First, why do Item lovers (like me) would like to have item Tournaments?
1. Items require skill to use properly.
While this may be true for some items, even if we consider that both players are proficient with items, they offer an advantage to the player who obtains the item. Items are placed randomly and are often not placed in situations where it is equally possible for each player to obtain them.
2. Avoiding items requires skill.
Read above response. While avoiding items requires skill, top players are often relatively close in skill level. A lot of times items offer minimum risk for missing while deciding an entire stock if you fail to avoid it. The advantage here is still placed upon the player who was lucky enough to get the item (especially now that items can be caught while performing pretty much any move using the A button).
3. Items add a whole new variety on the battlefield, thus a whole new variety of skill to survive.
They add more variety, but this variety is not always balanced for both players. I feel this following comment applies to the above 2 points as well: It seems that points for items seem to assume that the player who wins must be completely dominant, rather than just good enough to win the match. Assuming that I should be able to win despite being randomly screwed out of a stock or two seems like an unfair assumption. The winner should only have to be better, not God-mode.
4. For some players, Smash Bros is about fighting and survival, with or against anything happening. That is the spirit and fun.
Not to be insulting in any way, but I believe this defines casual players. For many competitive players the spirit and fun comes from becoming a better player through fair, one-on-one competition. Winning a match in which a random factor defeats my opponent or gives me an unfair advantage is not going to be a rewarding victory.
5. The truth is that if in a certain situation, an item put a character in an advantage, in a long battle, skill and wit prevails. The best player will survive in the end. If someone loses his last stock by a random item, that does not change the fact the victory is about the whole battle, not just the last stock.
This point seems to defeat itself. You are right, victory is about the whole battle. This means that for each player every stock counts. If we are relatively close in skill level but I am always able to maintain my last stock only, then you will get the match if one of those stock are randomly taken from me while I still get the same victory (except I have 2 stock left) if you are randomly taken out by the same coincidence. The better player is potentially disadvantaged with no benefit.
6. Banning item play takes a lot away from the game. Both in skill, "drama" and fun.
All it takes away from the game is the random factor (and, of course, the items). Fun may be taken out in the case of casual players, but many competitive players want to win with skill, not coincidence.
7. The truth is that item play requires all the skills you use on non item play and many many more.
I don't think anyone tried stating that no skill is required for item play, it's just that it adds too much randomness for competitive play. I don't feel much more can be added to this, since the "many many more" seem to be limited to the two skills listed in quotes 1 and 2, using and avoiding items.
8. The ultimate truth is that the best Smash player is the one who survives in the end against all odds in a stock 4 player FFA match, just like the game is designed to be played.
That's not always a fair implementation. It's not possible, even for the best of the best, to always win "against all odds." When you are slightly better than another player it is not fair to expect you to win if you get randomly gimped by more items than your slight skill advantage allows. As stated earlier, the better player is not expected to be God-mode, just to have a little more skill than the competition. Also, "the game is designed to be played" as a Party Game, not a competitive fighter, but Sakurai left us the options to make it one.
9. Sakurai designed the game so skill can be used against items ( air grab, power shielding, reflectors, air and ground dodge).
He also designed the game so that skill with a character can be utilized against other characters: Why should the more random choice be used for tournaments?
So then, why do some elitist just want to compete in no items battles?
1. Many of them are just sore losers, and everytime they lose with an item involved they will just cry like babies "is not fair!, is not fair". I've seen this many times and I hate it. It ALWAYS happen that arrogant sore losers does not want items involved (and they just happen to suck at using items so they are even more pisssed off because their skills are "limited").
I actually do not want any hostile dispute, so I am going to leave this one alone. I am just going to state that my experiences are almost absolutely opposite of this.
2. Coming from other games like street fighter or tekken, they want to turn the smash competitive community just like those games. Taking away a lot of the greatness of Smash Bros.
Smash Bros., unlike the other examples, was designed to be a party game (I believe Sakurai himself stated this at some point). Party games are meant to be more chaotic and random so that every player can have fun with a chance to win that equals even the slightly better players. Competitive gamers, however, have this fun by putting their skills to the test in a fair one-on-one competition. If Street Fighter or Tekken had random items and explosions that randomly appeared in a match while the stage fell apart then they would never likely have gotten as competitive as they did since competitive players would have shied away from them for a fighter without these.
Also, a lot of us don't see the "greatness of Smash Bros." to have anything to do with items. The greatness comes from the unique fighting system that offers such a high degree of techniques and maneuverability.
3. They just think that a final stock lost in the last moment defines the best player.
As you stated earlier, it is the fight as a whole that matters. Each player must be able to fairly utilize what is given to them. It doesn't have to be the final stock to determine the match. If I lose my first stock because of a random occurrence, then how is it fair to assume that I should win with three stock against four? It's not fair to expect one player to dominate the other while expecting the other to only be able to put up a relatively close fight.
4. They cry about items being unfair and just turn them off. While item player in time grow in skill enough to avoid and counter those items. There is a difference in courage within these two kind of players.
I believe items were given a shot in the tournament scene before. Time showed that they were in fact unfair so they were removed. Competitive players don't necessarily make the rules, they follow them. I am quite sure that in the period of time they were allowed in tournaments that many competitive players used them. Tournament holders realized the faults in using items and removed them, so competitive players followed suit and disabled them.
I wouldn't say there is a difference in courage within these kinds of players. Even if item users do grow in skill then they likely develop more in how to use and counter items while players without them develop more how to use and counter characters. Everyone has a fair chance in picking characters, but not everyone has a fair chance (mostly) when it comes to picking up items.
There are other things to be said. I do not have anything against 1 vs 1 , no items play. But what I want to do now is create a community of competitive item players (gladly, it already exists), having the fun of items, pokemons, assist trophies, orthodox stages and final smashes . I do think Items on high is too chaotic and random. Having them on medium is a better thing. Also, I suggest a 5 stock survival match with 4 player FFA, or team battles will do. Stages can be random but 3 matches should define the winner. Who is with me?
I have a bit of experience with 4 player FFA matches with all items and stages on and all I have to say is that I cannot possibly see these determining skill in any way. The only reason I have a lot of experience with this is because I know more people who play Smash as it was made than as more competitive players make it, a Party Game. Unless you have a really, really, really, really large difference in skill compared to the competition then the winner just seems it will be decided fairly randomly.
P.D. : Don't you notice that most people that are against items seems arrogant and cocky when posting. The think they are great. Elitists they call them. They come here flaming and talking about trolls, and sh...t. Bunch of idiots.
I sure hope I'm not one of these people seeming arrogant or cocky. I just try to make counter-arguments. If I do seem cocky in any way then give me a warning and explain how so I can prevent myself from doing so.
EDIT: Wow, I need to pay more attention to how long these posts are. Talk about a text wall from hell.