I'm going to flat out say that I hate the idea of multiple gamemodes being played in a competitive ruleset. I don't hate
you if you believe that competitive games should feature all gamemodes, but I don't like that one idea you have. I'm sure that all of you are really cool people, so I don't want to offend any of you.
That said, I think that Splatoon should have a competitive ruleset where only one gamemode -- Splat Zones -- is played. Why, you ask? Well, there are many, many reasons.
The main problem, though, is that having too many gamemodes being competitively played spreads the metagame thin and slows its progress. Each gamemode is very much more different than similar, all with completely different objectives. If a team wants to get good at competitive Splatoon, they'll have to practice strategies for all three of the gamemodes instead of just one. This makes it so that new strategies are developed less quickly, because instead of focusing on one mode and advancing its metagame, teams have to focus on every mode. There's a reason that almost no other competitively played video games do it. For instance, you don't see Melee tournaments being played where the first game of a set is a Stock match, the second game is a Coin match, and the third game is a Bonus match. It forces players to get a bit good at three different modes, two of which have less features that make them enjoyable, skill-based competitive modes to watch and play. Because Melee tournaments have the system that they do with only one mode which is extremely suited for competitive play, players can focus on getting amazingly good at one specific gamemode which makes for a more exciting spectator game and game for the players to play.
I think that this is by far the most important reason that only one gamemode should be played.
As for the point that using only one gamemode in competitive Splatoon rulesets will drive people away from the scene, I'd like to say that those people wouldn't last long in a competitive videogame scene regardless of the amount of a gamemodes. If a person didn't want to play competitive Splatoon because their favorite mode, Turf War, wasn't included in the ruleset, then they'd probably be easily discouraged by other things, such as their first loss or hearing that their gun isn't viable. Let me tell you a story about myself, and Melee (my favorite videogame of all time if you couldn't tell). When I was little, I played hours on end of Melee with my sister. I always chose a random stage with her, because "being good at all stages is the mark of a good player" and I chose Ness, stating that "he's hard, but you can be sooo good with him". In particular, I was always excited when the random stage chosen was Big Blue or Pokefloats. I loved their music and their atmospheres. I got introduced to competitive Melee years later, and I found out that you couldn't choose Big Blue or Pokefloats to play in tournament. I found out that I couldn't choose Ness, lest I be completely and utterly bopped. I had the mindset of a competitive player, though, and I still entered tournaments with my new mains Shiek and Falco, and played on Final Destination and Battlefield. There were probably thousands of people like me, people who originally played casually but jumped at the chance to play against other amazing players in a skill-based environment and were willing to disregard some parts of the game for it. And now, look at the Melee scene. Its most recent tournament, EVO 2015, had almost 2000 entrants. If some kid didn't want to play competitive Melee because Coin mode wasn't played competitively, then that same kid would probably not want to play competitive Melee because he lost two games and won none at his first tournament, even if Coin mode was introduced. That kid doesn't have the competitive mindset that is necessary to play any competitive videogame, and the same goes for Splatoon. If that kid was a Splatoon fan instead of a Melee fan, the point would still stand that he probably wouldn't last long in competitive Splatoon, even if Turf War was the only mode that was played.
There are also many, many issues with all modes but Splat Zones. By far the most problematic gamemode, though, is Turf War. There are so many problems that make it hard to play competitively. But first, let's take a step back. What is a competitive game? As OP said, any game can be played competitively. If there are two people who play a game and want to be the best at it, better than each other, then that game that they're playing is competitive. However, there is a difference between playing a game competitively and being a game suited to competitive play. The latter type of game must fulfill some requirements:
- The game must be much more skill-based than luck-based, so a better player can be determined by their results in competitive play, not by random chance.
- The game must have the potential for a deep metagame. In other words, the game's mechanics must allow players to continuously become better and better, without a high skill ceiling.
- The game must be relatively balanced. This mainly applies to video games, where multiple characters can be chosen from, but in essence, not one type of character (or gun in a shooter HINT HINT) should be much better than all the others.
I believe that every gamemode, save Splat Zones, fails these criteria.
First, let's take on Turf War. UUUUUGGGH. I think it's clear by now that I hate Turf War with a burning passion. I'll go over exactly why I hate it, and where it goes wrong as a competitive game mode. Turf War, as other posters have said, is largely dependent on what players do in the last 30 seconds or a minute of a match. This makes the game's player interaction really limited to direct confrontations that happen in only the last 1/3 to 1/6 of a match. This fails two points at once, both point one on the first list and point one on the second list! Also, Turf War is
not balanced. The Aerosprays have been shown to be the best guns by far to use in Turf War. That fails point three on the first list. There are also some gripes that I have unrelated to the aforementioned points. Because the maps are so large and there are no centralized areas that are important to Turf War, player interaction is very much more limited, thus making the deep metagame of the firefights less important due to the fact that these firefights don't occur as often.
Next, let's try to do some analysis of the Rainmaker gamemode. We haven't seen much of Rainmaker, but the general gist of it seems to be that to win, one of a team's players must capture an orb and run it to the other team's base, similar to rugby in a weird way. The twist is that the player with the orb has access to an Inkzooka-like weapon. The metagame thus becomes overcentralized on getting the orb as soon as possible, making the metagame shallower due to the fact that the team who gets the Rainmaker first is the team that will almost always win. Still, it might be too early to tell what Rainmaker will be like, and there might be an ink limit on the Rainmaker. I also dislike the fact that any one member of the team has mechanics entirely different from the rest of their team. This makes it so the firefight aspect of Splatoon is completely changed, depending on whether or not you're fighting the person holding the orb (the Rainmaker). In my opinion, the game's strategies and mechanics, especially concerning firefights, should be relatively similar, regardless of the team member that you're fighting.
Now, let's focus on Tower Control. Tower Control is, in my eyes, the second-best gamemode in the entire game. However, it does have some downfalls. For instance, rollers and chargers are the best weapons in Tower Control, making it unbalanced. Also, Tower Control has a similar problem as Rainmaker where the person on the tower is essentially a sitting duck, changing up the firefight strategies and mechanics depending on whether or not you're fighting a person on the tower or off of it (and whether or not you're on the tower or off it). Also, the tower is extremely glitchy, and camera mishaps that can make it impossible to do anything frequently occur near the tower. Other than those gripes, though, Tower Control is a pretty good gamemode.
Finally, let's talk Splat Zones. In Splat Zones, many more guns are viable than in other modes, each with different strengths and weaknesses depending on the map and the desired role of the player. The game isn't decided by the last minute, and it is just as likely for a team to win in the first minute than the last. The mechanics are very homogenous, and there will never be a "powerup" or "powerdown" unlike in Rainmaker and Tower Control that a specific team member has. Lastly, the need to take/defend specific points on the map leads to
lots of player interaction and firefights, enhancing the depth of the metagame.
This post ended up being much longer than I expected it to be, but that's because I think that it's extremely important for Splatoon's competitive scene to make the correct decision early on, and I believe that the correct decision is for Splat Zones to be the only competitive gamemode. I'd rather Splatoon go the way of Melee, a Nintendo game whose community made competitive choices that created a game suited to competitive play, than the way of Mario Kart, where the community made choices that led to the game's competitive downfall. I do feel that I could've explained some things better, so if you disagree with some things in this post, I'll try to elaborate what I meant by certain statements and why I believe certain things. Still, I hope that now you realize why Splat Zones is the only gamemode that should be played in competitive Splatoon.