There still isn't a good place for threads that are about this community rather than of this community, so I'm just putting this here.
Improvement resources for competitive games and other hobbies exist in a marketplace. Within that marketplace, they're evaluated not on raw helpfulness but on how palatable they appear to potential audiences. By examining the marketplace and its resultant products, it's possible to see just what it is that everyone wants out of competitive games in the first place.
"Encyclopedia" resources attempt to sound authoritative by coming off as impartially as possible. It's difficult to discredit a resource reliant primarily on objective and readily observable information. Though many encyclopedia resources are literally about objective game facts such as the details of statlines or moves, many others, such as community VRs and analyses, instead reflect "impartial" shared views of the metagame.
The problem with such resources is that they actually have nothing to do with getting better at the game; essentially, they're LLM-like reproductions of discourse about Pokemon in an attempt to sound as correct as possible. When someone rates a team by saying "Pokemon X is unviable and you would do better to use a viable Pokemon like Y", what they're doing really has nothing to do with critical thinking; instead, they're appealing to discourse they once heard from people who were thinking critically.
From this process, resultant resources always have less information density than the discourses that they're based on, and on top of that some of the finer details are always lost. Even worse, there's very little discernment as to the quality of discourses, so something repeated enough times by enough people can easily become conventional wisdom. This is the case even if those people don't "actually play" themselves and are simply hallucinating something out of thin air that "feels correct". When I criticized analyses in this post, I looked at them from an ideal perspective and described how even a perfect player would struggle to convey helpful information through that structure. But I didn't even mention how I've seen analyses made for completely unviable sets, things no one is actually using, or how QC teams can forcibly remove perfectly viable sets in an attempt to "keep things conventional".
It's understandable how such resources might alienate a new but somewhat seasoned player looking to make waves in the tournament scene, so it's from here that we arrive at the other side of the coin. "Masculine" resources play off the influx of disaffected players who have soured on encyclopedias. They present themselves as proudly partial, aiming to "cut through all the bullshit" and mold knowledgeable nobodies into real players.
Let's look at an example, in fact what inspired me to make this thread. In this video (and in his subsequent challenge), Vert identifies Pinkacross's channel as an "encyclopedia"-like resource which aims to "prey on new players", and derides him as "unqualified" and "fraudulent". Afterwards, Vert advertises his own tutoring services and makes the claim that offense is easy, simple, and not "pussy" compared to slower styles.
There isn't really anything special about Vert's videos, other than that they were made in 2025. Even then, there exists this BKC video from a couple months ago in which he reminisces fondly on CTC's legacy. According to BKC, CTC "invents turns of phrase and language just like he does Pokemon sets and teams and metagames". Most of these turns of phrase involve describing someone as sucking dick or otherwise getting penetrated:
The key thing to note here is that especially in conjunction with an otherwise masculine persona, "invent[ing] Pokemon sets and teams and metagames" is also characterized as a masculine thing to do. Thus, by successfully performing these things, CTC becomes a patriarch to whom deference is obligate, at least according to most of the competitive Pokemon community. In other words, succeeding at Pokemon is primarily a means to the end of being seen as a complete man by peers.
Being a woman myself, this rhetoric obviously doesn't really reach me (and is on top of that pretty gross), but I do want to talk about how "masculine" resources more generally don't work. They typically function in the form of hierarchical cults of personality in which initiation entails adherence to a basic, unspoken set of principles, which most initiates (being ambitious teenage boys) readily adopt: questioning of "the establishment", what "exciting Pokemon" is, wanting to be a high-level dynamic player.
The problem is that entering into such a cult of personality is just adhering to more arbitrary dogmatic principles that have nothing to do with actually winning the game. If you can't move beyond the fantasies in your head of sweeping great players with your super heat innovations and actually sit down to view the game as it is, you won't get anywhere at all. A player who can only use offense and doesn't understand how to defend is not scary. A player deathly afraid of being seen as "gay" by their peers is not scary. Ironically, the less you care about game results or the opinions of people around you, the easier it becomes to actually innovate and grow as a player.
Though I described this sort of mentality as "masculine", it can be readily applied to other hierarchical ideologies as well. Here's another example of how in-game dynamism and "excitingness" have been used in order to legitimize a hierarchy outside the game:
What a loser. His gambit isn't even good or exciting at all.
Anyway, I think it is possible to make resources that don't fall into either of these traps. I don't see all resources as falling on a spectrum between "encyclopedic" and "masculine"; rather, both of these are but two possible options in a game brimming with possibilities. However, I confess that I'm somewhat pessimistic towards how much will actually change. I believe that most people who play competitive Pokemon are looking for mild distraction and/or masculine wish-fulfillment, and things will probably stay that way. However, it might be possible for something real to happen on the fringes. Isn't everyone else getting bored of these social structures?
Improvement resources for competitive games and other hobbies exist in a marketplace. Within that marketplace, they're evaluated not on raw helpfulness but on how palatable they appear to potential audiences. By examining the marketplace and its resultant products, it's possible to see just what it is that everyone wants out of competitive games in the first place.
"Encyclopedia" resources attempt to sound authoritative by coming off as impartially as possible. It's difficult to discredit a resource reliant primarily on objective and readily observable information. Though many encyclopedia resources are literally about objective game facts such as the details of statlines or moves, many others, such as community VRs and analyses, instead reflect "impartial" shared views of the metagame.
