*peeks in thread*
LOL, I can't believe this is still going on. Well, I think I'm going to jump in for a brief moment....
Just from skimming over all the posts (what's with this fixation on camping? wtf? gonna tell a ghost story and eat s'mores?) I noticed something interesting that is at the core of this duscussion. 1p mentions over and over that items "disadvantage" players either "randomly" or "psuedorandomly." I found this curious. So items affect the game in a random fashion....
So what?
First of all, every one of the characters have inbuilt advantages and disadvantages. Generally, these are consistant (Luigi's green missile, G&W's hammer, and Peach's turnips being exceptions) but of course, in different
situations (different heights for instance) they won't be. Much like items.
Maybe throwing upwards and using the Thunderjolt should be banned from tournaments since it puts characters at a random disadvantage fighting Pikachu and Pichu. It's not really
fair for the players after all. The other characters can't attack upwards like that, and it could be accomplished simply. (all throwing must be down forward, or back). Simple. Fair. That's why they included the option of which direction to throw in the game, right? It's fairly random anyways: It definately depends on placement and the effects are different based on percentages. Assuming the rat player can manage to grab ahold of the opponent, which is based on numerous things, he also must be able to hit with the thunderjolt. There could be platforms or items in the way! Random! Uh oh.
Here's an interesting parallel I think:
I had a much similar argument my friend a few years ago about super-moves in Street Fighter Alpha 3. This happened after a match wherein I knew his tactic, (basic Ryu corner trap) and the only option to stop him (and win, in the process) was to use the window of invincibility in the start-up of a super-move to blaze through his attack and damage him. I did so, and of course he didn't like it very much. I was on an "unneeded" level (something 1p has said about items) and should have fought "fair" or somesuch thing.
His basic premise was that supermoves shouldn't be used in the game at all, and that we should only use the characters in Classic mode. (not having supers, he pointed out, is an option in the game) He argued much like 1p, albeit he understood the grace of brevity.

Much like 1p though, he had a fixation with "randomness." He was quick to point out that, aside from the free meter you are given at the begining of the first match, the supers you get are essentially randomized. Raising the meter is accomplished by attacking and being attacked. Certain characters could raise their meter much faster, and technically you could even raise the meter accidently by getting hit by certain moves. Also, attacking air to raise meter leaves you open to retaliation. Dangerous.
Additionally, my friend pointed out, the super moves often were overtly powerful compared to the "regular moves" of the game. They were highly prioritized, went farther, and did more damage when they hit.
"The game," my friend smoothly iterated, "Is totally balanced without supermoves. They are uneeded. When you throw a fireball at someone and they jump over it, you can dragon punch them. That's
youmi, that's strategy. Introducing a superfluous possibility, like Akuma's super-air-fireball, into the game disrupts that strategy. You don't need any skillz to press down-to-forward twice and punch. The game is much more skillful without the addition of the move."
I found this a bit silly. I mean, it is easy to visually tell when the opponent has a "super" ready, why not simply change your tactics accordingly? Is that so hard? He would merely echo that the super is "cheap" and "unneeded" and, indeed, he would eventually say that I was the "scrub" for relying upon it at the detriment of other, apparently more "honorable" or "tactical" moves.
He contined complaining, meanwhile I used the supermoves, outprioritized his attack, and won. Honor? Bah. I won.
I feel this analogy fits very well into this discourse about
items vs no items play. The items
add new levels of complexity into the game. One oft-mentioned error in these arguments is that the characters are "unbalanced" when, say, a Home-run bat drops directly in front of them.
It's like a gift from the gods! (if you believe in that sort of thing). You are suddenly more powerful than your opponent! Oh no! That must mean the game is broken!
Listening to the no-itemers grouse about the empowering abilities of items, one would think that the unholy reception of the bat has suddenly bequeathed you with invincibility, given you the ability to teleport next to your oppenent, freeze him in place, and smash him off the screen, with no start-up or lag, for an instant KO!
I
might be exaggerating their stance
slightly.
My rebuttal to this belief: Certainly, receiving almost any weapon
changes your offensive capabilities. But does it really break the game down into David vs Goliath levels of brokenness, and randomly at that? Is it "unfair"?
Let's see.
Let's say Fox is fighting Mario on the Final Destination stage. Both of them have many options: Attack with a projectile, run and attempt a grab, advance and attempt a ground attack, jump and attempt an air attack, run away, or wait. This is simplified massively, of course.
Now let's introduce that (gasp!)
random item. A blaster appears right in front of Mario. Mario quickly picks it up (!!!) Oh my, he is now
more powerful than Fox. He has just changed the game. (or the
metagame if you wish) There is now a few new options to his offense: that is, firing or throwing the blaster.
Fox does, indeed, have to be more careful now. After all, a decent player can juggle the opponent across the screen with well-timed blaster shots. If Mario were to choose to fire the blaster at Fox, it opens new defensive tactics: he could jump to avoid it, sidestep or roll to avoid it, or reflect it back. If he dodges the blast in some way, Mario has just wasted a shot! Uh oh, it looks like these items aren't all that all-powerful after all. The ranged ones all have limited use. Supposing Fox chooses to reflect? Uh oh, the items can be turned upon their users! My oh my, that is downright
uncharitable for such a game-breaking, random, scrubbified, unskilled item!
Of course, the vast majority of items can be thrown. Youmi comes into this very handily. Dare I say...
Catch the item? Yes, this is a skill. Yes, it's fairly difficult to learn. Yes, scrubs will whine about it. Catching items is a tactic that will not only
negate much of the powers of items, it will
shift the balance of power to your favor! Why throw a powerful item at someone if they can catch it and thus gain the power themselves? Trepidation. Strategy. Mmm. If you know your opponent is skilled at catching items, that tactic is effectively shut off, much like jumping over a fireball in Street Fighter which
will lead to getting a Dragon Punch
in the groin. It's certainly random that Mario received the weapon, but even so he is not even remotely overpowered vs Fox. An expert Fox is actually more dangerous when the opponent picks up a projectile weapon.
Your premise that the item appears randomly and gives a random character random power falls flat: it's still in the hands of the players. The only thing that is increased is
overall offensive ability in the game.
The randomness in a sense becomes almost a non-factor. Simply acquiring an item shifts game balance in one very important way: It both puts you at an advantage, and it puts your opponent one (mis)step away from being at the advantage.
I do feel that the two views are different games. Super Smash Bros. Melee (no items) is undoubtably a fun game, but it lacks the depth of the real game:
Super Smash Bros. Melee
Experts learn to use items and learn to defend against items as well as use their defense as offense.
from
Sirlin.Net--
Can you imagine what will happen when the two groups of players meet? The experts will absolutely destroy the scrubs with any number of tactics they’ve either never seen, or never been truly forced to counter. This is because the scrubs have not been playing the same game. The experts were playing the actual game while the scrubs were playing their own homemade variant with restricting, unwritten rules.
Did I say brief? :D Anyways, comments? Anyways, fighting games are all about options. The more options, the more tactics. The more tactics, the better.