A Lecture on the method behind Tournament Rules

Mordax Praetorian

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In fighting game terms, a Pro is someone who travels to gaming events, and plays in tournaments for various fighting games, living mostly off of his/her winnings from these events

A Pro plays fighting games according to the rules of the major tournaments that he/she visits, such as EVO and SBO.

The general masses that play Fighting Games casually harbour many assumptions about the sorts of rules used at "respectable tournaments", and as you will find out, all or most of these are wrong

When casual players organise tournaments, they generally start by laying down a series of rules on what is and isn't acceptable to do during matches, with the intention of making the game fairer, preventing sudden swings in matches, and providing a funner experience for everyone

Such events for Dissidia thus far have done things such as banning accessories, equipment and summons entirely, outlawing infinitely long combos, and even placing a ban on EX Mode

"Balance" is something that every casual player strives for when they make their tournament rules, its usually priority number one, but "Balance" is an illusion

The last Fighting game (that I know of) to have a perfect balance was the unreleased "One Must Fall 1" for MS DOS, which consisted of 2 identical characters fighting on a perfectly flat stage

As you add characters with different properties the "Balance" becomes imperfect, with variation inevitably comes the situation where different characters are better at different strategies, and require different strategies to defeat

If Character A is good at the strategy that kills Character B, then Character A will win the match more often

True 50:50 matchups between different characters are incredibly rare, and rightly so, for the joy of mastering different tactics for, and counter-tactics against different characters is the driving force behind the depth of a fighting game

It is the destruction of balance that makes a Fighter worth playing

When considering which character to pick for a tournament, and which characters to practice against, a Pro player will consider both the matchups of the character, and the probability that those characters will appear

A 50:50 matchup (WoL vs WoL)* is perfectly balanced, the match will come entirely down to skill
A 60:40 matchup (Squall vs Sephiroth)* is reletively even, Player B will have to be slightly more skilled than Player A, or try somewhat harder to win the match
A 70:20 matchup (Tidus vs Garland)* is considerably unbalanced, Victory is entirely possible for Player B but he will have to play at a signifigantly higher level than player A
A 90:10 matchup (Terra vs Golbez)* is highly unbalanced, Player B has little chance of victory no matter what the skill of the players

In a simple way, a Pro player has more chance of earning enoigh on a tournament to pay his way if he picks a character with more and stronger positive matchups, and fewer and weaker negative matchups

Having more and stronger good matchups, and fewer and weaker negative matchups, makes a character high tier. A characters position on a tier list will also go up if characters that it has positive matchups against are more common

Tier lists are a Pro player's guide to how his/her choice of characters will affect their chance of success, the gap between the top and bottom of a tier list depends upon the game

Examples:

Guilty Gear XX Accent Core is arguably the most balanced fighting game that has ever featured on the professional circuit
Many many years of tweaking has resulted in a large and diverse selection of characters with matchups that are nearly all better than 60:40
In this game, every single character is competatively viable, and most pros pick their character based on personal preference

Marvel vs Capcom 2 is arguably the least balanced fighting game that has ever featured on the professional circuit
Its riddled with 90:10 matchups and only has any diversity at tournaments because its massive roster of characters inevitably results in a large selection in each tier

So where does Dissidia fall into this scheeme

There are those of us who spend a lot of time analysing the game from various standpoints, we draw and compare conclusions with eachother, we believe that Dissidia contains a broad range of matchup strengths
However those characters with strong bad matchups, also generally seem to have strong good matchups, whether this will result in those characters being competitively viable is another matter entirely

A sure say on matchups and tiers can only come from tournament statistics, and deep analysis of matches between highly skilled players, there isn't enough evidence to say for sure on Dissidia

Matchups are things that are dynamic, they (and thus the positions of characters in the tier list) change over time.
A change in the weight of a matchup could come from the discovery of a new tactic or glitch for a character, or from a realisation among the playerbase that something was not as it seemed before

