Philosophical Approaches to the Metagame
NOTE: This post was only made after consultation with the OU mods. The moderators were justifiably worried that this post would attract terrible posters and lead to bad discussion. The decision that was reached was that the post would be allowed, but subject to heavy moderation. INFRACTIONS AND DELETIONS WILL BE HANDED OUT FOR BAD POSTS. Please do not make this necessary.
"People sometimes forget that WE ARE THE GAME MAKER, when it comes to the metagame. The metagame is not owned by Gamefreak or Nintendo, it is owned and manufactured by us. Not, "us" as in Smogon specifically; but "us" as in the collective players of competitive Pokemon. We make this metagame, and as such, we should probably have a solid idea of what kind of game we want. You can't write a good story without making a good plot. By the same token, you can't make a good metagame without knowing the general end result you are trying to achieve."
- DougJustDoug
"Actually, the question is not "which is more important", the question is "which should be more valued (by the community)".
ie. As a community, which should we try to emphasize/foster?
If we are going to build a metagame (with bans), is it better to build a metagame that:
a) Supports team building-- by having a great diversity of threats, you give people more team building options AND FORCE THEM to deal with a greater number of threats in team building. Great meta diversity puts emphasis on team building skills.
b) Supports in-game decision making-- by having a lower diversity of threats (fewer threats), you allow people to be more educated about what their opponent can use. You also take the pressure off their team building skills (they don't have to be as prepared for as many threats), and lower the chance of losing "because of bad team match up.""
- Chou Toshio
- DougJustDoug
"Actually, the question is not "which is more important", the question is "which should be more valued (by the community)".
ie. As a community, which should we try to emphasize/foster?
If we are going to build a metagame (with bans), is it better to build a metagame that:
a) Supports team building-- by having a great diversity of threats, you give people more team building options AND FORCE THEM to deal with a greater number of threats in team building. Great meta diversity puts emphasis on team building skills.
b) Supports in-game decision making-- by having a lower diversity of threats (fewer threats), you allow people to be more educated about what their opponent can use. You also take the pressure off their team building skills (they don't have to be as prepared for as many threats), and lower the chance of losing "because of bad team match up.""
- Chou Toshio
Introduction
Hi all, this is jpw234 and I’m going to use this post to discuss a subject very important to our metagame. To begin, I want to hypothesize that the troubles we’ve experienced during our Gen V banning process have resulted mostly from a schizophrenic community that, from my view, has trouble deciding exactly what it wants from our metagame – which DougJustDoug accurately predicted would be detrimental to creating a good battling environment. This post attempts to remedy this by analyzing our community debates and identifying the foundational concepts at issue in our discussions.
As Chou Toshio states, the core issue for our suspect discussions is generally a difference between those who primarily value team-building (who I call “teambuilders”) and those who value in-game decision making (who I call “battlers”). Understanding this binary, its relevance and arguments attached to it will go a long way toward improving site-wide discourse on suspects. This issue is subjective. The divide between the two factions may be impassable. However, I believe that an increased understanding of the issue will only help rational discussion and increase the quality of our community dialogue.
Goals of this Post
As to this post, I will be defending the teambuilder’s side of Chou Toshio’s divide. The motivation for this comprehensive “treatise” is to create a foundation for like-minded individuals which can be referenced as grounding for arguments across all future suspect discussions. In recent such threads I have noticed teambuilders who can’t concisely express their views because of the ambiguity involved. Here’s an example from a respected user:
"...I don't really find Landorus-I broken in a power sense. Alone, it has its checks and counters, and while its powerful, if im honest I find it hard to declare it "OP" in that its not typically something that is obviously too strong for OU (unlike something like Tornadus-T for instance). I guess If we wanted to get technical, then yes, id be voting to ban it because technically I would currently be considering it "unhealthy for the Metagame" but I always hated those terms so im sorta stuck."
