AnchorTea
Semi-Pro Squid
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- Nov 28, 2014
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- AnchorageTea
Before you read, I want you to read this quote from @Egregore .
The current suggested one is Splat Zones, as it is considered more competitive and the game says it's more competitive than Turf War. I will prove later in the OP that what the game says is wrong. Turf War is considered casual and is "non-competitive". I will prove why this is wrong. Tower Control is considered boring. This is an opinion, a lot say it's fun and even more exciting than the other modes. I will prove why both of those opinions are fine.
Now here are my reasons why Competitive Splatoon should use all Game Modes:
Anything that is VS. can be Competitive
Competitiveness isn't something that is there already. Even if it's built to be "Competitive", it's never there in the first place. The reason I am mentioning this is because Splat Zones are said to be the main mode because it is "competitive" or "more competitive". While most of those who say that, believe that Turf War or any other mode isn't competitive at all. That isn't true though. Anything that involves any form of Versus can be competitive. Turf War is 4 players vs. 4 players, so it counts as viable for competitiveness. Same things goes for Tower Control and Rainmaker. Conclusion: Every Game Mode can be competitive. Not just one just because it's considered competitive or "more competitive".
Each Game Mode is different enough to have their own Meta
Think about this, each Game Mode has different rules, different ways of winning, and different layouts of each map (sort of). The only things they have is common is: 1. You can cover turf 2. You can Super Jump. 3. All the weapons work the same 4. They have the same amount of players. 5. Splattering the Bad Guys matters. 6. Team work is important. Five of those aren't really game changing at all. The rules of each mode is very different from each other to become their own thing. TW is simple and straightforward and requires the Team to be as quick and efficient as possible at covering turf. SZ requires the Team to keep a zone covered as long as possible. TC requires the Team to have incredible teamwork on making sure the Tower is advancing to their base, , this is one of the two modes that has the Main objective moving. Rain requires large amounts of teamwork, and the objective depends on the holder's decisions. Conclusion: All Game Modes can be different to the point where all of them can have a different Meta.
It will attract more players to be a part of Competitive Splatoon
Let's say that Rainmaker was the only Mode used at tourneys and this situation happened:
Person: "I really want to join this tourney! Because I have been practicing Tower Control!"
TO: "No-can-do. Tower Control is illegal at all tourneys."
Person: "Why?"
TO: "Because Tower Control and all other Game Modes besides Rainmaker are considered casual and non-competitive."
Person: "What if I don't want to do Rainmaker?"
TO: "Oh well."
I know that this is a really specific type of situation, but you get the idea. Every single human being ever has their own opinions. Every single gamer has their own opinions. Every single Splatoon player has their own opinions. Some would prefer certain Game Modes over others. I don't really have much to say since this is very straight forward.
That's all I have to say. I hope those who believe that only one Game Mode for Competitive Splatoon is fine will realize that is a terrible idea. I hope you all have a nice day shooting/flinging ink.
Something from @D3RK about the TW debate full of insanity.
Competitive Splatoon has been set off, it has been getting somewhat of a strong start with discovered data on weapons, clothing, etc. Almost everything is set up well. All there is left to do is to wait till August to get private rooms and to decide what should be the primary game mode for tourneys.IMO Turf Wars might have a niche in competitive play, but as a spectator and competitive player I highly doubt it would be preferable to Splat Zones or Tower Control.
Also, just something to keep in mind: considering there is no community standard for competitive Splatoon (yet), I encourage everyone come August to try hosting their own events to incorporate your own ideas into competitive play. That way, if you're interested in Turf Wars from a competitive standpoint, you can host it yourself.
I've been a TO and host to many different competitive games, and just because someone else does it one way doesn't mean you have to do it the same.
However, my personal opinion is that the current ranked modes are far superior to Turf Wars in that they are both more entertaining and more skill-based.
The current suggested one is Splat Zones, as it is considered more competitive and the game says it's more competitive than Turf War. I will prove later in the OP that what the game says is wrong. Turf War is considered casual and is "non-competitive". I will prove why this is wrong. Tower Control is considered boring. This is an opinion, a lot say it's fun and even more exciting than the other modes. I will prove why both of those opinions are fine.
Now here are my reasons why Competitive Splatoon should use all Game Modes:
Anything that is VS. can be Competitive
Competitiveness isn't something that is there already. Even if it's built to be "Competitive", it's never there in the first place. The reason I am mentioning this is because Splat Zones are said to be the main mode because it is "competitive" or "more competitive". While most of those who say that, believe that Turf War or any other mode isn't competitive at all. That isn't true though. Anything that involves any form of Versus can be competitive. Turf War is 4 players vs. 4 players, so it counts as viable for competitiveness. Same things goes for Tower Control and Rainmaker. Conclusion: Every Game Mode can be competitive. Not just one just because it's considered competitive or "more competitive".
Each Game Mode is different enough to have their own Meta
Think about this, each Game Mode has different rules, different ways of winning, and different layouts of each map (sort of). The only things they have is common is: 1. You can cover turf 2. You can Super Jump. 3. All the weapons work the same 4. They have the same amount of players. 5. Splattering the Bad Guys matters. 6. Team work is important. Five of those aren't really game changing at all. The rules of each mode is very different from each other to become their own thing. TW is simple and straightforward and requires the Team to be as quick and efficient as possible at covering turf. SZ requires the Team to keep a zone covered as long as possible. TC requires the Team to have incredible teamwork on making sure the Tower is advancing to their base, , this is one of the two modes that has the Main objective moving. Rain requires large amounts of teamwork, and the objective depends on the holder's decisions. Conclusion: All Game Modes can be different to the point where all of them can have a different Meta.
It will attract more players to be a part of Competitive Splatoon
Let's say that Rainmaker was the only Mode used at tourneys and this situation happened:
Person: "I really want to join this tourney! Because I have been practicing Tower Control!"
TO: "No-can-do. Tower Control is illegal at all tourneys."
Person: "Why?"
TO: "Because Tower Control and all other Game Modes besides Rainmaker are considered casual and non-competitive."
Person: "What if I don't want to do Rainmaker?"
TO: "Oh well."
I know that this is a really specific type of situation, but you get the idea. Every single human being ever has their own opinions. Every single gamer has their own opinions. Every single Splatoon player has their own opinions. Some would prefer certain Game Modes over others. I don't really have much to say since this is very straight forward.
That's all I have to say. I hope those who believe that only one Game Mode for Competitive Splatoon is fine will realize that is a terrible idea. I hope you all have a nice day shooting/flinging ink.
Something from @D3RK about the TW debate full of insanity.
As far as making Turf War competitive you could make kills a second win condition. Think of it as a pseudo-team death match. Most of the arguments I have seen so far against Turf War is the lack of win conditions other than the timer, which is a valid concern. I feel that adding kills would fix that issue and promote a more aggressive approach at the game mode where controlling the map means a lot more overall. That triple kill in the middle of the round means a lot more now, where it may not have meant much at all before considering how easy it is to recover in turf wars. Weapons that are generally weaker for spreading ink, but better at splatting, can pull their weight now also. Maybe add something like 1% to the total for each kill. Nothing major by itself, but it can still turn a game where you were clearly winning but lost in the last 30 seconds into a win. I'm not for or against Turf Wars so I honestly don't care what the community decides on. This is just something to think about before killing a mode without thinking outside the box.
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