In this way, the different characters and tactics in common use (the Metagame) change over time as the strength of those characters and tactics goes up and down

Even if a character's matchups never change, they can still become more (or less) common and a higher (or lower) tier, if a character that they have a good (or bad) matchup against becomes more common

A fighting game is really good if even after being played for long enough that every tactic is known, and every matchup is solidly established, the metagame continues to shift based purely on the estimations of its players on which characters will be popular at the next event

This shifting of the Metagame is what keeps a Fighting game fresh and interesting, its why Street Fighter 2 is still played at professional tournaments

Now this brings me to the most important point that I can possibly stress to you:

Excessive Banning Is Bad

As soon as you ban a powerful character/move/tactic/glitch you stop the metagame from moving

Years of experience has told the Pro Fighters that most of the time a new powerful tactic will be counteracted by another tactic found further down the line
The Metagame will shift both when the powerful tactic is found to put the bearer of that tactic at the top, and when the counter is found to put the tactic bearer back down and the bearers of its counter further up
The Metagame has evolved, new characters have taken the forfront, and the game is kept fresh and interesting

Tournament Bannings are only done in the most extreme of cases, as when a powerful tactic is banned, things go back to how they were before its discovery, the metagame will stagnate and players will move away

Dissidia's staple tournament rules so far stem from the import community who played the Japanese version

Back then we decided not to use Accessories, Equipment and Summons because the presence of the Japanese Language and the inability of most players to type or recognise Kanji made it very difficult to know what they were or what they did, or to discuss them properly

This was further pressed by the belief that many of the more powerful items would take months of constant work to obtain, and signifigantly warp the metagame, such RPGesque elements are unwanted in competative events, and so to make the game less RPG and more like a common fighter, we decided to start from nothing

With the English release however, more experimentation is being done into these elements, and a tournaments with no restrictions in these regards seem to be next on the agenda

When it does come to making a banning, there are certain rules that must be followed:

1) That a thing has a powerful affect doesn't make it overpowered

A firm belief in the wider community is that EX-Bursts are broken because they do a lot of damage, but they generally don't consider the difficulty of gaining enough EX and then landing an attack within the time limit, or the finer points of catching someone dashing to a core, or baiting an opponent with a full bar into using it at the wrong time

There are a lot of fine points around EX that add to the tactics of the game, and its not such a superiour victory method that people don't win through other methods anymore

Example:

In Guilty Gear XX Accent Core, every single character has an Instant Death Attack, (in all bar one case) this does not strictly require any sort of resource or any sort of build-up to use, and landing it will immediately win the round

You will almost never see a Pro Guilty Gear player attempt an Instant Death attack, this isn't because of any sort of sense of honour, nor through any sort of banning, infact this has never even been considered

Its because attempting an Instant Death Attack is just so risky, that even the massive rewards aren't worth it

In order to perform an Instant Death Attack, you must go into a special mode, clearly flagging your intent to use it, and if you mess up that one opportunity you take on a huge penalty for the rest of the round

But on the rare occasion that that a Pro player does go into Instant Death Mode, everyone watching on the edge of their seats, the tension in the room rises considerably because someone just decided to risk the whole round on a single attack

Having this powerful option is good for the game, it makes watching the few matches that it appears in more enjoyable, any matches where one is successful go down in history, and its yet another piece that adds its own small amount of depth to the game

2) Lower Tier characters aren't important

Nobody in their right mind has ever proposed banning or restricting anything in Marvel vs Capcom 2 to make its horde of worthless characters more useful

If the characters weren't being used anyway, then a character that has 90:10 matchups against all of them is perfectly acceptbale, and a glitch that only works against these characters is perfectly fine

If a character is so bad that it isn't seen, then it might as well not be a part of the game

3) Play Rules are Bad

Lets abandon all logical thought for a while and pretend that EX Burst really is broken, how do you get rid of it?

