Competitive Play is a Mythos
Part of design is understanding a game's purpose. Who, what, where, why, when, how-
-and, most often, 'the fuck?'
Competitive modes tend to have a lot of those questions answered from the moment it is decided there's going to be one. Rules, laws, guidelines, are all set in place to make the mode as fair and just as possible so that player frustration is kept to a minimum.
That doesn't mean you won't get frustrated, mind you, just that the playing field is even enough that it should be easier to determine when a player is better than you.
(note the emphasis in that sentence)
Competitive play is based around level playing fields, encompassing rulesets, and a definitive goal for all players participating. Added/extra variables within the game have to be handled with care, or else the inevitable economics that rule competitive will warp any integrity or consistency you are aiming for:
Of course, I am referring to "Min-maxing".
Every little percentile, every tiny integer; split seconds, shaved seconds, movement efficiencies, 'techs', sightlines, high-ground, focus fire, call outs, short-hand comms, breakpoints-
-there's a list. Broad and wide and many. These are the variables used in a competitive setting, to establish both skill and allowance within the game, pushing beyond the standard (often simple) rules that govern the playing field and into a reservoir of external knowledge the likes of which could fill up a library.
The sort of reservoir that demands coaches of varying tiers, targeted workouts, military-grade/hyper-specialized reflex training, supplements and enhancements, textbooks of raw data, and the analysts to explain it in maximized efficacy.
Competitive play, the higher in the ranks and placements you go, draws increasingly from this reservoir of external knowledge. To the point that, at the highest levels, you might as well be a scholar taking classes only available in particular formats and under certain certifications.
All that to say: High Skill Play has little-to-nothing to do with playing the actual game.
Playing a game, any game really, can go back and forth on the field without this external reservoir of knowledge, but the moment that knowledge begins to get applied, the results are almost immediately noticeable.
A player who knows that High Ground is advantageous, will gain an edge and attempt to secure it more and more often. That edge is magnified, when said player understands why high ground is important.
The same goes for Focus Fire. When players can help coordinate their teammates to concentrate multiple streams of effort against a singular target, regardless of how the game is played, the answering effort can't compete just through sheer numerical comparison.
5 sources of damage focusing on 1 source of health, will always go in favour of the damage.
But learning about these concepts is part of that external reservoir of knowledge that makes up High Skill Play. One has to seek out that information (or, more rarely, stumble on it while playing the game) and, whereas it can often be the case that other players will pass that information on, only those capable of implementing it in their own gameplay will see those benefits.
And if a game, at it's baseline/foundation, does not have any education systems (UI, tutorials, pings, colour-coding, etc.) built into it's core, then much of the external reservoir of knowledge will either be impossible to discover or impossible to implement (probably both).
Which can, in turn, give the competitive side of that game a 'Glass Skill Ceiling'; you can watch High Skill Players achieving results with their gameplay, but attempting to implement it without the knowledge and frameworks those players access regularly (reflexively, even) will breed further frustration.
It might even convince a lot of players that would otherwise enjoy your game, to go looking for an easier one to play. Maybe not even easier, just one that has less of an External Reservoir of Knowledge.
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We genuinely believe coding is an art, and the Technical Chamber is a platform for all coders to come along. At the Technical Chamber, you will find a variety of resources for all skill levels, including tutorials, articles, and resources for all types of coding languages.
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Femme Fatale Guide: Game-Changing TED Talks Everyone Should Watch
"How Five Simple Words Can Get You What You Want" by Janine Driver
"Master your Mindset, Overcome Self-Deception, Change your Life" by Shadé Zahrai
"How to talk to the worst parts of yourself" by Karen Faith
"Think before you speak, hacking the secret of communication" by Catherine Molloy
"The Hidden Code For Transforming Dreams Into Reality" by Mary Morrissey
"Don't Believe Everything You Think" by Lauren Weinstein
"The public speaking lesson you never had" by DK
"Programming your mind for success" by Carrie Green
"How to stop screwing yourself over" by Mel Robbins
"Own Your Behaviours, Master Your Communication, Determine Your Success" by Louise Evans
"The psychology of seduction" by Raj Persaud
"Why we're unhappy -- the expectation gap" by Nat Ware
"Think Fast. Talk Smart" by Matt Abrahams
"Increase your self-awareness with one simple fix' by Tasha Eurich
"5 steps to designing the life you want" by Bill Burnett
"Staying stuck or moving forward" by Dr. Lani Nelson Zlupko
"To reach beyond your limits by training your mind" by Marisa Peer
"Emotional laws are the answer for better relationships" by Diana Wais
"Feelings: Handle them before they handle you" by Mandy Saligari
"Cultivating Unconditional Self-Worth" by Adia Gooden
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Based on: https://www.tumblr.com/long-live-astronerd-ghost-king/759248423781285888/dpxdc-prompt-field-trip-some-people-would-call
@long-live-astronerd-ghost-king loved the prompt
Because the ghost attacks, all students of Casper High learned combat (with ecto knuckles given to them by the Fentons)
And they get really good at it. So much so that Phantom doesn’t even have to make appearances except in emergencies.
Then, someone thought it wood be a good idea to send them to Gotham on a trip to WE.
So Gotham finds out and they are betting on how long the country kids stay before leaving (highest is three days).
The news companies decided to send over an interviewer to interview the kids and the camera pans to show the kids on a rooftop practicing combat exercises and hand-to-hand fighting.
Casper High is not going to skip a couple days of combat training- especially in Gotham.
Needless to say, lots of people lost money that week.
Other shenanigans
- Joker dies. Fan favorite and completely justified
- Joker dies by Paulina and Star
- Dani just so happened to be in Gotham
- Dan is their chaperone
- Jason or Damian is their tour guide
- Danny getting high on fear gas
- Ivy and Sam bonding
- Riddler taking Tucker hostage
- Condiment King. Just Condiment King.
- Dash being Steph’s cousin
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