"Uncompetitive" and "Overcentralization": What do they really mean?

Desire to participate =/= competition.

Show a guy two women making out with each other, and he will likely be highly motivated to want to participate. Threesomes are not competitive. Imagine that.

Not to mention that it could just as easily be rock paper scissors for candy, and chess for 5,000 dollars. The presence and quality of the prize is independent of the type and nature of the game.
 
I didn't say desire to participate. I said desire to win.

Your example doesn't make sense. Simply wanting to become the third wheel to the kissing party does not a competition make. He's not competing with anybody. Now, if three guys were arguing to see which one of them got to become the third wheel, then it would be a competition.

And the fact that the two prize can be swapped with each other is completely irrelevant. In the example I gave, the rock paper scissors competition was more competitive (unless of course all the chess participants REAAAAALLY liked Kit Kats). The fact that chess takes more skill to win doesn't matter.
 
I didn't say desire to participate. I said desire to win.

Your example doesn't make sense. Simply wanting to become the third wheel to the kissing party does not a competition make. He's not competing with anybody. Now, if three guys were arguing to see which one of them got to become the third wheel, then it would be a competition.

And the fact that the two prize examples I gave can be swapped with each other is completely irrelevant. In the example I gave, the rock paper scissors competition was more competitive (unless of course all the chess participants REAAAAALLY liked Kit Kats). The fact that chess takes more skill to win doesn't matter.
My example was a case in which desire to participate is high, but it's not a competition. Similarly, adding a big prize to rock paper scissors will make people more likely to want to participate, but it's still not competitive to flip a coin repeatedly.
 

jas61292

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jas i am glad that you finally realized that the strategies revolving around double team are not broken or not even good enough,(even though i have told you the exact same thing in the suspect discussion thread,but it seems you wanted to hear it from someone else).now tell me why these moves were banned?it is clear that they weren't banned because they were broken or overcentralizing so why?
Just to clarify, I never said they are not broken, as I do believe they are. However the post you quoted was me admitting that since they have always been banned, I cannot know for certain that they are broken. My previous post assumed they were broken. All I was saying here is that it is true that we have never played with them, so we do not know they are actually broken or not, and as such unless we just assume they are broken we have no reason to ban them.
 
Exactly - the example you gave isn't an example of a competition, which is why it's a bad example. We're talking about competition here.

Skill =/= competitiveness
Luck =/= uncompetitiveness

Desire of participants to win = Competitiveness

Participants in a competition revolving around luck can have an extremely strong desire to win, while participants in a competition revolving around skill may not have as much desire to win. Therefore, it is possible for luck competitions to be more competitive than skill competitions.
 

jas61292

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Skill =/= competitiveness
Luck =/= uncompetitiveness

Desire of participants to win = Competitiveness
Yup. That's exactly correct. Though there is one more fact that is just as important in my opinion:

Skill is not the opposite of luck.

Competitions can have tons of luck and still require skill. Unless a something is 100% purely luck based (like slot machines), it requires skill as well.
 
I've been thinking about how uncompetitiveness is thought of here.

It seems to me that there are two main factors that can be used in deciding whether or not something is uncompetitive.

The first is simply if something is too powerful for the environment, which is why most ubers are ubers.

The second is a bit more finicky, its a perception. I consider the term "Acceptable Level of Luck" the most accurate way to describe it. This is mostly up to player preference, but it relies on both chance and effect to sway a person. This is why we have one-hit KO and evasion clauses which both have strong effects that can easily turn a game, but only some of the time. The thing is no one wants to be there when that some of the time is working against them.


And of course there are times when both come into play, such as Skymin who had raw power and exceptional luck. This factor is also why I think Salamance was banned at the end of 4th gen. It had power certainly, and also gained a luck benefit, not from its individual moves, but from there numerous viable sets that all played very differently and had different counters. You might have been prepared for a few sets, but then you have the bad luck of running into the one you aren't prepared for.
 