- ginganinja
I sympathize with ginganinja. I didn’t find Lando-I massively overpowered like a Blaziken or Shaymin-S. The notion of “unhealthy for the metagame” is powerful in the minds of teambuilders but often difficult to express. Hopefully here I can provide background for the arguments teambuilders generally deploy and create an anchor point that can be referred to by any user looking for understanding of them. A centralized resource that pre-outlines key arguments goes a long way toward improving clarity and, therefore, discussion.
(note – this thread is NOT about any specific suspect. It is about the underlying rationales that create opinions on specific suspects, rather than any particular cases)
Investigating the Split Between "Teambuilders" and "Battlers"
I will now attempt to tease out the nature of this divide and display quotes to indicate how these two philosophies are expressed in recent suspect tests.
Typically teambuilders appeal to a suspect’s unhealthy effects on the metagame. They note limited numbers of checks/counters to a pokemon and are persuaded when a suspect can get around its checks/counters with different movesets. Versatility is a common tipping point for the teambuilder. In general, they favor more bans and have a lower threshold for banning.
The teambuilder’s metagame pursues diversity and aims to increase the pool of viable pokemon by banning “overcentralizing” threats. It is characterized by a smaller number of top-tier threats.
Battlers usually point to the existence of hard counters and checks, as well as styles which can manage a suspect. If the suspect is not unmanageable they are typically unconvinced that a ban is necessary. They typically only support bans to pokemon who fit the “OP” that ginganinja described above – obviously too strong for the metagame.
The battler’s metagame pursues as few bans as possible and more top-tier threats. It accepts some centralization to make the metagame more predictable and less chaotic, to maximize the relevance of battling skill.
Here are some specific quotes from both sides coming from the Keldeo and Lando-I suspect discussions, all from great users.
Lando-I battler: "Since when did we start banning pokemon when they weren't broken by themselves (In BW OU)? (Bar simple support like Stealth rock support or weather, since those are easily utilized). Excadrill was broken because it only had one to two counters, Blaziken because it was virtually unwalled and had 4MSS that could take on most of all its counters after +2, Deo-S since you didn't know if was screens, LO, or hazard stacking, and so fourth.
Landorus-I is not broken by itself. Even when utilizing U-turn, Gengar can still wall it; Latias, Latios and Celebi (depending on spread) can arguably recover the damage off, Scarf Keldeo is an excellent way to RK it and check it, SpD Jellicent can manage it, Chansey can manage it, and many other Pokemon can outright outspeed it and kill it."
- Shurtugal
Lando-I teambuilder: "It is reasonable to just try to outplay them or use them yourself, but look at the spectrum of defense and offense in other metagames. When you're dealing with them using methods of "run 6 weird mons that are faster" or "just use offense" (obviously this is a simplification but the point is clear), the play of the metagame gets stale. There's no where near an even distribution of teams between Hard Stall on one end and Full Heavy Offense on the other, the right side of the teeter-tooter is going through the ground by people obeying their competitive interests."
- yee
Keldeo battler: "Keldeo is a very good mon, sure, but it also plays an important role in the metagame. Not only that, but its usual checks/counters are still good Pokemon regardless of Keldeo's existence, and its not putting a strain to our teambuilding the way Landorus did. Jellicent is still the best spinblocker in the game; Lati@s, Celebi, Amoonguss/Roserade are good checks to Breloom and other fighting types; Starmie and Tentacruel spins; physically defensive Gastrodon handles Rotom-W and numerous rain and physical threats; Toxicroak is still a solid rain sweeper, and so on."
- gr8astard
Keldeo teambuilder: "My thought on Keldeo is, as it has been for a couple months now, that it's unhealthy for the meta and needs to go. People who throw around comments like "Just learn to check it. If you're keldeo weak, you're just not building good teams, etc." are being silly. You're forced into selecting from a small pool of defensive checks (that Keldeo can still pressure very effectively) or it's going to really open you up. No one is saying that you can't play around it, because that simply isn't true. It's rare to encounter a team that is utterly demolished by it because everyone is forced to run one of its checks specifically for Keldeo. I don't expect much to be said that hasn't already been said in the original thread, so I doubt I'll be convinced that it isn't banworthy. Can't wait to get rid of it."
