Tangerine
Where the Lights Are
I think Species clause is a case of "let's test everything" gone too far. The second you remove the clause, you are changing the entire game and how it is played.
Let's remember and be practical. "Competitive" doesn't mean, we should "unban everything we can because we should have less rules". It means that we should create a setting where people can maximize their chances of winning based on the limitations given. The current idea of "competitive" has been taken way too far in that regard, that we're willing to completely change how the game is played for the sake of it.
A game is competitive simply if people are willing to maximize their probabilities of winning given limitations. Removing limitations doesn't make a game more "competitive", it just means we have "less rules". Each individual rule changes the game in a certain way, and there's no reason why we should prefer a game with "less" rules to "more" rules since they have distinct changes. Less rules doesn't make a game more "competitive", it just means you're playing a different game.
This isn't a fighting game where we can just have less rules for "competitive" purposes. It is a different, more sensitive game with a lot more complications than a fighting game. Even Competitive Smash (Fighting Game with Items + other gimmicks) bans all items, even though the effects of one or two items probably wouldn't break the game. It is a blanket ban, because they want to play without items and only play based on the certain skillset that they want play with. This is the case with Pokemon. Our brand of competitive Pokemon has two parts.
1) The Team Building aspect, creating a Team based on the Metagame that will give me an edge over other players, and tweaking teams so that it can "deal" with every threat in the game.
2) The Battling aspect, where the team battles against another, and the ability to deal with imperfect information.
Species clause absolutely and utterly destroys 1. DPPt has a ridiculous amount of threats already, and now having the potential to deal with any threat twice? three times? it changes 1) as we know it and I don't think it's a direction we should be considering. I don't think species clause should be tested at all. Even if we tested, it'll take MANY months to get a REAL testing (if you think it's "obviously broken" after a week then you're simply playing the new game with the old mindset) to get any results, and I don't think it's worth destroying the team building aspect of Pokemon over it. If anyone sticks in a "what if it doesnt have a huge effect" then I believe that player has never, ever, played competitive pokemon seriously enough and doesn't know what they are talking about
We already have a game with imperfect information, and I believe evasion and OHKO only adds more variability to the game, making this imperfect information game even more imperfect with no further tools to deal with such uncertainty, other than the specific opportunity cost of the player using evasion/ohko moves. Obviously, since there's a trade off involved here, I believe OHKO/Evasion should be tested to see how much this tradeoff is and if players are able to capitalize on the added variability created by OHKO/Evasion. The argument against them is quite considerable as they don't aid any maximizing process players go through, so it'd be have to quite an advantage gained by players before we should consider actually allowing it in competitive play. This is how we should approach OHKO/Evasion - "Is the added variability of wins/losses by OHKO/Evasion significant". There are ways to measure this of course, but neither of them should use a suspect ladder.
1) Mark many random players in the months before the test. Get their statistics. Start the test, and see how the statistics of these random players changed. This should be from the best players, good players, mediocre players, etc, to see how it has changed. Obviously, there's the "if you play more you get better" effect, so weighing on that, you should be able to see the change in variance of win/loss or some other measure.
2) See how many people use OHKO/Evasion at the first month, and then the last month. If no one uses it, then it is not broken (opportunity cost of OHKo/Evasion is not worth it) and shouldn't be banned. If a significant number of players use it (some cutoff decided before hand, obviously it'll be arbitrary, but i'm sure we can work out a measure based on what type of players use it and then based on experiment 1) then it should be banned since the added variability is something we should never be going for.
Let's remember and be practical. "Competitive" doesn't mean, we should "unban everything we can because we should have less rules". It means that we should create a setting where people can maximize their chances of winning based on the limitations given. The current idea of "competitive" has been taken way too far in that regard, that we're willing to completely change how the game is played for the sake of it.
A game is competitive simply if people are willing to maximize their probabilities of winning given limitations. Removing limitations doesn't make a game more "competitive", it just means we have "less rules". Each individual rule changes the game in a certain way, and there's no reason why we should prefer a game with "less" rules to "more" rules since they have distinct changes. Less rules doesn't make a game more "competitive", it just means you're playing a different game.
This isn't a fighting game where we can just have less rules for "competitive" purposes. It is a different, more sensitive game with a lot more complications than a fighting game. Even Competitive Smash (Fighting Game with Items + other gimmicks) bans all items, even though the effects of one or two items probably wouldn't break the game. It is a blanket ban, because they want to play without items and only play based on the certain skillset that they want play with. This is the case with Pokemon. Our brand of competitive Pokemon has two parts.
1) The Team Building aspect, creating a Team based on the Metagame that will give me an edge over other players, and tweaking teams so that it can "deal" with every threat in the game.
2) The Battling aspect, where the team battles against another, and the ability to deal with imperfect information.
Species clause absolutely and utterly destroys 1. DPPt has a ridiculous amount of threats already, and now having the potential to deal with any threat twice? three times? it changes 1) as we know it and I don't think it's a direction we should be considering. I don't think species clause should be tested at all. Even if we tested, it'll take MANY months to get a REAL testing (if you think it's "obviously broken" after a week then you're simply playing the new game with the old mindset) to get any results, and I don't think it's worth destroying the team building aspect of Pokemon over it. If anyone sticks in a "what if it doesnt have a huge effect" then I believe that player has never, ever, played competitive pokemon seriously enough and doesn't know what they are talking about
We already have a game with imperfect information, and I believe evasion and OHKO only adds more variability to the game, making this imperfect information game even more imperfect with no further tools to deal with such uncertainty, other than the specific opportunity cost of the player using evasion/ohko moves. Obviously, since there's a trade off involved here, I believe OHKO/Evasion should be tested to see how much this tradeoff is and if players are able to capitalize on the added variability created by OHKO/Evasion. The argument against them is quite considerable as they don't aid any maximizing process players go through, so it'd be have to quite an advantage gained by players before we should consider actually allowing it in competitive play. This is how we should approach OHKO/Evasion - "Is the added variability of wins/losses by OHKO/Evasion significant". There are ways to measure this of course, but neither of them should use a suspect ladder.
1) Mark many random players in the months before the test. Get their statistics. Start the test, and see how the statistics of these random players changed. This should be from the best players, good players, mediocre players, etc, to see how it has changed. Obviously, there's the "if you play more you get better" effect, so weighing on that, you should be able to see the change in variance of win/loss or some other measure.
2) See how many people use OHKO/Evasion at the first month, and then the last month. If no one uses it, then it is not broken (opportunity cost of OHKo/Evasion is not worth it) and shouldn't be banned. If a significant number of players use it (some cutoff decided before hand, obviously it'll be arbitrary, but i'm sure we can work out a measure based on what type of players use it and then based on experiment 1) then it should be banned since the added variability is something we should never be going for.