Overswarm
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- May 4, 2005
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I've hit on this before as a side item, but never took the time to make a post about the subjects at hand. Like it or not, you are part of what I'm about to say, and this might help you see where people are coming from. This was first introduced by KishPrime, who proposed these terms to be exchanged for the terms "liberal" and "conservative" (because technically they are backwards, as conservative is used to describe a group that often wants to ban the most things, when in reality a conservative would want to conserve aspects of the game)
The "Originalist" and "Constructivist" philosophy are two sides of the same coin. The goal for both is the same: to create a fun, balanced, and healthy game to play.
Originalist
The originalist is the philosophy I agree with personally. You'll obviously see some bias in the article because of it, but I'll do my best to be straightforward.
The Originalist wants to keep the game as intact as possible. They open the game, put in the disc, and say "Is this competitive?" and decide after if they need to change anything.
The originalist often goes against the grain of common thought, and opposes knee-jerk reactions vehemently. If there are ten counterpick stages that several characters have good win rates on, the originalist accepts this as the standard of the game rather than attempting to cut them out to make a more "50-50" matchup in all cases.
The originalist is strongly opposed to surgical changes as well; the originalist philosophy doesn't really accept surgical changes except in very very VERY odd circumstances. This means if Dedede can infinite 5 characters, the originalist accepts D3 as a hard counter to those characters and tells those 5 character mains that they need to deal with it.
The originalist also has an open mind when it comes to stages. Instead of banning every stage that might be a problem, they want to wait for actual problems in the tournament scene. If someone says "Hey... Onett is broken! You can just camp the edge and win that way!", the originalist challenges him to abuse this to its fullest. If it turns out to be broken it'll be obvious in the tournament scene quickly and we'll have enough data to justify a ban. If someone asks why a stage is banned, we can tell them. Whoever the person who discovered why it was broken wins some extra money, so there's built-in incentive for testing this stuff at a high level. It won't be someone winning a few friendlies; it'll be someone winning multiple tournament matches against people trying to beat it.
You know you're an originalist if:
-You saw a stage used well in a single tournament by the winning player, and said you needed to see it happen more than once to show it is broken
-you've tested stages like Onett, Shadow Moses, Hyrule Temple, Port Town Aero Dive, and other controversial stages just to see if they're as bad as people say they are
-Character-specific infinites, bad stages, etc., are all okay with you and considered an aspect of the matchup, just like priority, speed, or grab range.
Advantages to being an Originalist
-You're never far off the mark.
Seriously, you can't be if you stick to the philosophy. "Is it broken" isn't a question of debate but a question of action. The worst situation an Originalist can be in is if something is kind of dominant, but not over-encompassing; when this comes into play it is generally a value call, and that's foreign territory for most originalists.
-Your game ends up better than any game the Constructivist creation
Since the Originalist starts with a huge heap of clay and slowly takes away pieces at a time, they end up with a masterpiece by the time they're done. They never get any sudden realizations that they've created balance problems through the banning of stages, because they have tournament justification for their bans that have come about naturally. Nothing is removed unless necessary, and in the end everything that needs to be removed is removed.
Problems with Originalist philosophy
- It's slow
Very slow. Some people say "it's obvious that (stage) should be banned" and they could be right, but the originalist philosophy doesn't really allow for that. They require extensive testing of everything.
-It's unable to deal with close calls
Let's say we have a stage that Olimar never loses on, except against Metaknight, ROB, and Pikachu. Metaknight is able to run the timer on Olimar because this is a vertically themed stage, and ROB and pikachu can run away and out-spam Olimar's horizontal projectiles. This results in a match slightly favored towards MK, ROB, and Pika on this stage; every other matchup has a 90% win rate for Olimar (that is ridiculous, btw). Other than Olimar usage, there is no problems with this stage reported. This is an example of a close call. Should the stage be banned? Strong counterpicks are okay, after all. There's nothing inherently wrong with them; we have plenty. In addition to this, we have three clear winners vs. Olimar in this matchup, and one of them is the most common character in the game AND we don't have many Olimar mains out there abusing his dominance on this stage. People are crying out to ban this stage, but we have insufficient data because Olimar isn't a popular character at a high level of play and Olimar has yet to do well in a tournament solely because of this stage due to the high numbers of MKs able to beat him on this stage. What do we do? This creates a value judgement through a long series of debates, and is outside of the "comfort zone" of Originalist thought.