This is the biggest reason why terms need to be defined clearly, so you don't get people claiming that correctly guessing the flip of a coin is competitive because they really, really want the coin to be heads, or alternately because they will be paid 5,000 dollars if the coin does indeed come up heads while also claiming that people playing a competitive game for non competitive reasons makes the entire game not competitive.

This completely ignores the fact that there could be a big cash prize for some random kids playing chess. Not that I know why someone would give away large amounts of money to whatever kid manages to win some random casual matches but it makes about as much sense as claiming that money = competition in the first place.

Fact of the matter is that anyone remotely serious about winning aims first to be good at that thing, and second to minimize the impact of luck, which interferes with maneuvers that would otherwise be successful. Pokemon, Smash Brothers, Street Fighter, D&D, Magic: the Gathering, Diablo 2...

Show me a game that isn't 100% luck and I will show you how anyone serious about playing it devises their strategies to minimize that luck.
 
Possibly off-topic a little, but...
Showing how people minimise luck doesn't show how competitive or uncompetitive luck is. All it shows is that people will do their best to avoid relying on luck. Luck will still be a factor, and every player takes this into account when planning. If part of the skill of team-building is luck management - or, to go with the MtG analogy, if part of the skill of deck-building is luck management, then adding in ways to control a draw is a way of managing the luck, no more, no less.
Luck management is a skillful technique. Whether or not it is competitive is an entirely different question.
 
Show me a game that isn't 100% luck and I will show you how anyone serious about playing it devises their strategies to minimize that luck.
Players will devise strategies that maximize their chance of winning. If given the choice between a strategy with no luck-based elements and a chancy one that gives better results, serious players will choose the chancy one every time.

And yes, a sure strategy will still result in a spread of wins and losses. In case you hadn't noticed, you will never win all of your matches. A more skilled chess player will still lose to a less skilled one some of the time.
 

jas61292

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Exactly, luck has nothing to do with it. Skill takes luck into account, but it does not always try to minimize it. In fact, sometimes it would try to maximize it, use it to their advantage.

In Pokemon, for instance, if skill really was minimizing luck, why are moves like Focus Blast, Stone Edge, and most importantly, Fire Blast so commonly used by skilled players? All of them have great chances of failing, and especially in the case of Fire Blast, there are reliable alternatives. Why are they used?

Because skill is not minimizing luck. Its analyzing the odds and deciding on the best course of action. Regardless of how much luck is involved.
 

alexwolf

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Just to clarify, I never said they are not broken, as I do believe they are. However the post you quoted was me admitting that since they have always been banned, I cannot know for certain that they are broken. My previous post assumed they were broken. All I was saying here is that it is true that we have never played with them, so we do not know they are actually broken or not, and as such unless we just assume they are broken we have no reason to ban them.
when you told in the last page that evasion raising is a fantastic strategy someone said to you that this is false.he said to you that actually when you follow this strategy the odds are against you.and you accepted that.so that means that double teaming is in most of cases not the best thing to do or to rely to so it wouldn't break the metagame.maybe it would break a few pokes but then these pokes should get banned.not the move!so maybe,i am telling,maybe this moves were banned due to a reason that you don't understand?such as uncompetitiveness...