The obvious answer is to ban it, so you can use EX Mode, but never Burst, but this leads to a problem, what if you perform an HP attack while in EX Mode and accidently press Square one too many times, you've just opened yourself up to whatever punishment comes with breaking the rule

Bannings are a last resort in competative play, but a Play Rule is the last resort of the last resorts

If it comes down to having to make one of these, then the game probably isn't viable for competative play

However, if it must be done, then a play rule needs to be:
  • easy to follow (you can't do it accidently)
  • easy to understand (the longer it is and the more complicated it is, the more likely people are to not get it, in this case they are likely to break it without knowing, or not join the event at all)
  • easy to spot (a referee must be able to spot a player breaking the rule immediately, they shouldn't have to for example, count the number of times a move has been performed)
  • have as little affect on things other than the thing it is fixing as possible
4) If every character can do it, then its probably OK

Every character can EX Burst, and have roughly the same ability to dash for cores, so whats the affect on balance here?

Banning something that everyone can do should only be done when backed up by an in-depth analysis that shows exactly how it favors a small set of characters to the point where the rest of the cast cannot compete

If you think a game would be improved by the removal of some element or another, then perhaps it is time to be considering whether you're playing the right game

5) Whether it is an intentional part of the game or not has no baring

Glitches can make a game deeper and more balanced

When the first fighting games came about, the designers probably never expected people to find ways to string moves together in ways that were inescapable, these were the first combos, and likely they were completely unintentional

Example:

In Guilty Gear XX, a glitch was found called Jump Install, where during certain moves a character could "store" a jump and use it later on

Jump Install became an advanced tactic, and when the game was rebalanced for Guilty Gear XX #Reload, the developers had opted to build Jump Install into the game, rather than fix it

Despite being fixed on some moves, Jump Install had appeared on other moves, rather than sticking to their original vision, the developers had used Jump Install to their advantage, and reshuffled it to where it added the most to the game

Dissidia is going down a bad line in this regard, the Universal Tuning version of the game is identical to the US/EU version, but with all custom combos removed, it is reckoned that this has debalanced the game quite considerably while making it more shallow and removing much of the variety between the characters at higher levels of play

-------------------------------------

So where does this leave Dissidia?

It is a near certainty that we will never see it at large professional tournament events, when Pro fighting players look at Dissidia they see yet another gimmiky fanservice game along the lines of the DBZ or Bleach fighters

Dissidia may be deep and interesting, but the pros will never hear our call, its unfamilliar, with characters from non-fighter franchises, non-fighter players raving about how good it is, and its full of RPG elements which is bad

Dissidia is so far under their radar that they will never see it

But when we're hosting our own tournaments, we can learn a lot from how the pros do things, there are a lot of grey areas in Dissidia, arising from the numerous RPG elements, we could get rid of them by using Arcade Mode, but for us its the customisation element that makes it fun

I can forsee that there will be items that need removing (if FF7 had a VS mode you wouldn't allow someone to use Knights of the Round), probably the breakable accessories and Magic Pot for instance, but it remains to be seen

*These matchups are estimates by me, we don't have enough data to say for sure
 
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Can't you have different characters in different tiers like pokemon does? For example, good characters are placed in the "overused tier" and lesser ones in the "underused tier".
 
[Balance]
Balancing overall is only done in terms of banning of certain elements in the game. In free play this only falls onto hacked items and infinites as a common courtesy to other players, in tournaments this extends to match the preferences of the host. However, when applied to the actual characters Empirical Evidence is less willing to share any insights (if at all) with the Online Community. So far many players have come to the conclusion that character X will have an easier time against character Y in certain conditions, but they have been unable to prove (in the absolute) that the percentages are as such.

In short...the Tier Lists set up by the various sites are moot.

[Excessive Banning]
The Online Community (and WLAN players) tend to follow the original rules set up by the early non-JP speaking players. Either equips on or equips off (with both players agreeing) and no Infinites. The only time that further banning is done, is when a section of the community decides that certain rules should be implemented when playing against each other (those who consent to the rules) or during a tournament (in which the rules reflect the host's preferences). Similarly tournaments held for other video games follow this line. They may allow or disallow certain characters/strategies/game-specific elements due to preferences or practicality.

