Banworthiness Guidelines
Core ideology
A ban is required when the tier is determined to not be adequately competitively deep and that this lack of depth is said to be caused by one or a handful of individual elements. A Pokemon or other element should be banned if it is considered to be the most significant reason that the tier is inadequately deep.
Note that for the remainder of this post I will often refer to pokemon, as it’s usually individual pokemon that are broken, but I can also mean moves, abilities, etc.
Competitive depth
Competitive depth refers to the extent to which players who invest time and effort into the game can be rewarded with significantly greater skill at the game and thus gain an edge over their opponents.
There are actually several components to this, not all of which are relevant to a discussion on banning things. Physical skill can contribute to depth but is not relevant in a turn-based game. Mental skills such as pattern recognition, risk-reward analysis and generally outwitting your opponent do play a role in pokemon, but usually do not have any implications in banworthiness discussions as they are universal to most competitive games regardless of how deep its mechanics are (consider that competitive scissors-paper-rock is a thing). Instead, when discussing bans, we should be examining how deep its mechanics are, and the metagame depth that arises from those mechanics.
In terms of a player’s skillset, metagame depth is reflected in their understanding of the game, its components and how they interact. This means knowing what is effective, planning for specific scenarios, understanding how specific conditions impact the progress of the match as a whole and so on. In a shallow game, players might easily reach a point where this understanding cannot be further developed in any significant way.
So what traits might be used to describe a metagame in terms of its competitive depth? First, I would like to point out that over the course of a typical battle a player will create a number of sub-goals in order to win (e.g. land paralysis on pokemon X, so that my pokemon Y can attack more easily). This is significant because they usually demand players apply their understanding of the game. With that said, here are some traits a deep metagame might possess:
· Players have access to lots of substantially different options for achieving a victory
· Over the course of a typical match, players will generate a significant number of sub-goals.
· Events that occur over the course of a match will frequently impact sub-goals and/or impact a large number of sub-goals at once
· There is significant complexity and diversity in the metagame. These are arguably covered by the preceding points, but it is worth noting that complexity and diversity do correlate with a game’s depth (not perfectly, but the link exists)
Acceptable standards
A tier should be sufficiently deep to continue to reward players even after many years of scrutiny by elite players. This definition may seem not very useful because of the massive timeframe it involves, but it nonetheless serves two purposes. First, it illustrates that the requisite depth of a tier should be extremely high. Second, if a tier has been scrutinised for many years, to the point where it begins to feel thoroughly explored, then even though it may feel somewhat static, players should not implement bans unless they are certain that some element is problematic, as the tier could otherwise be said to have met this standard. Basically, don’t implement bans just because you’re bored.
Note that these standards are implemented by the community, and as such are likely to vary based on the expectations of the playerbase for that given generation/tier- players for newer generations are more likely to have a higher standard of what's adequate than older generation players. Also note that there is the potential for the community to be split (e.g. between players familiar with ubers and those familiar with OU), however this would in theory resolve itself organically in the voting process.
Further details on what might be considered problematic are listed below.
Identifying problematic elements
There are a number of ways in which an element may undermine competitive depth. These should be considered in the context of the question of whether a tier's depth is adequate. These include but are not limited to:
· Certain “cheese” strategies may undermine competitive play, as they may present scenarios where players could hone their skills and then lose regardless to questionable strategies which may require low amounts of skill to execute (e.g. SwagPlay).
· If a pokemon is simply too powerful it can reduce the number of viable options available to players, as it may require players to utilise a small pool of checks and counters and restrict otherwise top threats from seeing use.
· Furthermore, if a pokemon is too powerful it can reduce the extent to which events impact player sub-goals or reduce the range of sub-goals. For instance, if M-Rayquaza is permitted in singles, battles hinge solely on who can abuse it the best, which devalues the importance of every other potential sub-goal.
· Pokemon can also be too powerful in the sense that they punish imperfect play extremely heavily. In such cases, teams can be said to have limited options for dealing with that threat, and there are few turns that are impactful on the course of the battle, as that single instance of imperfect play represents the only meaningful turn over the remaining course of play.
· Pokemon can explicitly restrict the options the opposing team has in dealing with them, as is the case with abilities such as Shadow Tag.
· If a pokemon has numerous different sets, such that it is difficult to cover them all and/or deduce which set it has over the course of a battle that can indicate that the options for dealing with it are limited and it can also devalue skill by forcing players to guess blindly.
A pokemon can form a key part of a broken strategy without otherwise being considered broken. Such strategies tend to appear optimal or otherwise superior, causing alternatives to be suppressed and thus reducing depth. Examples include Deoxys+Bisharp teams in early XY OU and Sableye+Dugtrio stall in later ORAS OU. In such cases it falls to the community to identify the component of the strategy that is the most broken and take action against it.
A problematic pokemon or element may be easier to characterise as overcentralising. This can describe a pokemon (or small group thereof) that forces teams to select from a limited pool of checks and counters (some of which may not otherwise be viable), thereby constraining options, or elevates the power level of a tier to a point where few pokemon are effective which again, constrains options. It can also cause battles to revolve around abusing that element to an extent, which as mentioned previously, limits depth. Although most of these points are already described above, it's nonetheless worth explicitly noting the effects of overcentralisation and how it can potentially be problematic.
Undercentralisation is also something that is theoretically a problem, though not one that's likely to be encountered any time soon. In such cases it becomes unreasonably difficult to cover every significant threat adequately with a single team, often resulting in complaints about matchup. It's unclear what the solution to this is.
