Editing Online play
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==In competitive play== | ==In competitive play== | ||
Online competition has been a staple of the scene ever since the introduction of network play in ''Brawl'', though serious online tournaments were unheard of until the release of ''Smash 4'' outside of [[AllisBrawl]]'s ladder playoffs, due to ''Brawl | Online competition has been a staple of the scene ever since the introduction of network play in ''Brawl'', though serious online tournaments were unheard of until the release of ''Smash 4'' outside of [[AllisBrawl]]'s ladder playoffs, due to ''Brawl"'s notoriously poor online performance and players at the time predominantly playing on poor Wi-Fi connections. The ability to match with players regardless of location makes it an important avenue for players who wish to compete, but are either unable or unwilling to travel to large-scale gatherings like tournaments. Like offline tournaments, online tournaments usually have an organizer that oversees the bracket, while having players that are matched friend each other on their respective systems, play their matches, and then report the results to the tournament organizer. | ||
The use of online battles as an outlet for serious competition, however, is controversial. The inherent latency that comes with playing a game online — thus resulting in [[frame]]rate drops, [[online desynchronization]], and even complete disconnections — makes them significantly less suitable for testing the skills between players, especially for a game that tests players' reaction times in competition like ''Smash''. The need of an internet connection also opens up other issues, such as worse performance if one participant does not have a stable internet connection, and interference or some other form of [[griefing]]. These concerns have led the community to prefer offline play whenever possible and disregard most online competition as little more than diversions before 2020. Masahiro Sakurai himself has expressed the opinion that playing any ''Smash'' game online is not ideal, feeling the lack of camaraderie from playing against unseen strangers instead of one's friends makes the game less fun.<ref>[https://www.youtube.com/watch?v=dXpFTHtlmCo&t=59s Masahiro Sakurai on online play]</ref> However, the majority of players would still play online to practice, as it allowed them to conveniently play whenever they want, and play far more different players than they would have access to at their locals, being an invaluable source for obtaining [[matchup]] experience. | The use of online battles as an outlet for serious competition, however, is controversial. The inherent latency that comes with playing a game online — thus resulting in [[frame]]rate drops, [[online desynchronization]], and even complete disconnections — makes them significantly less suitable for testing the skills between players, especially for a game that tests players' reaction times in competition like ''Smash''. The need of an internet connection also opens up other issues, such as worse performance if one participant does not have a stable internet connection, and interference or some other form of [[griefing]]. These concerns have led the community to prefer offline play whenever possible and disregard most online competition as little more than diversions before 2020. Masahiro Sakurai himself has expressed the opinion that playing any ''Smash'' game online is not ideal, feeling the lack of camaraderie from playing against unseen strangers instead of one's friends makes the game less fun.<ref>[https://www.youtube.com/watch?v=dXpFTHtlmCo&t=59s Masahiro Sakurai on online play]</ref> However, the majority of players would still play online to practice, as it allowed them to conveniently play whenever they want, and play far more different players than they would have access to at their locals, being an invaluable source for obtaining [[matchup]] experience. | ||