Constructivist
The constructivist comes at the game with a scalpel. They know the game can be better and intend to remove the fluff that creates unsatisfactory results.
The constructivist is a huge fan of surgical changes. If they see Dedede infinite DK, they wonder why anyone would ever allow that technique. It obviously eliminates DK from the game, so why not just ban it and allow DK to play in tournaments without this threat?
The constructivist doesn't necessarily do whatever knee-jerk reactions tell them to do, but they take notice of gut feelings, community outrage, and things that go against the grain of what they feel is competitive. While pictochat's hazards may have no outcome change to a series of sets, they may be unacceptable to a constructivist because they do not fit the standard of play on other stages. While the klap trap on Japes comes on a strict timer, the constructivist may not believe that timing the klap trap is a skill we should ever be tested on.
The constructivist has a very close-minded approach to stages. Instead of taking the originalist approach of "Does this stage take away anything from the tournament scene", the constructivist asks "What does this stage add to the tournament scene". There may be no problems with a stage like PS2 in tournament; it could have consistent results, a clear and obvious pattern, and no balance complaints. This doesn't stop a constructivist from saying "Why should we be playing in zero gravity, on ice, and on conveyor belts?" and banning the stage because it doesn't add substance to their idea of balance.
You know you're a constructivist if:
-You have a strong distaste for isolated anomalies. Character specific infinites are a big no-no for you.
-You have no problem removing bits and pieces from the game if you feel it causes a problem; if the solution doesn't work, you just remove more later until you hit the sweet spot and the problem (whether it is planking, time outs, infinites, whatever) is resolved.
Advantages to being a Constructivist
-It's fast
Real fast. Within a week you can remove everything from a game you don't like and have a solid competitive game to play. There's no need for extensive testing or heaps of evidence; if you know about it, you know about it.
-It's the winning side
When something is effective, people hate it. When people hate something, they want it removed. This leads to many situations where constructivists have the ability to "do something" when it comes to an issue, and the majority won't raise their voices until long after the ban has been made. You could have 0 instances of planking winning a tournament in your region, but a TO could add a planking rule because he doesn't want that skill to be tested; the odds of that rule being removed are slim to none.
-It can deal with close calls
Hell, it can deal with them BEFORE they're close calls. If something becomes a problem but it isn't a HUGE problem, the originalist bites his nails in anticipation while the constructivist says "Why don't we just ban it? It's obviously a problem if it's up for discussion like this"
Problems with being a Constructivist
-The risks outweigh the rewards
When you ban something early, you're taking a gamble. You're proclaiming that you know enough about that to know it is bad, and it needs to be removed. More often than not you're wrong, and when you're right you'll never even really know for sure. The "risk" with this is that you could inadvertantly destroy the game via a snowball effect and not see it coming. A recent phenomenon has been the reduction of the starter stage numbers; instead of the 9 we had in the beginning, we have 5, and three of those are Battlefield, Smashville, and Final Destination. Many top tier characters, including Diddy, Falco, and ICs, use those stages as counterpicks. This results in those characters getting two counterpicks every set they play, regardless of stage strike and bans, and can be a huge balancing issue. Many TOs using this will not change this quickly, regardless of the obvious issue with it. This could have already altered our tournament scene, and I believe it has contributed tremendously to the results of Diddy, Falco, and ICs. Just imagine if our three starters were Brinstar, Rainbow Cruise, and Smashville. Do you think Metaknight and Wario would go up on the tier list? Would Falco and ICs and Diddy go down?
-You're game is inferior to the Originalist creation
In the short term, the constructivist creation will nearly always be closer to the final rule set of a game than an originalist one. In the long term though, the constructivist creation is often missing crucial details and elements in a rule set that are incredibly important, and the bans they make shift the game in a specific direction.
