So do all the lessons of winning at games apply to real life? No, they do not. But only a fool would walk away from competitive games without learning a wealth of life lessons.
-David Sirlin
-David Sirlin
Hey, apologies if this isn't the right place for this topic, I know this subforum isn't really for Pokemon discussion (mods can move it if they like). My idea with posting it here was that it doesn't pertain to any particular meta (so not sure what competitive subforum I'd post it in) and can also cover games outside of Pokemon. Anyway, let's get started.
Smogon's current approach to competitive discussion involves discussing the intricacies of specific metagames, which certainly fosters productive discussion but in my opinion can miss the forest for the trees and fails to address several important topics. This thread aims to adequately cover these topics, which include metagame-agnostic ones such as competitive mindset and game analysis as well as "meta-metagame" topics such as thinking about a metagame in the greater context of all of competitive Pokemon. Here are a few questions I had to start off with:
- What is the meaning of Pokemon as a competitive game (in the context of other competitive games)?
- Within this game metagames change and even dissolve (making way for the next gen) within a short space of time. One issue players can face is "sidegrading" themselves or merely adapting to a new metagame instead of truly becoming better. How can this issue be overcome?
- Is there anything to be learned from defunct metagames or old tournaments, or is it mostly the same story of individual players' interactions with the metagame?
- Through tiering we aim to create the best possible metagame. What would happen if we went in the other direction? Assuming you don't do something stupid like no items haxorus v haxorus and whoever wins the speed tie wins, what interesting things can we see in "metagame hell"?
- What is the best way to collaborate with other players if one is looking to improve at a metagame? On this site we have the tutoring program and team tournaments as options, but whenever I've used them I have felt like I could be getting more out of them.
- Chess has a variety of "puzzles" in which the player is presented with a game position and asked to find the only winning move. Can Pokemon make use of similar puzzles? How can they be constructed? Similarly, what is the best way to create these complex, hard-to-calculate positions within a game?
- An often repeated claim in Pokemon is that there is no "perfect" or "best" team. Is this true? If not, what makes it so difficult for people to find them?
- Obviously, people don't always show up to tournaments with good teams. Is it possible to "misplay" or "choke" in the teambuilder? Are these terms not really applicable to the process of building a team?
Here are my own thoughts on these, though my perspective is very limited so I would really appreciate alternative viewpoints.
The meaning of Pokemon isn't a very easy question for me, because it's definitely my "main" game and it can be hard to distinguish between it and the general ideas of competitive games. That said, the meaning I find in this game ties in pretty closely to the uniqueness of Smogon as a relevant internet forum in the year 2021. It serves as a pretty interesting medium, especially for a game that notably suffers from a lack of IRL events or connection outside of VGC. This lens is pretty helpful for interpreting it from my perspective. The other meaningful thing about Pokemon is the building vs playing aspect, which I find incredibly interesting; no other competitive game I've seen has a preparation phase so deep.
Personally I don't have issues learning new game mechanics and how they interact, but the hard part is that the metagame is really big. Pokemon has a lot of moving parts especially when you consider teambuilding, and it's never fun to prepare for X on your team only to lose to X+Y. 2-mon and 3-mon cores can be immensely hard to calculate, so this can take up the majority of my time when preparing for a big game. I think that the best way to cover this is to have more discussion on the apparent "mysticism" of the best of the best players. Pokemon is often seen as an easy game, yet there are some players who make it look incredibly difficult when you're facing them. In light of this, spending time only discussing how the metagame works is, in my opinion, reason for criticism.
I think that old tournaments are usually the best samples of an old metagame, because they're a collaborative effort between many players and typically aren't oversaturated by people who don't really know what they're doing. That said, I do question what the use for them is outside of examining the history of individual players and how they played/built in the past. The other use I had in mind was noting the difference between old metagames and modern ones assuming they had the same rulesets (so examining why current staples were absent and vice versa, etc).
In my opinion you can have a lot of fun creating intentionally bad metagames. We have seen how unmoderated formats like Anything Goes and Pure Hackmons can still have thriving competitive scenes despite centralization, which makes me think you need to go a bit further than "no rules" to create something truly bad. I think it's cooler if instead of stripping away complexity from the game, you add complexity in so far as to make the metagame unplayable, such as a 24v24 format or some way to make every Pokemon viable. While these do fall short of the Haxorus example in the uncompetitiveness department, I still think they would be really bad games.