- Lady Alex
The influence of the two philosophies is evident. Shurtugal points to the existence of counters and that Lando-I was not as broken as previous “obviously OP” bans. yee fears that Lando-I forces narrow team archetypes and tips the scales against several styles, creating staleness. For Keldeo, gr8astard notes popular pokemon that can counter Keldeo while performing other roles. Lady Alex, on the other hand, dislikes the constrained pool of counters and the resultant centralization. These are all easily traced to the above characteristics of teambuilders and battlers.
Criterion for Judgement: Promoting Skill and Fun
There are two factors that should guide our decision between philosophies: skill and fun.
Maximizing skill is a necessity. Without skill, “competitive pokemon” would be meaningless. No great battlers could break away from the masses.
Maximizing fun is a necessity. Without fun, nobody would play this game and our community would die.
The philosophy which best promotes these two factors is objectively preferable.
Investigating Skill: Which Philosophy Lets the Best Rise to the Top?
The Battler’s Appeal to In-Game Decisionmaking, and the Teambuilder’s Response
The typical battler’s argument regarding skill is that in-game decisionmaking is the most skillful thing about pokemon. Prediction and bluffing are the manifestation of skill and what we should seek to maximize. Teambuilders hurt this because their metagame, with a large number of threats, creates a situation where most battles are decided by team matchup. In contrast, the battler’s metagame, with its smaller set of centralized threats, is more predictable, allowing battling skill to shine through. I have done my best to accurately represent this line of argument without strawmanning it.
There are many flaws here. Most central is the claim that the teambuilder’s metagame will cause team matchup to decide battles. The implicit assumption made is that the wide variety of threats will make it impossible for a team to cover all of them so that even top teams will have large vulnerabilities. I will explain why this is not the case.
This inaccurately presumes that threats in the teambuilder’s metagame would be as dangerous as current threats, which is unsubstantiated. The larger diversity of threats means each threat is smaller. Unlike Keldeo or Genesect who can 6-0 a team without counters in place, the new threats that would emerge from lower tiers would not be all-or-nothing gamebreakers. They would be specialized, niche threats that had potential to do small amounts of extra damage with tiny windows of opportunity. It stands to reason that a good teambuilder will cover top-tier threats like Terrakion or Garchomp no matter how many threats there are. If there were other similarly threatening pokemon, they should already be viable. It does not make sense that with several more bans there would suddenly exist 20+ pokemon who require a hard counter to be safe from, as with Keldeo, Landorus, Terrakion, Volcarona, etc.
This argument turns against the battler because the existence of niche threats creates more opportunities for battling skill. New threats will not be able to blast through large portions of the meta. They will have to pick their spots and be carefully planned to be effective. This incentivizes smart battling.
Additionally, top-tier battlers must be competitive in the long run. A team reliant on team matchup is necessarily coinflippy and will average out to a 50/50 record, which is not conducive to sustained success. There is a competitive incentive to build teams able to handle as much of the metagame as possible, and competitive battlers will rise to this challenge.
Finally, the battler’s smaller number of threats hurts skill in the long run because the metagame gets “figured out”. In this situation, in-game scenarios between top pokemon become routine which minimizes the ability of prediction to swing battles. Here, “prediction” ceases to exist, and 50/50 plays with blind guesswork become standard, which rewards luck over skill. The teambuilder’s diverse metagame will be resilient to “figuring out”, avoiding this situation.
Teambuilding Skill: the Second Factor
The battler relies on in-game battling skill, which we have already discussed. Another form of skill is the ability to create a metagame-defining team. The battler’s philosophy can’t access this because their metagame tends toward centralization, which devalues teambuilding as there are fewer options to choose from. Look to the current metagame’s stagnation and lack of unique teams as an example of this. In contrast, the teambuilder’s metagame has a great diversity of threats and viable pokemon. This makes innovative strategies possible in the long run, allowing for the best team builders to rise to the top by constantly shaping the metagame.
