Re:The Unbalanced Design of Super Smash Bros
by oblio on Friday November 21, 2014 @10:13AM
(#8641595)
You are (mostly) talking about 1v1 games. The dynamics are entirely different in team games. Have you ever persuaded your team to follow your strategy (especially a "weird" one, according to canon)? I can assure you it's hard even if you are considered your team's leader.
We're also probably attacking the problem from different angles - I'm mostly thinking about completely disregarded strats/characters.
For example in Dota push strategies (where you try to overwhelm your opponents very early in the game, a sort of all-in strategy) were valid during a very short period, one of about 6-9 months in 2008, IIRC. Then they were basically impossible until 2012.
Also some heroes have been constantly bottom tier ever since competitive Dota started in ~2006 (Spirit Breaker - I'm looking at you!).
It's much more easier to experiment as a single player. Once you get more people involved, social dynamics start happening. And there's nothing harder to budge than social inertia, IMO.
If your theory is correct highly complex games like Chess, Dota, and Go this shouldn't possible. Yet we've seen it happen.
All that has to take place is clustering, not optimal clustering just clustering.