A hypothetcial example would be if we decided chain grabs and tech chases were "too broken" early in the game when Dedede was dominating. People claimed his down-throw was too easy to use, even on non CGable characters due tech chase. If we had banned the technique of using two consecutive grabs, we'd have never gotten things like Falco's chaingrab, D3's chaingrab, pika's buffered d-throw chaingrabs, Wario infinites, Wario d-throw infinites, Snake's d-throw tech chase, any wall grab infinites (like Ike's), and would have shifted the metagame of today. Falco would be much lower on the tier list, D3 mains would be non-existant, Snake would be much weaker vs. characters like ROB or Olimar, etc., etc.
-You can't unban something
Well, you can, but it's hard. Once something is banned people often don't want to go back to it. That's a huge problem when your philosophy dictates that you remove problems as they come up.
-There's no universal "this is competitive" mindset
This is the worst problem with constructivist philosophy. Two people can have the same mindset, but one can think that something is completely unnecessary in the tournament scene while others don't have a problem with it. This creates a clash of interests. Originalists don't have this, and instead clash over the interpretation of data. Over the course of time, originalists will generally get enough data to sway one side over the other. Constructivists do not. If one feels that infinites are anti-competitive because you can't do anything once you're in their grasp, but another feels they are only anti-competitive if they are near impossible to avoid, you have a clashing of values that can never be resolved.
Conclusion
Like it or not, you're somewhere inbetween those two camps. It might be a good idea when debating with someone to recognize where they're coming from. If someone is an originalist, try to discuss with them the data they're presenting and explain to them what will happen if they get their way and what will happen when you get your way. Showing two potential paths to an originalist will allow them to analyze data to see if your predictions are correct, and if it makes a better game he should be all for it. If someone is a constructivist, try to isolate any individual thoughts on balance they have and argue those rather than the technique. If someone is arguing to ban ICs chain grabs, you'll never convince them not to ban it because it isn't broken; it doesn't matter to them. It's a problem, and if it wasn't they wouldn't hate it. Instead approach it in a fashion that allows them to explain why they hate infinites and debate from there. If it's a value clash, you can't change much.
The "Originalist" and "Constructivist" philosophy are two sides of the same coin. The goal for both is the same: to create a fun, balanced, and healthy game to play.
Originalist
The originalist is the philosophy I agree with personally. You'll obviously see some bias in the article because of it, but I'll do my best to be straightforward.
The Originalist wants to keep the game as intact as possible. They open the game, put in the disc, and say "Is this competitive?" and decide after if they need to change anything.
The originalist often goes against the grain of common thought, and opposes knee-jerk reactions vehemently. If there are ten counterpick stages that several characters have good win rates on, the originalist accepts this as the standard of the game rather than attempting to cut them out to make a more "50-50" matchup in all cases.
The originalist is strongly opposed to surgical changes as well; the originalist philosophy doesn't really accept surgical changes except in very very VERY odd circumstances. This means if Dedede can infinite 5 characters, the originalist accepts D3 as a hard counter to those characters and tells those 5 character mains that they need to deal with it.
The originalist also has an open mind when it comes to stages. Instead of banning every stage that might be a problem, they want to wait for actual problems in the tournament scene. If someone says "Hey... Onett is broken! You can just camp the edge and win that way!", the originalist challenges him to abuse this to its fullest. If it turns out to be broken it'll be obvious in the tournament scene quickly and we'll have enough data to justify a ban. If someone asks why a stage is banned, we can tell them. Whoever the person who discovered why it was broken wins some extra money, so there's built-in incentive for testing this stuff at a high level. It won't be someone winning a few friendlies; it'll be someone winning multiple tournament matches against people trying to beat it.
You know you're an originalist if:
-You saw a stage used well in a single tournament by the winning player, and said you needed to see it happen more than once to show it is broken
-you've tested stages like Onett, Shadow Moses, Hyrule Temple, Port Town Aero Dive, and other controversial stages just to see if they're as bad as people say they are
-Character-specific infinites, bad stages, etc., are all okay with you and considered an aspect of the matchup, just like priority, speed, or grab range.