and i don't think that uncompetitiveness is something so hard to explain.as i have said in the suspect thread discussion
uncompetitiveness is:when an element of our game(move,ability,ability combination,item)makes the game more luck based and doesn't add nothing that promotes and rewards skill and in the same time doesn't have enough counters then this element is considered to be uncompetitive!
f.e.double team makes the game more luck based without adding anything else that promotes skill and in the same time doesn't have enough counters.
brightpowder does the same.
criticals don't do the same.they introduce luck but they come along with the damage that they make.so when you make a move the decisions that you take are not taken about the critical which may occur but are taken for the normal damage that the moves is expected to deal!so according to the damage of every move you plan when and how to use them?see?this requires skill and thoughfull planing...
when you use flamethrower you don't think that a burn will occur.you think:is it a good time to use a fire move right now or the opponent will switch into a resist,and even if it hits are the damage enough to do the thing that i want to achieve?you don't think 'i will rely on the lucky burn and hopefully win the game because off this'.
also when you use iron head there is definetely a lot of luck involved but again you make some decisions that are based on the damage dealt.the main reason that every jirachi uses iron head is 'cause of the damage it can do(with the help of the flinches of 'course).if iron head didn't flinch will jirachi use this move at all?more rarely but it will still see some use...if iron head only did the flinch will anyone use this move?i don't think so.again the main reason you use this move is because of the damage that it can do.so according to the damage that you expect it to do you act accordingly.you take decisions.and even if haxrachi was considered partly uncompetitive it still has plenty of counters so it's out of the question.
but what decisions do you take when you use double team except 'hopefullly the opponent will miss'.where is the planing of your next move?where is the reward of experience and skill?'cause double team can be used by a poor player and a skilled player to almost the same degree of succes...or when you use a sand veil poke and you spam subs are you thinking aything else except from 'sooner or later the opponent will miss'.how does this promotes a healthy and competitive metagame???

also sand veil is also uncompetitive according to the previous term with the only exception that it requires a conditionto be so:sandstorm.
but in a sand dominated metagame where sand has 25% of the usage,and sun and rain combined have only the 17% of usage,while the other 68% of the teams don't even have a hope of countering sand veil,is opposing weather enough to balance the uncompetitiveness that this ability brings?i think that no...

Possibly off-topic a little, but...
Showing how people minimise luck doesn't show how competitive or uncompetitive luck is. All it shows is that people will do their best to avoid relying on luck. Luck will still be a factor, and every player takes this into account when planning. If part of the skill of team-building is luck management - or, to go with the MtG analogy, if part of the skill of deck-building is luck management, then adding in ways to control a draw is a way of managing the luck, no more, no less.
Luck management is a skillful technique. Whether or not it is competitive is an entirely different question.
exactly this!!!
but what happens when the player can no longer avoid relying on luck?
what happens when your only option is to rely on luck?
does it takes skill or luck management to hope that your next hits will land???i don't think so...
what planning can you do when in the end everyhting will be decided by a coin flip?
of 'course i am not talking about useless and unviable solutions like always hiting moves.these moves have one and only purpose...to hit through evasion...if everyone was supposed to use them to even have a chance of avoiding to rely on luck(100% hitiing moves would do nothing to defensive evasion boosters) wouldn't this be overcentralization?and overcentraliazation about something that revolves completely around luck.not strategy luck.

and on a final nore i think that all of us(or almost all of us) play pokemon for one and only reason:'cause we think that it is a chalenging and competitive game that requires experience and skill to master!and we enjoy training our skill and increasing our experience to get better!our enjoyment comes from the reward of skill and strategy!
would you enjoy a game where you would spam double team and then yoo proceeded to ko your opponents unprepeared team?no!
would you enjoy a game that was won through predictions and right decisions?of 'course yes!!!
sry for the babbling i am done!
 
Exactly, luck has nothing to do with it. Skill takes luck into account, but it does not always try to minimize it. In fact, sometimes it would try to maximize it, use it to their advantage.

In Pokemon, for instance, if skill really was minimizing luck, why are moves like Focus Blast, Stone Edge, and most importantly, Fire Blast so commonly used by skilled players? All of them have great chances of failing, and especially in the case of Fire Blast, there are reliable alternatives. Why are they used?

Because skill is not minimizing luck. Its analyzing the odds and deciding on the best course of action. Regardless of how much luck is involved.
I think you meant focus blast, not fire blast. Just saying.

Also, I think we're getting a bit off topic here. Discussing whether skilled players should factor in luck or not has little to do with the topic at hand; the definition of uncompetitiveness and (to a lesser extent because of expeditious' post) over-centralization.

Since Overcentralization has been defined rather comprehensively by Expeditious, maybe we should go back towards the argument of whether or not desire to win = competitiveness? In all honesty though, I agree with that. After all, competitive is defined as:

Of, relating to, or characterized by competition.