The problem with such resources is that they actually have nothing to do with getting better at the game; essentially, they're LLM-like reproductions of discourse about Pokemon in an attempt to sound as correct as possible. When someone rates a team by saying "Pokemon X is unviable and you would do better to use a viable Pokemon like Y", what they're doing really has nothing to do with critical thinking; instead, they're appealing to discourse they once heard from people who were thinking critically.
From this process, resultant resources always have less information density than the discourses that they're based on, and on top of that some of the finer details are always lost. Even worse, there's very little discernment as to the quality of discourses, so something repeated enough times by enough people can easily become conventional wisdom. This is the case even if those people don't "actually play" themselves and are simply hallucinating something out of thin air that "feels correct". When I criticized analyses in this post, I looked at them from an ideal perspective and described how even a perfect player would struggle to convey helpful information through that structure. But I didn't even mention how I've seen analyses made for completely unviable sets, things no one is actually using, or how QC teams can forcibly remove perfectly viable sets in an attempt to "keep things conventional".
It's understandable how such resources might alienate a new but somewhat seasoned player looking to make waves in the tournament scene, so it's from here that we arrive at the other side of the coin. "Masculine" resources play off the influx of disaffected players who have soured on encyclopedias. They present themselves as proudly partial, aiming to "cut through all the bullshit" and mold knowledgeable nobodies into real players.
Let's look at an example, in fact what inspired me to make this thread. In this video (and in his subsequent challenge), Vert identifies Pinkacross's channel as an "encyclopedia"-like resource which aims to "prey on new players", and derides him as "unqualified" and "fraudulent". Afterwards, Vert advertises his own tutoring services and makes the claim that offense is easy, simple, and not "pussy" compared to slower styles.
There isn't really anything special about Vert's videos, other than that they were made in 2025. Even then, there exists this BKC video from a couple months ago in which he reminisces fondly on CTC's legacy. According to BKC, CTC "invents turns of phrase and language just like he does Pokemon sets and teams and metagames". Most of these turns of phrase involve describing someone as sucking dick or otherwise getting penetrated:
any1 seen t1? FREE ass rocks. thats how u play bw. also OFC arii stella has made ZERO plays in his entire life and wastes spore goddamn this tran puttin this game on his back wo clicking ONE attack. OFC michael scott comes into the scene and SEXUALLY HARASSES breloom and tar for multiple turns, but it seems like arii is the one working for a paper company cuz he blank tf out and gettin dundered in the mifflin by big rak. on t 25 he needed to go to zam on the trick idk what ww was like if u predict an attack u roost if u predict rak u go zam if u predict trick u go zam what does ww do for u???? so u predicted the trick but u decided ww was the best play not even gettin em up to possibly click sedge later on w lant??????? bruh,,,, anyways kev outplayed so hard for so much of the game that it was over by t25 anyways.
The key thing to note here is that especially in conjunction with an otherwise masculine persona, "invent[ing] Pokemon sets and teams and metagames" is also characterized as a masculine thing to do. Thus, by successfully performing these things, CTC becomes a patriarch to whom deference is obligate, at least according to most of the competitive Pokemon community. In other words, succeeding at Pokemon is primarily a means to the end of being seen as a complete man by peers.
Being a woman myself, this rhetoric obviously doesn't really reach me (and is on top of that pretty gross), but I do want to talk about how "masculine" resources more generally don't work. They typically function in the form of hierarchical cults of personality in which initiation entails adherence to a basic, unspoken set of principles, which most initiates (being ambitious teenage boys) readily adopt: questioning of "the establishment", what "exciting Pokemon" is, wanting to be a high-level dynamic player.
The problem is that entering into such a cult of personality is just adhering to more arbitrary dogmatic principles that have nothing to do with actually winning the game. If you can't move beyond the fantasies in your head of sweeping great players with your super heat innovations and actually sit down to view the game as it is, you won't get anywhere at all. A player who can only use offense and doesn't understand how to defend is not scary. A player deathly afraid of being seen as "gay" by their peers is not scary. Ironically, the less you care about game results or the opinions of people around you, the easier it becomes to actually innovate and grow as a player.
Though I described this sort of mentality as "masculine", it can be readily applied to other hierarchical ideologies as well. Here's another example of how in-game dynamism and "excitingness" have been used in order to legitimize a hierarchy outside the game:
The next important anti-Semitic chess player, who wrote hateful tirades without even the thin justification of self-preservation, was Emil Joseph Diemer, of Blackmar-Diemer Gambit fame. Diemer was a Nazi Party member and anti-Semite, though later he became even more obsessed with homosexuals in chess than Jews in chess. His theories on Jewish vs. German chess were much the same as Gutmayer's: German chess was said to be romantic and good, while Jewish chess was risk-free, defensive, and evil. Diemer joined the Nazi Party in 1931, before it came to power, and became 'chess reporter for the Great German Reich'.
What a loser. His gambit isn't even good or exciting at all.
Anyway, I think it is possible to make resources that don't fall into either of these traps. I don't see all resources as falling on a spectrum between "encyclopedic" and "masculine"; rather, both of these are but two possible options in a game brimming with possibilities. However, I confess that I'm somewhat pessimistic towards how much will actually change. I believe that most people who play competitive Pokemon are looking for mild distraction and/or masculine wish-fulfillment, and things will probably stay that way. However, it might be possible for something real to happen on the fringes. Isn't everyone else getting bored of these social structures?
