I would additionally argue that teambuilding skill is preferable to battling skill. Regardless of how we marvel over prediction skills, it’s ultimately educated guesswork mixed with an intuitive understanding of psychology. It can’t be relied on as a consistent barometer of skill. In contrast, a great teambuilder will be able to consistently have solid teams that beat his opponents over a long period of time. A random Smogonite might beat a top battler in an individual game with the same team, but if the battlers have to make their own teams, the good one is likely to win.
One retort worth addressing is that teams can be copied, nullifying the advantage of teambuilding skill. There are several responses. First, the non-copyable nature of battling skill supports the argument that it isn’t skill, as skill can be learned. Second, the diverse metagame of the teambuilder means that even if copycats steal a team good teambuilders can stay ahead of the curve with new innovations. Copycatting is not sustainable, teambuilding skill is.
Investigating Fun: Which Philosophy Creates the Most Enjoyable Battling Experience?
Fun as Derived from Individual Battles
Typically the battler’s reasons for his metagame being the most fun rely on the unpredictable and exciting nature of individual battles. From this perspective, the importance of in-game decisionmaking is most exciting because each battle comes down to several high-tension moments: outstanding predictions, pivotal switches, etc. The teambuilding philosophy is seen as less fun because battles are boring affairs largely determined by team matchup. Again, I don’t believe this to be a strawman.
Note that this argument relies on the assumption that the teambuilder’s metagame is overreliant on team matchup, an assertion which I have comprehensively addressed above. Applying that analysis here: since the teambuilder’s metagame incentivizes well-balanced teams (in the sense of covering the spectrum of threats, not HO vs. stall) there exists great potential for fun and exciting battles.
There is a strong argument that the battler’s metagame won’t be fun at all. The centralized nature of this metagame is prone to stagnation and the proliferation of very similar teams (see: today’s meta). Individual battles become predictable and generally reliant on coinflip decisionmaking, which is more vulnerable to “hax” and creates weaknesses to sub-optimal play. This is not fun; anybody who has been haxed or beaten by a bad player making nonsensical moves can attest to this. In the long run, the battler’s metagame gets boring.
On the flip side, the teambuilder’s metagame stays fresh over the long term. Creative new threats and team archetypes avoid stagnation and keep battles exciting. I argue that this would be far more fun that a battler’s centralized metagame in the long run.
An Additional Argument: Fun as Derived from Teambuilding
An extra benefit of the teambuilder’s perspective is the fun gained from creating your own, unique team or discovering innovative sets. In the battler’s metagame this is difficult because top level play is optimized. Any innovations that occur are either quickly assimilated (ex. NastyPass Celebi) or quickly discarded (ex. Shell Smash Cloyster).
In the teambuilder’s metagame you can have fun creating your own team. This is more of a personal preference, but I get the most fun in pokemon from creating my own team which isn’t standard and is still competitive. This is difficult in the battler’s metagame. An additional advantage of the teambuilder is that there is more space for “fringe” styles and sets which are not standard, but not unviable, because the top-tier threats are less overwhelming. Ultimately, this keeps the teambuilder’s metagame fresh and exciting over the long haul.
Conclusion: Looking Back, Looking Ahead
Gen V is almost over. Pokemon X/Y are almost here. Some consider BW1/2 to have been outstanding metagames, some lost causes, most see positives and negatives. Regardless of how you view the metagame, we should all agree to learn from it and use our experiences to help us as we move into Gen VI, which will bring unique new challenges. Understanding the fundamental debate that underlies our tiering discussions will ensure healthy discussion and improve banning policies. No matter which philosophy you ascribe to, I hope this post clears up the core contentions of both factions and makes you more confident in your ability to argue your position.
Please, discuss below.
(note – in order to avoid cluttering the thread, if you have a question or issue with a small detail, please PM me)
(note – if I quoted you and you feel like I did so out of context or in a manner that doesn’t represent your views, PLEASE PM me with your concerns)
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