I'm not going to write anything new here, but I am going to write a lot. So that's something:
Asking if something is competitive or not isn't the real issue in my mind. Anything is competitive as long as it's not 100% chance. Is TW competitive? Yeah. But does it showcase who is the better team when two teams are at least somewhat close to even? Probably not.
Any game where the winning condition doesn't build on itself throughout the match is a game where it doesn't truly show who the better team is. The fact that you can be destroying a team the entire game and then lose it in the last ten seconds if your team wipes at the wrong time is a fact that cannot be ignored no matter how much anyone tries to brush it aside.
Call it whatever you like, but that's not good design if your goal is to tell who is better between two closely matched teams.
In every other mode, your progress builds on itself. If you outplay a team for most of the match and get a 10 to 90 advantage, getting wiped in the last ten seconds probably won't cost you. The other team would have to continue to outplay you for an extended period of time (through overtime where something like taking back the zone or stepping on the tower ends the other team's game) to beat you. It doesn't take just ten seconds of good play to outdo your two minutes and fifty seconds of good play.
This is compounded by the lack of a KO win in TW. In every other mode, if you vastly outplay a team, you just win. You win before the game clock ends. It's insane to me that TW, the game most susceptible to quick and cheesy changes in victory conditions, is the only mode that you cannot KO anyone.
All of this combines for a high wire act where you have to play perfectly in the last minute or so of the game or all your progress is gone. Imagine writing a paper in college and only being graded on the concluding paragraph. Imagine writing a 100K word novel and everyone skips to the last chapter and judges your book only on that. This isn't a revelation on my part or anything that hasn't been said before, but if you enjoy competition because it shows who is the better team on a given day in a given mode, TW is not a mode that is currently designed to do that.
That doesn't mean the game isn't competitive. And it doesn't mean there isn't something there that are the bones of a mode that can show who is the better team. Add in a knockout condition of some kind, and this mode gets way more viable. Figure out a way to reward teams that play better over the entire course of a game, and this mode is totally viable. There are ways to do this, but as of now, TW is broken in that respect.
It's yet another very Nintendo thing... To get 90% of the way to a perfect idea but botch 10% of it in a really weird way. In a way, TW is a metaphor for Nintendo -- you can play a 90% perfect game and still lose because of that last 10%. Bravo, Nintendo, on making a mode that's a metaphor for your entire crazy company.
And on a personal level, nobody has to care if TW shows who the better team really is. But this is absolutely the very thing tournament organizers should, and do, care about. That doesn't mean the mode is bad overall or not competitive or not fun. It's just bad for this very specific thing. (For the record, I wish TW could be thrown into the ranked/league rotation and the other modes in the regular rotation, too. I'm not even arguing against that.)
All you say about TW is true, and has from time to time infurated me about the mode, especially in Splatfests. They are frustrations with the design, sure. However, I'm not sure they are any more negative than the peculiarities of any mode in terms of competitive use. The conditions for victory are of a different nature. Yes, not having a KO condition and having the tides turn if you get a team wipe after dominating a whole match is really awful, but that's sort of what the mode is testing. It's an endurance contest. Whether you play modestly and go full force at the end, or capture and hold the whole match, you just need to have that turf when the clock runs out. Trying to push late with a wipe can work, but it takes a good bit of skill and luck and coordination to really pull it off. It's hard to fight back against heavily controlled territory even with aerosprays. The smaller maps on S2 do make it a little more problematic, but it also means respawns after wipe don't take you out as long. Usually a team wipe that compromises too much turf at the end results from either a race that was very closely contested as it was, or a reckless team that overreached. Frustrating when it happens and you were the last squid playing it safe and your team were all dead. But it does mean the other team played better or smarter.
