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==Randomness in competitive play== | ==Randomness in competitive play== | ||
Some randomness that can | Some randomness that can be controlled and/or has little impact on gameplay is considered acceptable (if undesirable) in competitive play. For instance, Star and Screen KOs occur randomly and cannot be disabled, so the mechanic is always active. However, excessive, uncontrollable randomness is usually considered degenerative to competitive play. The reasoning is that if randomness has too much of an impact on gameplay, the match could be decided by luck instead of the skill of both players, which is not considered fair or balanced. Therefore, to prevent people from winning by being the luckier player and to ensure the more skilled player wins, steps are taken to limit the effect of randomness in competitive play. These steps include turning off all items, using [[stage striking]] instead of random selection to choose the stage for the first game in a [[tournament]] set, and banning stages whose random events have too large of an impact on gameplay within the stage (such as [[WarioWare, Inc.]]). | ||
==Trivia== | |||
*[[Masahiro Sakurai]] stated in a [[YouTube]] video<ref>[https://www.youtube.com/watch?v=e9v_FwUGOwY Randomness Spices Games Up <nowiki>[Design Specifics]</nowiki>]</ref> that he and his teams have gradually phased randomness out of core gameplay elements. An example being the versions of {{SSBU|Peach}}'s [[Forward smash]] no longer being randomly chosen and instead decided with inputs. However, the randomness intrinsic to {{SSBU|Hero}} is considered acceptable, as the player needs situational awareness to effectively use the randomized results of something like [[Command Selection]]. | |||
==References== | |||
{{reflist}} | |||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Options]] | [[Category:Options]] |
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