...as well as the precedent set by past WCoPs...
...it is less consistent with what we've seen before in World Cup tiebreaks...
Re: concerns about precedent, what precedent are you actually referencing here? When we reviewed prior decisions to figure out how to handle this, we had to go back to 2012 to find another instance of a tiebreak being used to determine who qualifies for R2 of WCOP. I don't think that the 2012 situation is really relevant here either, as that was a five-team tiebreak at a time when WCOP was all CG OU, and the tiebreak that they used at that time actually had some serious flaws. And if we're talking precedent, there's actually multiple cases of Bo1 CG OU being used previously, going back as early as 2009 with South v US Metro v LA. None of those prior cases of precedent really apply here, though, so I think we can probably dismiss them. We chose this format because we thought it was the best option for the tour, not because of precedent.
Anyhow, folks asked for reasoning behind the tiebreak method, and that's a fair question. First, just to get this out of the way: the tiebreak method was ultimately chosen by the hosts, not the TD team as a whole. So, any criticism of it should be levied at me and Hikari, and not as some grand conspiracy theory cooked up by the TDs to prop up US Northeast.
Three way tiebreaks are super fucking awkward. There isn't really a good solution. We wanted something that was as fair as possible to all three teams, while also keeping the tour moving forward with as few bumps as possible.
We considered a Bo3 round robin, but I think it's way messier in practice than on paper. It's unlikely that it's going to be the same three players playing against both opponents, because probably US West, Germany and US Northeast are going to pick different gens versus different opponents. So you'll have 4 or 5 members from each team scheduling a couple of games across three time zones. That could easily end up getting pushed to more than a week before we even start considering recreates. During those weeks, we'll have six other teams twiddling their thumbs, losing momentum, schedules being pushed back, etc. I don't mind some delays in the interest of a fair solution, but dragging out team tours too long makes them way less fun for everyone.
So, we looked for an answer that...
1. ...could feasibly be completed in under two weeks, even accounting for recreates,
2. ...ensure that all teams play each other in at least some capacity, and
3. ...result in no team getting eliminated without at least playing a full tiebreak (including Bo3).
The advantage to the one person round robin to bring things down to a single pair is that it could feasibly be concluded by Thursday afternoon, and worst case scenario, we could do live recreates on Thursday until there was a winner. That would leave just a single Bo3 tiebreak to prep for, ideally able to be scheduled over the subsequent weekend. It also means that a team needs to lose both an SM OU Bo1
and a traditional Bo3 tiebreak to be eliminated, meaning there's actually less chance of one bad game ruining a team's chances at R2 than with a Bo3 RR tiebreak.
Is this unfair to teams that don't have a strong SM OU core? Well, no team gets eliminated without playing a full Bo3 tiebreak, so ideally it's not cutting anyone out solely because they are weak in a single gen. Also, all three teams in the tiebreak actually had a very similar performance in SM OU during Round 1 (8 wins for Germany and US NE, 7 for US West), so I'm not really sold that this is giving any particular team an advantage.
So yeah, that was our reasoning for the tiebreak method we chose. I don't know that there is a perfect solution, but this is the one that seemed to have the best balance of keeping the tour moving and keeping things fair for all three teams with 16 wins out of all the options we looked at.