![]() ![]() Let’s first look at the Hero’s smash attacks. Still, I think there’s hope for the Hero. This, in turn, is what makes him different from turning on items-which, for the record, I am also not against, but I’ve learned long ago that trying to convince Smashers to play with items is a losing battle. While complete randomness with no opportunity to interact doesn’t provide much room for interaction, good games of chance give players plenty of opportunities to show how they can roll with the punches.Īlthough it’s early on, I feel that the Hero provides enough avenues for both the user and the opponent to manage the character’s random elements. But whereas Smash players have historically shunned randomness, other games use randomness as an opportunity to test two things: how well you can take advantage of good luck and how well you can mitigate bad luck. Game & Watch Judge 9 would likely fall into a coma if confronted by some of the agonizing probability-based losses that Texas Hold ’em players have to go through. Those who think that they have unfairly lost a Smash Bros. There’s even a very good video from Game Developer’s Conference 2017 by designer Skaff Elias all about the false dichotomy between skill and luck. Nagare, Luck, or whatever you want to call that crap ![]() When I’ve played Mahjong with him, Sarukawa maintains a fierce table image and it definitely makes me think twice about declaring reach even with a strong hand, thus increasing his chances of getting lucky and decreasing mine. t’s going to be a lot easier to get lucky if the other players aren’t gunning for you because they’re afraid you’re too strong for them. Poker players think a lot about how to maintain a strong table image…. People complain that their opponent topdecked their only out the turn they needed it, but do not realise that often their own poor play either gave their opponent more turns to draw the out or overcommitted turning the eventual out into one in the first place. On a surface level, randomness interfering with skill makes sense because a coin flip, for example, can’t be modified through talent and effort.īut competitive scenes exist for games with heavy elements of chance, and in these environments, the question of how to navigate, take advantage of, and cope with random chance is ongoing. Specifically, I believe that the Hero and his special mechanics provide new and interesting tests of skill that revolve around managing randomness without the major downsides and stigma of items-on play.īefore this argument can move forward, it is necessary to try and dispel an idea that has plagued competitive Smash since the earliest days: the false dichotomy between skill and luck. While there are many arguments to make for why banning the Hero is a bad idea-the character is simply too new to understand his impact on high-level play, for one-I want to make a different case about his merits. a major random element) from tournament play. ![]() So the fear is somewhat understandable-especially given the scene’s general dislike toward and removal of spawning items (i.e. ![]() He even has a spell inside the spell menu that gives random results. He has a spell menu the contents of which are random every time you open it. The Hero has smash attacks that can randomly trigger critical hits (effectively double damage). There’s even talk, however small, about the possibility of banning the character outright. Because the Hero has not one but multiple random mechanics that can make him both inconsistent and unpredictable, part of the conversation surrounding the character has revolved around whether the character’s “luck” elements hurt competitive Smash Bros. Ultimate, there were hints as to how the character would function, but few were able to predict that the character would be so volatile. When the Hero from Dragon Quest was first revealed as a playable character in Smash Bros. ![]()
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