Collaboration isn't easy, especially if you aren't good friends with the other person (I don't want to get put on a team with someone who doesn't understand what I mean when I say Steel-types are unviable). That said, I do think there's more to it than just personal relationships. I feel like communicating your current understanding of the metagame, what you aren't sure about, and what you can be helped with is definitely a skill that one can improve at. The hard part is having a decent understanding of the concept of concrete improvement, what it looks like, and how you can strive for it. ("Concrete improvement" can sound like an ethereal and hard-to-define idea, but really all of us are familiar with the idea of learning a new metagame; the harder part is truly getting better at mons. I think anyone reasonably skilled at communication can do a decent job at transferring general Pokemon skill to specific metagame knowledge through a good conversation with a player of that metagame.) Also of note is game analysis with other players, which is at least 10 times better than ladder.
I've tried to make "Pokemon puzzles" and similar things work in the past. Personally I've had quite a bit of difficulty in bringing them to fruition because for nearly all building ideas, there are several ways of executing them. Also, it takes a great deal of critical thinking to analyze even tournament games beyond surface-level analysis of what's going on (what are the players thinking? which complex objectives are they going for?) which is why I struggled to find examples of competitive concepts for my BH version of Playing to Win (though I might do things differently if I started it now instead of a few years ago). That said, assuming puzzles do get cracked open and people figure out how to make them, there's a ton of ways to take the concept. Here are a few executions that I've had fun with in the past:
- Guessing unrevealed sets/moves during or even before a game. This is obviously already a big part of the game, and there's already been a lot written on how to use unrevealed sets to your advantage, so I won't explain it here.
- Starting with the purpose of a creative set (what it beats/loses to) and trying to guess the moves/item of the set. I think this one is pretty cool, the idea is to help people get better at making their own creative sets and venturing into set types they'd otherwise be unfamiliar with.
- The classic puzzle setup, starting from a game position and asking which sequence of moves will win the game. These are obviously everywhere (whenever I lose a game I look at which potential wins I missed, including those in the builder) but constructing them from scratch really isn't easy. Rarely do you encounter a situation where you have a single guaranteed win that can't be stopped by any move your opponent makes. Still, though, I feel that the idea has potential.
My view on "perfect" or "best" teams is pretty simple-- in a rapidly changing metagame, looking for perfect teams is obviously a fool's errand, but in metas that aren't constantly changing you can have some fun with it. One of the main issues with creating these teams is the idea of remaining "honest", as in maintaining a massive advantage against weaker teams while still being advantageous against stronger ones. I think finding different ways to make "honest" teams is a very helpful skill to have here. Anyway, defining the perfect team as "always has an advantage with perfect play" also assumes you'll play perfectly and in practice means the team tends to be quite brittle when faced with hax or other unexpected events. In this way you have to balance powerful ideas with passivity and resilience. Perfect teams are actually really hard to build as a result of this, but I think looking for them is a great way of improving at the game.
I like to say "misplaying in the builder" because building and playing come from the same competitive mindset, so it makes sense to consider a competitive player's poor team choice or anti-synergistic set idea as a misplay or a choke. Obviously the environments are different because in the builder it's much harder to pinpoint exactly where a team went wrong: the builder started with an idea or variation that could have been correct or misguided, then did the best they could to support it (were there objectively better options? does the idea have to be taken in a different direction?), then ended up with something stupid. For sure, building theory has to come a long way.
Finally, I wanted to include some of my favorite competitive resources for this thread. Share your own!
- The Melee Library is great as a collection of competitive knowledge collected by the Super Smash Bros. Melee community. When I played Melee I was stunned by how much they talked about this stuff and felt I had to bring it over to this community somehow. In general, trying out the framework of a different competitive game is super cool, but even if that isn't your thing there's helpful mindset-related stuff in here.
- Playing to Win basically covers everything one might expect from competitive games, as a sort of primer. Some of it might not be very useful to the experienced competitive player, but there are some nuggets of wisdom for everyone.
- Ping Pong (I recommend the anime Ping Pong The Animation) concerns the competitive journeys of several different players and their experiences with success and failure. It's good for seeing competitive games in a broader scope and their relationship with the rest of one's personal life.
- Borat's GSC guide is incredibly helpful regardless of which format you play. Its framework is around an incredibly developed metagame so it does a good job at getting to the "meat and potatoes" part of how to actually win games and explaining why decent-but-not-great players lose.
- Secrets of Competitive Pokemon and How to Fix Your Mindset by Jamvad are pretty good at explaining basic Pokemon concepts, though I do think they can be a bit too surface-level at times. I know Jamvad also wrote a book on competitive Pokemon but I haven't read it.
- The Inner Game of Tennis (book, I recommend getting it from your local library) details the subconscious process of improvement at a task. The book shares several anecdotes of the author's tutees that might sound familiar to competitive players. This book helped me stop focusing on the unimportant parts of improving (that is to say, improvement itself) and more on creating the environment for allowing it to happen.
That should be everything! I feel like I barely scratched the surface of exploration about this game, so I hope this thread stays alive and we get to cover the many topics I missed.