Advantages to being an Originalist
-You're never far off the mark.
Seriously, you can't be if you stick to the philosophy. "Is it broken" isn't a question of debate but a question of action. The worst situation an Originalist can be in is if something is kind of dominant, but not over-encompassing; when this comes into play it is generally a value call, and that's foreign territory for most originalists.
-Your game ends up better than any game the Constructivist creation
Since the Originalist starts with a huge heap of clay and slowly takes away pieces at a time, they end up with a masterpiece by the time they're done. They never get any sudden realizations that they've created balance problems through the banning of stages, because they have tournament justification for their bans that have come about naturally. Nothing is removed unless necessary, and in the end everything that needs to be removed is removed.
Problems with Originalist philosophy
- It's slow
Very slow. Some people say "it's obvious that (stage) should be banned" and they could be right, but the originalist philosophy doesn't really allow for that. They require extensive testing of everything.
-It's unable to deal with close calls
Let's say we have a stage that Olimar never loses on, except against Metaknight, ROB, and Pikachu. Metaknight is able to run the timer on Olimar because this is a vertically themed stage, and ROB and pikachu can run away and out-spam Olimar's horizontal projectiles. This results in a match slightly favored towards MK, ROB, and Pika on this stage; every other matchup has a 90% win rate for Olimar (that is ridiculous, btw). Other than Olimar usage, there is no problems with this stage reported. This is an example of a close call. Should the stage be banned? Strong counterpicks are okay, after all. There's nothing inherently wrong with them; we have plenty. In addition to this, we have three clear winners vs. Olimar in this matchup, and one of them is the most common character in the game AND we don't have many Olimar mains out there abusing his dominance on this stage. People are crying out to ban this stage, but we have insufficient data because Olimar isn't a popular character at a high level of play and Olimar has yet to do well in a tournament solely because of this stage due to the high numbers of MKs able to beat him on this stage. What do we do? This creates a value judgement through a long series of debates, and is outside of the "comfort zone" of Originalist thought.
Constructivist
The constructivist comes at the game with a scalpel. They know the game can be better and intend to remove the fluff that creates unsatisfactory results.
The constructivist is a huge fan of surgical changes. If they see Dedede infinite DK, they wonder why anyone would ever allow that technique. It obviously eliminates DK from the game, so why not just ban it and allow DK to play in tournaments without this threat?
The constructivist doesn't necessarily do whatever knee-jerk reactions tell them to do, but they take notice of gut feelings, community outrage, and things that go against the grain of what they feel is competitive. While pictochat's hazards may have no outcome change to a series of sets, they may be unacceptable to a constructivist because they do not fit the standard of play on other stages. While the klap trap on Japes comes on a strict timer, the constructivist may not believe that timing the klap trap is a skill we should ever be tested on.
The constructivist has a very close-minded approach to stages. Instead of taking the originalist approach of "Does this stage take away anything from the tournament scene", the constructivist asks "What does this stage add to the tournament scene". There may be no problems with a stage like PS2 in tournament; it could have consistent results, a clear and obvious pattern, and no balance complaints. This doesn't stop a constructivist from saying "Why should we be playing in zero gravity, on ice, and on conveyor belts?" and banning the stage because it doesn't add substance to their idea of balance.
You know you're a constructivist if:
-You have a strong distaste for isolated anomalies. Character specific infinites are a big no-no for you.
-You have no problem removing bits and pieces from the game if you feel it causes a problem; if the solution doesn't work, you just remove more later until you hit the sweet spot and the problem (whether it is planking, time outs, infinites, whatever) is resolved.
Advantages to being a Constructivist
-It's fast
Real fast. Within a week you can remove everything from a game you don't like and have a solid competitive game to play. There's no need for extensive testing or heaps of evidence; if you know about it, you know about it.