You're applying the time honored eSports lens to it, and eSports tends to borrow the same thinking and thought process as professional sports, which itself is myopic. Splatoon isn't a sport. It's a game. There are differences and crossovers. Professional pool (billiards for those across the pond), chess, etc. are not sports, they are games. They are not displays of atheleticism and physical training but games of mental acuity with a precision based physical aspect. Curling (since I used that reference yesterday, and because Splatoon itself directly references it) is considered a sport, for some odd reason, but while it involves balancing standing on ice, I'm not quite sure why it's a sport rather than a game....it's much more chess-like than any physical sport with minimal physical component beyond balancing and brushing hard. But when you look at (non-video) games that are played professionally the tournament structure is very different to that of Sports. In this context, TW is not an outlier. It remains an outlier only if one insists on comparing it to athletic sports instead of games.
It' is a different test, rather than the team that can simply make the best push at any time, it is a test of the team that can plan to make the push when it counts, or deny the push when it counts, and, like that Curling example, is a test of setting up your footing while enduring in that positioning during the match. There's no reason to say it has to be one and done. It's not a 2 hour match like a football game to determine who racks up more points over the duration. Back to the Curling example, there's a reason the game has 8 Ends rather than a single match. In a best-of-8 with a point accumulation metagame between Ends, the better team is easily accounted for. The format of TW, may lend itself to outlying rogue wins due to luck, but it one team is consistently getting that "lucky" wipe in the "last 30 seconds that matter" and taking advantage of that gain to paint and hold over multiple rounds, it's probably not "luck" at all but a well used strategy. The better team may be less likely to win every round compared to other modes, but the better team will almost certainly win the plurality of rounds, while the mode itself embodies the core mechanics of Splatoon without the fairly arbitrary football inspired objectives inserted in the middle.
With all of this, we're not talking about the theoretical as we were 2 years ago. The point of the conversation was the revelation that this is something that is already done in Japan. Heel digging and sticking with the Western "it's not a competitive enough mode" is missing the point Japan, by far the, primary player base of the game, both casual and competitive
already does it. If it's already the #2 competitive mode among the game's primary competitive scene, I'm not sure how any argument it's not competitive enough can fly anymore. Clearly it's successfully competitive for the majority of competition. To go back to pro sports analogies, It's like forming an Asian Gridiron League, refusing to allow punting, and declaring it breaks the competitiveness of the game and the Americans are doing it wrong. :P
More amiibos, more content locked behind cheap plastic toys. Gosh, I miss 90s Nintendo. I wish they at least had the decency to release the content as DLC, too, but that is asking too much of them.
Yes, yes. Old woman yells at clouds.
I'm neither really a fan of a DLC solution (every game on the PSN store has one tile for the tame, 3 tiles for the deluxe, gold, and goty additions, 10 tiles for every DLC sold individually, 2 for season pass kits, and a few dozen for currency bundles), but I'm also not a fan of plastic toys locking content. Though at least the plastic toys content offers some admittedly quality swag for the money instead of just digital vapor...... But I agree, 80's & 90's where teh game was in the box and that was that..... oh how I wish the genie could go back in the bottle :(
help toward the end goal of making it something people can do for a living.
I don't think we're going to get to that point. Video games have too much of an overall stigma, and half that stigma is brought on by the player base and the personalities it appeals to. It's close to impossible enough for people to make a living from regular sports or arts for that matter unless you're the top .001% of players/artists, or happen to know the right people. But Video games takes that to an all new level of impossibility. If it ever happens, it will be well past our own lifetimes. There's a long way to go for that kind of social acceptance, and when I watch the amount of cringe events like E3 and tournaments offer, I realize it's going to take a LOOOONG time to meet mainstream.
Part of it is the spectating problem as well. Feats of superhuman athleticism are easily apparent to all to watch. Feats of button pushing produce a result that looks worse than any pre-made movie. You can only understand what happened if you yourself play. There's only a monetary backend on competition if the play benefits someone. TV networks, advertisers, etc. Without spectator demand, there's no monetary incentive to pay someone to play video games, elite or not. (Which goes back to eSports and TW, and central failings of competitive sports and games to begin with. )