable amount of room to work with. I'm going to make the set of rules and boundaries that is available to a player purely what GF has given us before actually moving to the rules we as a community have imposed on top of that.
If we have a look at the actual game on its own without any rules that we as a community have imposed on it (ie Streetmons), it is actually quite competitive in the 3 points that's laid about above, except for a few things which we use to patch up with the current clauses that we have (except Species Clause, which is an oddball). What makes Streetmons "uncompetitive" is something we'll explore in more detail in the next section.
Uncompetitive:
So, when we use the word "uncompetitive", I think everyone can agree that it literally means the opposite of competitive, which I have laid out the hallmarks above. Anything that allows for unfair play, anything that allows you to circumvent the basic rules of the game or anything that prevents a winner from emerging would be deemed uncompetitive. There really isn't anything that does the 2nd condition. One might say S-tag's ability to prevent switching circumvents the mechanic of switching, but like it or not, it's not actually subverting any rules. Switching is something we, as competitive players, have assigned a major importance (with good reason, I admit), but technically stopping switching is not against the rules of the game, per se. Ditto to Sleep clause and the topic of preventing meaningful switches. I think it is important to distinguish between what is a "rule" and what we assign as fundamental game mechanics. The only thing that circumvents the rules of Pokemon is Endless Battle Clause, which I'd touch on next.
One of our clauses, the Endless Battle Clause, is directed at conditions (2) and (3) - that there must be a winner of the game. In the event of endless battle, there is no winner (at least through the rules and boundaries of Pokemon as we know it). The winner is decided by whoever is willing to wait until the opponent has had enough and forfeits, which circumvents how Pokemon battles should be won (having all 6 of your opponent's Pokemon killed).
This leaves with the first hallmark of competition, which is that of reciprocity and fairness. In this case, the Clauses that we have are directed at this hallmark of competition. I have gone through this many times before in the S-tag and Gengarite suspect tests. Basically, the running theme in the object of all of our Clauses (apart from Endless battle, which I just discussed) have a means to make the game unfair. That means is the RNG. A common criticism of my arguments is that I focus too much on luck and ignore other things. That may be so, but the thing is I look at the clauses and look and the running theme, and luck plays a major part in all of them, even Sleep Clause. I'm pretty sure everyone knows how stuff like Swagger/Moody/OHKO use the RNG, so I'm not going to bore everyone here. I think Sleep Clause requires more explaining.
Sleep Clause and the RNG
Sleep Clause is one of the things that I've seen people reference a lot as something that's not luck oriented, but I have argued that there are important elements of the RNG involved what I call uncontrolled sleep. Just for the record, uncontrolled Sleep would be when you have the freedom to sleep all of your opponent's Pokemon, while controlled Sleep is the variant where we have it under Sleep Clause. The unreliability of Sleep Talk is well known, as is the randomness of the Sleep counter. These two elements make the counterplay of Sleep (in most cases) RNG based. Furthermore, as was pointed out late in the Gengarite thread, that Sleep Clause came into being before Sleep Talk existed. However, even then, uncontrolled has an important RNG element - speed ties. I think this excerpt from one of my previous posts in the Gengarite thread explains:
The removal of choice by uncontrolled Sleep is a consequence, a consequence, which by most voters to be too much and therefore was uncompetitive. You could say that you could run Vital Spirit/Insomnia, but the distribution of sleep users was so large that no amount of Vital Spirit/Insomnia could defeat a team of sleep inducers, which forced you to play RNG games, either through pre-emptive sleep (speed ties) or playing RNG games with Sleep Talk and the sleep counter.Actually, if you look at the actual problem of sleep, you can still get it down to a problem of luck. The reason is simple actually. Even without Sleep Talk and berries and sleep-preventing abilitites (ie Gen 1, when Sleep Talk did not exist), let's just imagine if we removed Sleep Clause how we would play the game. You would either 1) wait for sleep to run out (which the length is random) and hope you don't get killed first, or 2) preemptively use sleep against your opponent by sending in the fastest sleep inducer you know exists. The first scenario is partly based on luck but I will give you the point that sleep effectively removes choice (which I'll address in a bit). However, who wins in the second scenario, assuming that both players try to do the same thing to each other (since the first scenario is obviously putting the receiver at a disadvantage)? The answer is easy - whoever wins the speed tie and whoever hits the sleep-inducing move. What is that based on? Oh wait, that's based on luck. I guess this is the sort of situation which is relatively close to that thought experiment you brought up like 15 pages back. Here, you have something that resembles something that wins the game for you automatically (it isn't, but for all intents and purposes of the argument, let's just pretend it is). I gave you my answer how I would proceed. If it was skill-based on that winning condition, then we keep it. If the two "auto-win" mons cancelled each other out, we should keep it. If it's decided by the RNG (which in this case it's based on speed ties and accuracy), then we should ban it, which is why Sleep Clause exists. So, like it or not, sleep is still very much luck-based in its very core even if you take away what we now associate with luck aspects. Add to that what we actually have now (Sleep Talk), I'd still argue that sleep is very much luck-based even you can't see it that way.
Why is the RNG important?