[Banning EX-Bursts]
This was only done in certain tournaments and is inevitably up to the individual hosting it to decide. Should he (or she) feel that Bursts are allowed than the participants will have to play with or without should they want to continue.

[Banning of EX-Counter/Counter-Burst]
Like EX-Bursting this is in the end up to the tournament holder to decide. In certain tournaments EX-Bursts (and Counter) were banned due to the sheer damage potential that it holds, in others only Counter-Burst was not allowed due to the belief that a player should not be granted a free HP attack if they made a mistake.

[Example Given]
In Guilty Gear you are forced to set up a chain of events in which a high risk, high rewards situation is set up. In Dissidia the situation is not the same. Instead it would be considered Low risk, high rewards, with the possibility of total victory.

[Banning of Glitches]
In a majority the only thing frowned upon by the Online Community is Infinites. Similarly in other games other tactics are banned.
http://www.youtube.com/watch?v=6fx2Rv2GLVg

EDIT:
Overall we must remember that Dissidia is not your average fighting game due to the amount of customization that is possible in this game. Instead we would have to look at each style of play as an independent field.
 
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[Balance]

Whether you agree with what you see in a tier list is up to you, but whether what we think we know is right or wrong, all fighting games have a tier list

It is unavoidable that in a game with differing characters, that some will be more powerful, however slightly, than others

Believing that in a game with as many characters as Dissidia, that all of those characters are completely even is sheer arrogancy, there is a tier list whether we know what it is or not, and anyone who believes otherwise has simply misunderstood the concept

A good tier list is constructed based on tournament results, and other competative play between high ranked players, as such, these lists only reflect competative play. A character with powerful advanced tactics that is deadly in the hands of a pro player might warp a tier list, causing characters that are plenty powerful in most casual metagames to be unplayable in a competative setting and thus a poor tier

[Excessive Banning]

This is a very very slippery slope, I've watched online metagames self destruct like this before

I can't get onto PSN myself (no PS3), but what I've been hearing about matches there doesn't bode well

[Banning EX-Burst]

I'm not comparing EX-Burst to GG's IK attacks, I'm just trying to show that meerly having a powerful affect doesn't immediately make a thing broken

Theres little point or purpose getting rid of a mechanic that everyone can take more or less equal advantage of, and if it really came down to it, the first step is to ban EX-Core lockon, rather than to make silly play rules

[Banning of Glitches]

Your example is poor, I've never played VF5 but I doubt a skilled player would be defeated by a strategy that simple

I really have to question whether in a match with EVERYTHING allowed, Infinites would be that bad in comparison to all the crazy builds around
 
[Balance]
The reason why I state that the tier lists are useless is because no one has paid any attention (or minimal attention to) the results of the tournaments. And even if they do pay attention to the outcomes of a tournament many players arguing for positions on the lists argue that it was a one time outcome. My personal beliefs, however, on Tier Lists is that it should only be made with Empirical Data.

[Excessive Banning]
Ignoring the fact that you have admitted you have no say in Ad Hoc...
In a majority most Dissidia players play with the rules of the House Maker (a host) or with individually agreed upon rules.

[Banning EX-Burst]
EX-Burst in Non-Equips: Base 2500-3500 Brave (No Def)
EX-Burst in Equips: Base 1500-2200 Brave (No Def/No Atk)
This is somewhere around the average if you do not include sets specifically made for damage (which can immediately rise to 9999). Whether or not private or tournament rules accepts these possibilities is entirely up to the host.

[Banning of Glitches]
Aside from the fact that you can't actually hit the individual after they begin doing that...as for Infinites...even if you do have an incredible build if you make a single mistake you lose. There is no hope unless the other player somehow messes it up.
 
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