User:Semicolon/Treatise on the Existence of Tiers: Difference between revisions

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Here are some facts: in Super Smash Brothers Brawl, there are 39 media, at least 13 variables, and nearly unlimited constructs.  In fact, the documented constructs are too numerous and variable to be enumerated here, though reference to the relevant SmashBoards thread may be enlightening on just a few. With all this variation, how could it be possible that it all could fall neatly so that every medium, played to its highest, be balanced? Simply put, the chance of this is so infinitesimal as to be absurd. Even in the most balanced game in existence, Starcraft: Broodwar, there are only 3 media and about five meaningful variables (there are some parts that are not analogous, but these do not invalidate the analogy). In the case of Broodwar and the professional scene, even the constructs are limited (in the form of build orders) to about seven to ten useful or efficient. These limitations allow for a more even playing field.  The sheer number of these arguments (here meant in the sense of concrete items, referring to the number of media, variables and constructs) make balance impossible.
Here are some facts: in Super Smash Brothers Brawl, there are 39 media, at least 13 variables, and nearly unlimited constructs.  In fact, the documented constructs are too numerous and variable to be enumerated here, though reference to the relevant SmashBoards thread may be enlightening on just a few. With all this variation, how could it be possible that it all could fall neatly so that every medium, played to its highest, be balanced? Simply put, the chance of this is so infinitesimal as to be absurd. Even in the most balanced game in existence, Starcraft: Broodwar, there are only 3 media and about five meaningful variables (there are some parts that are not analogous, but these do not invalidate the analogy). In the case of Broodwar and the professional scene, even the constructs are limited (in the form of build orders) to about seven to ten useful or efficient. These limitations allow for a more even playing field.  The sheer number of these arguments (here meant in the sense of concrete items, referring to the number of media, variables and constructs) make balance impossible.


A corollary to this is further enhancing the idea of the constructs.  Constructs affect tier placement heavily.  Look to the Melee Ice Climbers before Chu Dat, or now to Lucario before Azen.  Before the constructs of these media were developed, their tournament placement (and by extension, tier placement) were not what they would become.  These strategies cannot be predicted by the game developers.  So, if this is reasoned to its limit, constructs affect balance, and balance affects tiers, then constructs affect tiers.  If constructs affect tiers, and if constructs are unpredictable by developers, then it is clear that developers cannot program balance. Again, imbalance causes tiers.
A corollary to this is further enhancing the idea of the constructs.  Constructs affect tier placement heavily.  Look to the Melee Ice Climbers before Chu Dat, or now to Lucario before Azen.  Before the constructs of these media were developed, their tournament placement (and by extension, tier placement) were not what they would become.  These strategies cannot be predicted by the game developers.  So, if this is reasoned to its limit, constructs affect balance, and balance affects tiers, then constructs affect tiers.  If constructs affect tiers, and if constructs are unpredictable by developers, then it is clear that developers cannot program balance into constructs. Again, imbalance correlates to tiers.


Now we move on to the argument of difference...
Now we move on to the argument of difference...
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