- The RNG is inherently discriminatory. Sure, you have an equal chance of winning and losing in theory, but anyone who plays Pokemon on a regular basis knows that it doesn't always work that way. It violates the reciprocity principle above because the person who is more lucky in the game wins due to an OP RNG factor and not due to skill that they displayed. Whoever is more lucky wins at the expense of whoever is less lucky, and the RNG "chooses" a winner (I know the RNG is not a sentient being, but what happens is basically this).
- In terms of loss of control, I'm just going to rehash what I said in the S-tag test:
Anyway, I'm not here to overhype luck. I am here to give you an explanation on why luck has been a major factor (and usually deciding factor) in every ban we've had so far, and why, if you're going to even consider referring to past bans in Ubers, that you're going to have to come to terms of what made luck such an important factor in all the bans we've had. Like I said in my last post which you don't seem to have registered (of course I understand you don't even think what I have to say is worth reading any more), what makes Shadow Tag different from all the bans we've had so far is the fact that everything that Shadow Tag is based on are choices made by you and your opponent. Everything that Shadow Tag depends on are human decisions. You have intelligent, conscious choices that you make to either avoid/succumb to getting trapped by S-tag. If you lose to someone with Shadow Tag, it's not because it was something out of your control, but because you chose (whether you knew what was going to happen or not, whether you were forced to through your opponent's plays or not) to go in a sequence of events that led you to being beaten by Shadow Tag. If you want a quick summary of the last few lines, it comes down to "you were outplayed". For the most part apart from the intrinsic luck elements that we couldn't ban, if you outplayed your opponent (factoring in decisions regarding Shadow Tag), you won. The result depended on decisions made by both players. It's different from every other ban we've had (with the exception of Sleep Clause, which I've gone into in detail). For the other bans based on uncompetitiveness, be it Moody or Swagger or OHKO or Evasion in the past, you could outplay your opponent and still lose because the result depended on an external factor that is not in the control of either player. That external factor is conveniently what we refer to as luck. It has nothing to do with consistency/inconsistency. We didn't ban these things because it let you beat your opponent sometimes with luck and therefore something as consistent as S-tag deserves to banned. This is what is meant by the OU council's definition of "taking away control of the player", not whatever garbage to do with choice of switching, or what have you.
So, to what degree is uncompetitive?
I think this is the million dollar question. I think to most part, that loss of control is a good way to describe uncompetitive elements, and that loss of control in turn makes the game unfair, as I just highlighted above. Again, like I said at the start of this overly long post, many things in the game do this so therefore a distinction needs to be drawn on where we draw the line. My opinion is mostly formed by what the history of bans that we currently have, so please don't tell me off for preaching my opinion onto everyone else. Of course, I do have my own opinion which I'd appreciate people to think critically and accept if possible, but I'm just going say now that it my interpretation of what has already taken place.
So, I'm willing to keep the first part of the definition we currently have, as long as we clearly define what "removal of control" means.
As for the degree, I think it should be as follows:
- The control removed must violate one of the three hallmarks of competition
- The amount of control removed must have a direct and causative effect on the outcome of the game. Now, this might seem simple, in reality it really isn't. Something like "remove X to sweep with Y" doesn't always cut it because other things can happen. Just because removing X makes a Y sweep easier doesn't mean the actual thing itself caused it. The word causative is very important here. This is closely related with:
- The element in question must have contributed most to the victory (or loss). An example of this would be OHKO clause. Like I've mentioned previously, it wasn't the fact that something like Kyogre can luck past Latias with Sheer Cold that made me think it was too much, but the fact that it was perfectly possible for something like ScarfOgre to just spam Sheer Cold and win the game by itself if luck was on your side.
- The suspect in question cannot be prepared for with any tools used in Pokemon battling, including teambuilding.
How do they do this?
- Like I said earlier in this discussion, the RNG is a big part of this. The reason was highlighted in the passages I quoted from my posts in the suspect threads.
- In a similar vein, EITHER:
- Both players must have control removed (ie RNG-based bans), OR:
- If one player has control removed (eg Sleep/S-tag), the way that it is decided who has control removed is through the RNG (reciprocity principle) or through any means that violate principles (2) and (3) of the hallmarks of competition that I listed above.
So, tl;dr, and in a nicer format:
=====
A competitive metagame is (Hallmarks of Competition):
1) Fair: One player can do to the opponent what the opponent can do in return to them
2) Not one which has the means to subvert given rules of the game OR change the mechanics in which the game is played
3) One that must have a clear winner and loser
An uncompetitive game element, therefore, must subvert any one of the above Hallmarks of Competition. This is done via taking away autonomy (ie control of the game's mechanics) to the extent which:
- The control removed must violate one of the above three hallmarks of competition AND
- The amount of control removed must have a direct and causative effect on the outcome of the game AND
- The element in question must have contributed most to the victory (or loss) AND
- The element in question cannot be prepared for with any tools used in Pokemon battling, including teambuilding.
This is done by:
- Both players must have control removed (ie RNG-based bans), OR:
- If one player has control removed, the way that it is decided who has control removed is through the RNG (reciprocity principle, hallmark 1) OR through any means that violate principles (2) and (3) of the hallmarks of competition that is listed above.
======
I'm going to throw this out to everyone else now, I've said my piece. Feel free to point out mistakes in my lines of thinking as long as it is relevant to the argument as a whole. Also, please be civil in your discussion here. I'm aware of how dramatic these threads can become and I'm aware of what some people might think about me. This is not the place for you to vent those things.
*raises flameshield*