Based on this definition, wouldn't something that is uncompetitive, within the context of pokemon, cause people to stop wanting to play? Pokémontage, I believe that this is was Expeditious was getting at. People are less inclined to play a game that is more luck based. Therefore, excessive luck (in pokemon) is detrimental to competition. Here's where we hit the road block that is "subjectivity" though. How much luck is too much luck? I believe that, in order to define the word uncompetitive, we have to define that line, since there isn't really anything besides luck that we can deem as uncompetitive, whatever it means.

IMO, that line is evasion, but I won't even go there. How about then, I'll try (and fail) to compile everyone's opinions in an umbrella statement, that can be tweaked only in intensity, not definition?

Uncompetitiveness: A factor in the metagame that causes players (of any, but preferably higher rank) to stop playing to win.

Yes, I realize this definition is completely full of holes, and that I only got a 76 in 3U English (Canadian system, it's the highest level one can go in gr 11) so I can't state things well at all, but that's why this is a discussion after all. I'd appreciate all of your help in patching this up. It's not much, but it's a step in the right direction, I hope.
 

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I didn't say desire to participate. I said desire to win.

Your example doesn't make sense. Simply wanting to become the third wheel to the kissing party does not a competition make. He's not competing with anybody. Now, if three guys were arguing to see which one of them got to become the third wheel, then it would be a competition.

And the fact that the two prize can be swapped with each other is completely irrelevant. In the example I gave, the rock paper scissors competition was more competitive (unless of course all the chess participants REAAAAALLY liked Kit Kats). The fact that chess takes more skill to win doesn't matter.
That's the thing. You are using a different definition of "competitive" than what most people in Smogon use. "Uncompetitive" is essentially a term that was coined in this context by Smogoners. "Competitive" isn't, in this case, the desire of the competitors to win; it's how much the game places an emphasis on skill rather than luck.
At least, that's what most people seem to think. That's the purpose of this thread: to eventually lock down a definition that we can all agree on.
 

jas61292

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I think you meant focus blast, not fire blast. Just saying.
Well, I mentioned them both, but the second mention I specifically said Fire Blast in referencing the fact that it has the best reliable alternative (Flamethrower).

After all, competitive is defined as:

Of, relating to, or characterized by competition.
This is one definition of the word, but it unfortunately is a fairly useless one. Not because it is bad, but because it uses part of itself (competition) in the definition. If we really want to use this definition, then we would also have to define competition.

People are less inclined to play a game that is more luck based.
I have to disagree here. Ever heard of a lottery? Or casinos? Those are mostly if not purely luck based games, but people love to play them. Excessive luck does not make people not want to play a game. At least not by definition. It is possible in some scenarios that this is true, but we can't take it as a general fact.

Here's where we hit the road block that is "subjectivity" though. How much luck is too much luck? I believe that, in order to define the word uncompetitive, we have to define that line, since there isn't really anything besides luck that we can deem as uncompetitive, whatever it means.

IMO, that line is evasion, but I won't even go there. How about then, I'll try (and fail) to compile everyone's opinions in an umbrella statement, that can be tweaked only in intensity, not definition?

Uncompetitiveness: A factor in the metagame that causes players (of any, but preferably higher rank) to stop playing to win.

Yes, I realize this definition is completely full of holes, and that I only got a 76 in 3U English (Canadian system, it's the highest level one can go in gr 11) so I can't state things well at all, but that's why this is a discussion after all. I'd appreciate all of your help in patching this up. It's not much, but it's a step in the right direction, I hope.
Firstly, just as a factual statement, that definition needs to be changed. We should be defining Uncompetitive, with uncompetitiveness being derived from it (that's just how words are defined if you try and look them up). So it should be something more like:

Uncompetitive: Making players not want to play to win

However, if this is what you are getting at, then yes, I agree with the definition.

