Competitive philosophy

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Competitive philosophy is a branch of philosophy dealing with the nature of contests. In the Smash Bros. community it manifests as the discussion of competitive values, such as what game mode is used, which in-game options are used, and whether or not metarules are implemented. More generally competitors refer to competitive philosophy as "playing to win".

Competitive values do not necessarily constitute tournament rules but the rules do usually reflect values. Because of this, how valid and important certain values are has been a subject of intense debate. Some of these debates generally involve what game modes, rules, items and stages will improve or hinder the tournament experience and metagame.

History of competitive philosophy in the Smash community[edit]

The release of Super Smash Bros. in 1999 was a relative dark age for Smash discussion and information because a major place for Smash Bros. fans to congregate did not exist yet. Most communication between fans took place across fansites on a young internet, which had been steadily growing during the Dot-com bubble. A few months later Gideon created Smashboards, which would go on to serve as the medium for most competitive play discussion. Advertisements for Melee tournaments began on Smashboards in 2002. The rules for these tournaments were sometimes whimsical and left strictly up to players, usually valuing stage and item diversity; In April 2002 Tournament Go, the forerunner to the first major international tournament circuit for Smash, included elements that are now typically banned or not used such as items, stages like Mute City[1], and a Free-For-All format. Popular rulesets grew more constricting, limiting the influence of the game on the players by banning items and certain stages. The evolution of values in Brawl, aside from the Meta Knight debate, followed a similar pattern.

Values that make up a competitive philosophy[edit]

There are several values that some players consider important for playing Super Smash Bros. competitively. An incomplete list of these values is as follows, grouped by proponents:

  • Player-to-player interaction: Competitors value aspects of the match that only involve the players' characters and often shun interferences from stages and items or detracting play such as stalling.
  • Player-to-stage interaction: Competitors emphasize incorporating stages where the players must avoid stage obstacles or use stage elements to their advantage. How much and how randomly stages affect the outcome of matches is often heavily disputed.
  • Player-to-item interaction: These players value the ability for players to use items to win. Like stages, how much and how randomly the items affect the outcome is often heavily disputed despite the inherent randomness and volatility in items across all four games. The most notable development for player-to-item interaction is Jack Kieser's Item Standard Play[2]. Those who value player-to-item interaction in tournament play are a very vocal yet unorganized minority in competitive play as few item-legal tournaments take place.
  • Stage diversity: This group is not to be confused with a preference for player-to-stage interaction; Instead, they emphasize the game is more enjoyable with more of its stages available for competitive play.
  • Item diversity: Like those who prefer stage diversity, this group prefers a game with items on the grounds that they add interest and fun to the game.
  • Game mode diversity: Timed stock is currently the staple game mode and victory condition for competitive play. Proponents of game mode diversity are usually interested in an alternative mode or win condition for the game, such as Stamina.
  • Healthy metagame: This group of players prefers a diversity of viable options to approach competitive play instead of having a single style, character, or stage dominate. This point of view has most notably been discussed during debates over whether or not to ban Meta Knight in Brawl.

Note: There may be cases where some of these values may or may not be mutually exclusive.

Further Reading[edit]

See also[edit]

References[edit]

  1. ^  The Great Smash DDoS of 2013 Smash history trivia by AlphaZealot
  2. ^  Jack Kieser's Item Standard Play
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