-It's the winning side
When something is effective, people hate it. When people hate something, they want it removed. This leads to many situations where constructivists have the ability to "do something" when it comes to an issue, and the majority won't raise their voices until long after the ban has been made. You could have 0 instances of planking winning a tournament in your region, but a TO could add a planking rule because he doesn't want that skill to be tested; the odds of that rule being removed are slim to none.
-It can deal with close calls
Hell, it can deal with them BEFORE they're close calls. If something becomes a problem but it isn't a HUGE problem, the originalist bites his nails in anticipation while the constructivist says "Why don't we just ban it? It's obviously a problem if it's up for discussion like this"
Problems with being a Constructivist
-The risks outweigh the rewards
When you ban something early, you're taking a gamble. You're proclaiming that you know enough about that to know it is bad, and it needs to be removed. More often than not you're wrong, and when you're right you'll never even really know for sure. The "risk" with this is that you could inadvertantly destroy the game via a snowball effect and not see it coming. A recent phenomenon has been the reduction of the starter stage numbers; instead of the 9 we had in the beginning, we have 5, and three of those are Battlefield, Smashville, and Final Destination. Many top tier characters, including Diddy, Falco, and ICs, use those stages as counterpicks. This results in those characters getting two counterpicks every set they play, regardless of stage strike and bans, and can be a huge balancing issue. Many TOs using this will not change this quickly, regardless of the obvious issue with it. This could have already altered our tournament scene, and I believe it has contributed tremendously to the results of Diddy, Falco, and ICs. Just imagine if our three starters were Brinstar, Rainbow Cruise, and Smashville. Do you think Metaknight and Wario would go up on the tier list? Would Falco and ICs and Diddy go down?
-You're game is inferior to the Originalist creation
In the short term, the constructivist creation will nearly always be closer to the final rule set of a game than an originalist one. In the long term though, the constructivist creation is often missing crucial details and elements in a rule set that are incredibly important, and the bans they make shift the game in a specific direction.
A hypothetcial example would be if we decided chain grabs and tech chases were "too broken" early in the game when Dedede was dominating. People claimed his down-throw was too easy to use, even on non CGable characters due tech chase. If we had banned the technique of using two consecutive grabs, we'd have never gotten things like Falco's chaingrab, D3's chaingrab, pika's buffered d-throw chaingrabs, Wario infinites, Wario d-throw infinites, Snake's d-throw tech chase, any wall grab infinites (like Ike's), and would have shifted the metagame of today. Falco would be much lower on the tier list, D3 mains would be non-existant, Snake would be much weaker vs. characters like ROB or Olimar, etc., etc.
-You can't unban something
Well, you can, but it's hard. Once something is banned people often don't want to go back to it. That's a huge problem when your philosophy dictates that you remove problems as they come up.
-There's no universal "this is competitive" mindset
This is the worst problem with constructivist philosophy. Two people can have the same mindset, but one can think that something is completely unnecessary in the tournament scene while others don't have a problem with it. This creates a clash of interests. Originalists don't have this, and instead clash over the interpretation of data. Over the course of time, originalists will generally get enough data to sway one side over the other. Constructivists do not. If one feels that infinites are anti-competitive because you can't do anything once you're in their grasp, but another feels they are only anti-competitive if they are near impossible to avoid, you have a clashing of values that can never be resolved.
Conclusion
Like it or not, you're somewhere inbetween those two camps. It might be a good idea when debating with someone to recognize where they're coming from. If someone is an originalist, try to discuss with them the data they're presenting and explain to them what will happen if they get their way and what will happen when you get your way. Showing two potential paths to an originalist will allow them to analyze data to see if your predictions are correct, and if it makes a better game he should be all for it. If someone is a constructivist, try to isolate any individual thoughts on balance they have and argue those rather than the technique. If someone is arguing to ban ICs chain grabs, you'll never convince them not to ban it because it isn't broken; it doesn't matter to them. It's a problem, and if it wasn't they wouldn't hate it. Instead approach it in a fashion that allows them to explain why they hate infinites and debate from there. If it's a value clash, you can't change much.