That's the thing. You are using a different definition of "competitive" than what most people in Smogon use.
This is the problem. People assume that everyone uses the same definition. Fact is, people don't. There is no "Smogon definition" of competitive. It's just being used as a generic term to support everyone's arguments when they have no other arguments. That's what this thread is about: defining it. Not stating what definition you think people have been using.
 
What we really need is to pin point our meanings when we classify something as uncompetitive, or whether a certain strategy involves 'too much luck'. Whatever we decide will be arbitrary by nature, but it's important so that we can say "this is what we mean by 'X' "

Personally, I quite like Downf4ll's definition of uncompetitiveness (above), as it sticks to the common definitions of competition and competitivness, while making it relevant to the game. It is all good and well to say that there is competitiveness when people play to win, but we need to define that in terms of Pokemon.

So, hopefully by now we can all agree that competitiveness is:

Of, pertaining to, or characterized by competition; organized on the basis of competition.

Therefore, uncompetitiveness is NOT organised on the basis of competition, or, it is a situation where players do not compete. Another definition:

Compete: To enter into or be put in rivalry with, to vie with another in any respect.

When there is no rivalry between players, or people do not simply attempt to win, then there is no competition.

Hence, Uncompetitiveness causes people to no longer want to compete (essentially what Downf4ll said).

(As a side note and for referencing purposes, my definitions were taken from the Oxford English Dictionary)

EDIT: Semi-Ninja'd; people posted stuff which may make some of this irrelevant :P lol...
DOUBLE EDIT: Eh, might as well shove this in too; mainly because, as jas61292 said above, the competitive definition isn't wonderful, so here's the noun's definition, competition:

‘The action of endeavouring to gain what another endeavours to gain at the same time’ (Johnson); the striving of two or more for the same object; rivalry. Now largely used in connection with competitive examinations.
 

jas61292

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DOUBLE EDIT: Eh, might as well shove this in too; mainly because, as jas61292 said above, the competitive definition isn't wonderful, so here's the noun's definition, competition:

‘The action of endeavouring to gain what another endeavours to gain at the same time’ (Johnson); the striving of two or more for the same object; rivalry. Now largely used in connection with competitive examinations.
yes yes yes. This is what I have been getting at all along.

‘The action of endeavoring to gain what another endeavors to gain at the same time’

In the case of Pokemon, what are you trying to gain that someone else is also trying to get? A win. So, if competitive is: "Of, pertaining to, or characterized by competition," then in the Pokemon scenario, it is:

Of, pertaining to, or characterized by the action of attempting to win

This is just a bit more formalized than what I have always been saying. My point has always been that while uncompetitiveness is bad, it is not what people have been calling it. Evasion raising is probably bad, but, as long as people are doing in in an attempt to win, it is not uncompetitive.
 
yes yes yes. This is what I have been getting at all along.

‘The action of endeavoring to gain what another endeavors to gain at the same time’

In the case of Pokemon, what are you trying to gain that someone else is also trying to get? A win. So, if competitive is: "Of, pertaining to, or characterized by competition," then in the Pokemon scenario, it is:

Of, pertaining to, or characterized by the action of attempting to win

This is just a bit more formalized than what I have always been saying. My point has always been that while uncompetitiveness is bad, it is not what people have been calling it. Evasion raising is probably bad, but, as long as people are doing in in an attempt to win, it is not uncompetitive.
Except people won't play with Evasion legal.

People don't play, there is no competition to be had.

Whatever terms or phrases you want to try and define things as, Evasion encourages an environment in which competition does not thrive.
 
Well, I mentioned them both, but the second mention I specifically said Fire Blast in referencing the fact that it has the best reliable alternative (Flamethrower).
Oh, okay. That's fine too then.

This is one definition of the word, but it unfortunately is a fairly useless one. Not because it is bad, but because it uses part of itself (competition) in the definition. If we really want to use this definition, then we would also have to define competition.
Yea, I didn't catch that, my bad. I guess just copypasting what I found on my dictionary wasn't such a good idea :P

Though, Of, pertaining to, or characterized by the action of attempting to win (what you posted) is basically what I meant. Not like it changes anything I said though, so it's fine.