Core ideology
A ban is required when the tier is determined to not be adequately competitively deep and that this lack of depth is said to be caused by one or a handful of individual elements. A Pokemon or other element should be banned if it is considered to be the most significant reason that the tier is inadequately deep.
Note that for the remainder of this post I will often refer to pokemon, as it’s usually individual pokemon that are broken, but I can also mean moves, abilities, etc.
Competitive depth
Competitive depth refers to the extent to which players who invest time and effort into the game can be rewarded with significantly greater skill at the game and thus gain an edge over their opponents.
There are actually several components to this, not all of which are relevant to a discussion on banning things. Physical skill can contribute to depth but is not relevant in a turn-based game. Mental skills such as pattern recognition, risk-reward analysis and generally outwitting your opponent do play a role in pokemon, but usually do not have any implications in banworthiness discussions as they are universal to most competitive games regardless of how deep its mechanics are (consider that competitive scissors-paper-rock is a thing). Instead, when discussing bans, we should be examining how deep its mechanics are, and the metagame depth that arises from those mechanics.
In terms of a player’s skillset, metagame depth is reflected in their understanding of the game, its components and how they interact. This means knowing what is effective, planning for specific scenarios, understanding how specific conditions impact the progress of the match as a whole and so on. In a shallow game, players might easily reach a point where this understanding cannot be further developed in any significant way.
So what traits might be used to describe a metagame in terms of its competitive depth? First, I would like to point out that over the course of a typical battle a player will create a number of sub-goals in order to win (e.g. land paralysis on pokemon X, so that my pokemon Y can attack more easily). This is significant because they usually demand players apply their understanding of the game. With that said, here are some traits a deep metagame might possess:
· Players have access to lots of substantially different options for achieving a victory
· Over the course of a typical match, players will generate a significant number of sub-goals.
· Events that occur over the course of a match will frequently impact sub-goals and/or impact a large number of sub-goals at once
· There is significant complexity and diversity in the metagame. These are arguably covered by the preceding points, but it is worth noting that complexity and diversity do correlate with a game’s depth (not perfectly, but the link exists)
Acceptable standards
A tier should be sufficiently deep to continue to reward players even after many years of scrutiny by elite players. This definition may seem not very useful because of the massive timeframe it involves, but it nonetheless serves two purposes. First, it illustrates that the requisite depth of a tier should be extremely high. Second, if a tier has been scrutinised for many years, to the point where it begins to feel thoroughly explored, then even though it may feel somewhat static, players should not implement bans unless they are certain that some element is problematic, as the tier could otherwise be said to have met this standard. Basically, don’t implement bans just because you’re bored.
Note that these standards are implemented by the community, and as such are likely to vary based on the expectations of the playerbase for that given generation/tier- players for newer generations are more likely to have a higher standard of what's adequate than older generation players. Also note that there is the potential for the community to be split (e.g. between players familiar with ubers and those familiar with OU), however this would in theory resolve itself organically in the voting process.
Further details on what might be considered problematic are listed below.
Identifying problematic elements
There are a number of ways in which an element may undermine competitive depth. These should be considered in the context of the question of whether a tier's depth is adequate. These include but are not limited to:
· Certain “cheese” strategies may undermine competitive play, as they may present scenarios where players could hone their skills and then lose regardless to questionable strategies which may require low amounts of skill to execute (e.g. SwagPlay).
· If a pokemon is simply too powerful it can reduce the number of viable options available to players, as it may require players to utilise a small pool of checks and counters and restrict otherwise top threats from seeing use.
· Furthermore, if a pokemon is too powerful it can reduce the extent to which events impact player sub-goals or reduce the range of sub-goals. For instance, if M-Rayquaza is permitted in singles, battles hinge solely on who can abuse it the best, which devalues the importance of every other potential sub-goal.
· Pokemon can also be too powerful in the sense that they punish imperfect play extremely heavily. In such cases, teams can be said to have limited options for dealing with that threat, and there are few turns that are impactful on the course of the battle, as that single instance of imperfect play represents the only meaningful turn over the remaining course of play.
· Pokemon can explicitly restrict the options the opposing team has in dealing with them, as is the case with abilities such as Shadow Tag.
· If a pokemon has numerous different sets, such that it is difficult to cover them all and/or deduce which set it has over the course of a battle that can indicate that the options for dealing with it are limited and it can also devalue skill by forcing players to guess blindly.
A pokemon can form a key part of a broken strategy without otherwise being considered broken. Such strategies tend to appear optimal or otherwise superior, causing alternatives to be suppressed and thus reducing depth. Examples include Deoxys+Bisharp teams in early XY OU and Sableye+Dugtrio stall in later ORAS OU. In such cases it falls to the community to identify the component of the strategy that is the most broken and take action against it.
A problematic pokemon or element may be easier to characterise as overcentralising. This can describe a pokemon (or small group thereof) that forces teams to select from a limited pool of checks and counters (some of which may not otherwise be viable), thereby constraining options, or elevates the power level of a tier to a point where few pokemon are effective which again, constrains options. It can also cause battles to revolve around abusing that element to an extent, which as mentioned previously, limits depth. Although most of these points are already described above, it's nonetheless worth explicitly noting the effects of overcentralisation and how it can potentially be problematic.
Undercentralisation is also something that is theoretically a problem, though not one that's likely to be encountered any time soon. In such cases it becomes unreasonably difficult to cover every significant threat adequately with a single team, often resulting in complaints about matchup. It's unclear what the solution to this is.
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