So way back when, during the smashmods days, there was this thread about discussing P:M's metagame. P:M wasn't as popular then as it is now, so the topic didn't get a ton of traffic, but I proposed a couple ideas which I believe are worth speculating about again. Keep in mind, this is all theory.
1. "Character spreads" and how dedicated maining might become a thing of the past:
P:M has a huge roster of unsolved characters. Since so many of them are well equipped, it makes me wonder how effective dedicated mains will be as the metagame progresses. While I do expect tradition to withstand for a while, I feel like it is only logical that the majority of characters will have at least one, two, or several bad match ups and the daunting size of the roster will make main dedication too difficult.
The thing is, P:M is in a peculiar circumstance: here we have a game with a large, viably-diverse and unsolved roster, but its on the foundations of 10+ year old, well-investigated Melee gameplay. Given the size of the community, waiting for the game to develop and investigating MU nuances will be relatively time consuming; one can simply transfer their pre-honed, fundamental skills to a secondary in much less time.
While I don't want to conclude that P:M's meta will revolve around fighting gimmicks with gimmicks, I think there are a lot of elements which may facilitate multi-maining.
Basically, I think there is a lot of potential with competitive players seeking to utilize something I like to call a "character spread". The concept being that players will main two or more characters to cover MU weaknesses and become omnipotent against unexpected threats.
2. Counterpicking problems and potential solutions:
If multi-maining (or "character spreads" as I like to pretentiously call them) comes into practice, how will the character selection process change? Could double-blind pick mindgames become commonplace and slow down tournaments? Would TOs adopt character locking rules? Could stage banning potentially extend tocharacter banning?
Even more interesting, what if matches were played like King of Fighters where you fight with a lineup instead of a single character? The improved crew battle functionality actually facilitates this; players would fight solo crew battles with 2 or 3 different characters (probably set to 2 stocks each) with the last player having stocks being the victor. While this has potential drawbacks, particularly extended match time or alienating traditionalists, there are some added benefits, such as alleviating certain counterpicking problems and encouraging more character development to combat exploited ignorance. Furthermore, a model like this may simply be worth trying since the P:M community is at liberty to explore its own identity as a more balanced game with a huge roster.
3. TL;DR/ what do you think?
As it stands, P:M's improved roster is pretty untouched territory and it the metagame could go in one of several directions. Do you think multi-maining with the intention of having no bad MUs (character spreads) will become popular? Would it be healthy for the game/community? What are some observations you have made or are expecting to take place?
1. "Character spreads" and how dedicated maining might become a thing of the past:
P:M has a huge roster of unsolved characters. Since so many of them are well equipped, it makes me wonder how effective dedicated mains will be as the metagame progresses. While I do expect tradition to withstand for a while, I feel like it is only logical that the majority of characters will have at least one, two, or several bad match ups and the daunting size of the roster will make main dedication too difficult.
The thing is, P:M is in a peculiar circumstance: here we have a game with a large, viably-diverse and unsolved roster, but its on the foundations of 10+ year old, well-investigated Melee gameplay. Given the size of the community, waiting for the game to develop and investigating MU nuances will be relatively time consuming; one can simply transfer their pre-honed, fundamental skills to a secondary in much less time.
While I don't want to conclude that P:M's meta will revolve around fighting gimmicks with gimmicks, I think there are a lot of elements which may facilitate multi-maining.
Basically, I think there is a lot of potential with competitive players seeking to utilize something I like to call a "character spread". The concept being that players will main two or more characters to cover MU weaknesses and become omnipotent against unexpected threats.
2. Counterpicking problems and potential solutions:
If multi-maining (or "character spreads" as I like to pretentiously call them) comes into practice, how will the character selection process change? Could double-blind pick mindgames become commonplace and slow down tournaments? Would TOs adopt character locking rules? Could stage banning potentially extend tocharacter banning?
Even more interesting, what if matches were played like King of Fighters where you fight with a lineup instead of a single character? The improved crew battle functionality actually facilitates this; players would fight solo crew battles with 2 or 3 different characters (probably set to 2 stocks each) with the last player having stocks being the victor. While this has potential drawbacks, particularly extended match time or alienating traditionalists, there are some added benefits, such as alleviating certain counterpicking problems and encouraging more character development to combat exploited ignorance. Furthermore, a model like this may simply be worth trying since the P:M community is at liberty to explore its own identity as a more balanced game with a huge roster.
3. TL;DR/ what do you think?
As it stands, P:M's improved roster is pretty untouched territory and it the metagame could go in one of several directions. Do you think multi-maining with the intention of having no bad MUs (character spreads) will become popular? Would it be healthy for the game/community? What are some observations you have made or are expecting to take place?