I have to disagree here. Ever heard of a lottery? Or casinos? Those are mostly if not purely luck based games, but people love to play them. Excessive luck does not make people not want to play a game. At least not by definition. It is possible in some scenarios that this is true, but we can't take it as a general fact.
Those examples are competitive because the prize is freaking crazy. There isn't nearly that level of money at stake when you play PO, so, while valid, is ignoring what I was trying to say earlier:

The context of the game you are playing is important. In the case of pokemon, that means that excessive luck (maybe other factors we haven't discussed yet, but I doubt it) stops people from playing.

Firstly, just as a factual statement, that definition needs to be changed. We should be defining Uncompetitive, with uncompetitiveness being derived from it (that's just how words are defined if you try and look them up). So it should be something more like:

Uncompetitive: Making players not want to play to win

However, if this is what you are getting at, then yes, I agree with the definition.
That is what I was getting at actually. You worded it a hell of a lot better, but yea, that's what I meant. Again though, it's kind of vague. I believe that we should make it a bit more specific before it can be considered a concrete definition though.

If you think of it like that though, then it does help form what the majority of people are saying when they use it. For example, people don't like evasion because they stopped playing competitively (to what extent depends on the person), and believe that it does the same thing to others.

When I put it like that though, I really do think we are going in the right direction for this definition eh?
 

Firestorm

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Except people won't play with Evasion legal.

People don't play, there is no competition to be had.

Whatever terms or phrases you want to try and define things as, Evasion encourages an environment in which competition does not thrive.
Paragraph #1 is incorrect making Paragraph #2 and #3 quite useless.
 

jas61292

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Except people won't play with Evasion legal.

People don't play, there is no competition to be had.

Whatever terms or phrases you want to try and define things as, Evasion encourages an environment in which competition does not thrive.
I NEVER said it should be legal, but people should stop saying it is banned for being "uncompetitive." There are other reasons to ban things you know.
 
Paragraph #1 is incorrect making Paragraph #2 and #3 quite useless.
Don't get me wrong, it's just my opinion. While I can't firmly say 100% of the Smogon user base would up and quit, what I am trying to imply is that significantly less people would play on the ladder and in tournaments if that were the accepted standard, to a point where it would be very obvious.

Agree to disagree.


I NEVER said it should be legal, but people should stop saying it is banned for being "uncompetitive." There are other reasons to ban things you know.
Thanks for ignoring what I said.
 

jas61292

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Except people won't play with Evasion legal.

People don't play, there is no competition to be had.

Whatever terms or phrases you want to try and define things as, Evasion encourages an environment in which competition does not thrive.
Fine, you think I ignored you? Then I will address each point

1) "Except people won't play with Evasion legal."

Really? Where is the proof. I would play. I'm sure hundreds of others would too.

2) "People don't play, there is no competition to be had."

If that happend, it would be true, but it would not happen, so that is irrelevant.

3) "Whatever terms or phrases you want to try and define things as, Evasion encourages an environment in which competition does not thrive."

Once again, where is the proof? There is none, cause that is not true.

In short:

Paragraph #1 is incorrect making Paragraph #2 and #3 quite useless.
 
That's the thing. You are using a different definition of "competitive" than what most people in Smogon use. "Uncompetitive" is essentially a term that was coined in this context by Smogoners. "Competitive" isn't, in this case, the desire of the competitors to win; it's how much the game places an emphasis on skill rather than luck.
At least, that's what most people seem to think. That's the purpose of this thread: to eventually lock down a definition that we can all agree on.
"Competitive" isn't a term coined by Smogoners. It's a word with an actual definition that has nothing to do with luck vs. skill but rather how dedicated players are to winning. Just because I can get a whole bunch of people together who would use the word "red" to describe the color blue doesn't mean it's okay to do that.

It's a wrong word choice. It is possible for a competition involving heavy elements of luck to be very competitive. Therefore, leaving something like Evasion in the game would not itself make the game uncompetitive.
 

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