DS Ultimate Debate
4th July 2009, 11:34 PM
Before I start, yes I do think that a lot of tournament players and organisers haven't really thought the rules through properly, and some of this does bug me. But this is a neutral analysis, I'm not going to use emotion for this case, but some sort of logic for my arguments with good reasoning, it's not a rant. With that out of the way, here's my view:
'By and large, luck based elements in games are not a thing that should be removed, but countered'
And
'The only bad luck based element is one that cannot be countered/negative effects avoided and retried'
Now, the first part, to a lot of readers will probably shout 'casual moron' and 'newbie relying on luck', especially to some of the more outspoken people who play games for competition/tournament purposes. No, I have played games for a long time. I practice and use every single technique that the pros practice and use, I learn from what they've written, and I have never, without any real evidence, called something 'cheap' or 'unfair'. However, my reasoning for this part of the argument, is that luck based elements should not be seen as a bad thing. No, they're part of the game, and more precisely, a skilled player should be able to work around any kind of luck that goes against him on any particular day. If you need an example of what I mean, take Super Smash Bros and items. Many, many people say to ban them for any higher level play of the game. Myself however, will argue that quite honestly, there is not a single item that cannot be worked around, countered or avoided. Status items like the Mushrooms, Lightning and Metal effects? If you're suffering under a negative condition, then you can work around it, by playing less agressively than usual and keeping a safe distance from the opponent. If your opponent is under a positive condition, then you can use it against them. For example, remember that giant and metal characters fall really, really quickly, and knock them off that ledge. Attack items and projectiles? They can be caught, they can be sidestepped, air dodged, dodged on the ground, jumped over, run from and a whole host of different things that you most likely should know how to do by now. Heck, Assist Trophies and Pokemon can easily be dodged in the most cases (and assist trophies can sometimes actually be killed outright and attacked), and the Dragoon can simply by dodged by rolling/sidestepping/air dodging at the correct time, almost on a frame by frame level. Nothing there is truly luck based other than what items appear. Same for Mario Kart, Blue Shells for example are complained about, and items often banned, but let's be fair here, there have always be in game ways to dodge the Blue Shell, usually by things such as a well timed mini turbo boost or mushroom. None of these things, as a result of that are critically unbalanced, and to be fair, players should be trying to adapt to so called 'luck based' elements, and coming up with strategies to counter whatever events happen. Banning stuff like this, at least to me puts many, many supposed pros at the same level as the scrubs many of them complain about.
This doesn't however mean all luck based elements are fair. Some I don't think are, just a few smaller selection than the vast majority of video game players. The second part of my argument, is that a luck based item is only unfair if the negative effects cannot be avoided or countered, or retried. For example, compare these cases. First one, relatively fair to me, a Bob-omb appears in Smash Bros. You can dodge the explosion/object, you can throw it at someone else (who can dodge it, catch it in mid air, shoot it down, etc), and in general, there's never a point where you have to be hit by the item. Contrast with a horribly unbalanced luck based element, where your character has a random chance, with no way of dodging, of being hit by an instant death bolt of lightning from the sky in an instant. You can't dodge this event. There's no counter other than 'sucks to be you', and it cannot be foreseen when it will occur. This is a more unfair element, and a true 'luck based' one in a game. Another luck based one would be something like 'Get a Rope' from Mario Party 5. Pull a rope. Hope you don't get an anvil to the head. That's it. No way of winning via skill, just pure luck, hence it's not a greatly balanced element of the game.
So in conclusion, I think that an element having some basis in 'luck' should not be enough to disqualify it from any form of play of a video game, nor to be shunned, since most of these elements can be countered (and quite frankly, if you either can't dodge them or can't be bothered, get a new hobby). Agree? Disagree? Feel free to argue below.
More... (http://dsultimate.net/Board/upload/blog.php?b=907)
'By and large, luck based elements in games are not a thing that should be removed, but countered'
And
'The only bad luck based element is one that cannot be countered/negative effects avoided and retried'
Now, the first part, to a lot of readers will probably shout 'casual moron' and 'newbie relying on luck', especially to some of the more outspoken people who play games for competition/tournament purposes. No, I have played games for a long time. I practice and use every single technique that the pros practice and use, I learn from what they've written, and I have never, without any real evidence, called something 'cheap' or 'unfair'. However, my reasoning for this part of the argument, is that luck based elements should not be seen as a bad thing. No, they're part of the game, and more precisely, a skilled player should be able to work around any kind of luck that goes against him on any particular day. If you need an example of what I mean, take Super Smash Bros and items. Many, many people say to ban them for any higher level play of the game. Myself however, will argue that quite honestly, there is not a single item that cannot be worked around, countered or avoided. Status items like the Mushrooms, Lightning and Metal effects? If you're suffering under a negative condition, then you can work around it, by playing less agressively than usual and keeping a safe distance from the opponent. If your opponent is under a positive condition, then you can use it against them. For example, remember that giant and metal characters fall really, really quickly, and knock them off that ledge. Attack items and projectiles? They can be caught, they can be sidestepped, air dodged, dodged on the ground, jumped over, run from and a whole host of different things that you most likely should know how to do by now. Heck, Assist Trophies and Pokemon can easily be dodged in the most cases (and assist trophies can sometimes actually be killed outright and attacked), and the Dragoon can simply by dodged by rolling/sidestepping/air dodging at the correct time, almost on a frame by frame level. Nothing there is truly luck based other than what items appear. Same for Mario Kart, Blue Shells for example are complained about, and items often banned, but let's be fair here, there have always be in game ways to dodge the Blue Shell, usually by things such as a well timed mini turbo boost or mushroom. None of these things, as a result of that are critically unbalanced, and to be fair, players should be trying to adapt to so called 'luck based' elements, and coming up with strategies to counter whatever events happen. Banning stuff like this, at least to me puts many, many supposed pros at the same level as the scrubs many of them complain about.
This doesn't however mean all luck based elements are fair. Some I don't think are, just a few smaller selection than the vast majority of video game players. The second part of my argument, is that a luck based item is only unfair if the negative effects cannot be avoided or countered, or retried. For example, compare these cases. First one, relatively fair to me, a Bob-omb appears in Smash Bros. You can dodge the explosion/object, you can throw it at someone else (who can dodge it, catch it in mid air, shoot it down, etc), and in general, there's never a point where you have to be hit by the item. Contrast with a horribly unbalanced luck based element, where your character has a random chance, with no way of dodging, of being hit by an instant death bolt of lightning from the sky in an instant. You can't dodge this event. There's no counter other than 'sucks to be you', and it cannot be foreseen when it will occur. This is a more unfair element, and a true 'luck based' one in a game. Another luck based one would be something like 'Get a Rope' from Mario Party 5. Pull a rope. Hope you don't get an anvil to the head. That's it. No way of winning via skill, just pure luck, hence it's not a greatly balanced element of the game.
So in conclusion, I think that an element having some basis in 'luck' should not be enough to disqualify it from any form of play of a video game, nor to be shunned, since most of these elements can be countered (and quite frankly, if you either can't dodge them or can't be bothered, get a new hobby). Agree? Disagree? Feel free to argue below.
More... (http://dsultimate.net/Board/upload/blog.php?b=907)