Jack. Learn the game and help me shape a 2 v 2 league plan I had in mind where alot of items are usable, if you really want to. I still am not keeping FS on unless any of my crew find some silly way of ****ing them over and even then I'm weary of them.
First. I wanna know if you even have brawl? The way it plays is very questionable to things like ATs and FSs. Your opinion means squat until you've faced a relentless Smash Ball'ed marth.
Really.
Its INSTANT WIN.
I don't know how far back you've read or anything, so I'll go ahead and, for the sake of brevity, state it again: I haven't played Brawl, and I refuse to make any concrete judgments about the game until I have the final American retail version in my hands. I respect that there are people who have already played the game, but I simply, on principle of observable truth, refuse to make any judgments myself until I have the ability to test and experience the game personally; I'm not going to base anything off a video that I can misinterpret.
As for the item league, thanks to some of the people in this thread, I'm entertaining the idea of experimenting with hosting various playstyle tournaments in order to ascertain what item combinations will be most viable for a tournament setting, which for now includes Final Smash experimentation. I'm not thinking about 2v2 just yet, but when I get there, I can certainly let you know. (And I don't know whether you mean learn Brawl, or learn Smash in general; I can assure you, I know Smash in general very well.

)
Speaking of item/Final Smash tournaments, I actually have been thinking, and I've come up with an idea that I'd like to get an opinion on, if that's alright. I'm going to keep thinking, so this certainly won't be my only one or anything, but it's a start and it's a step in the right direction. I want to take my time explaining this so that I don't mess it up.
As I understand it now, these are the facets of the tournament scene that, regardless of any experimentation, must be maintained if anyone wants to even hope for the tournament community to tolerate serious item tournaments:
1) The match must be decided, mainly, by the skills of the competing players. Items, by their very nature, have random elements, but these elements must be controlled to a manageable level so that the majority of the match determination is based on skill.
2) Many, if not most, tournament savvy Smashers will not want to wager serious money on a match that can be determined by luck as a main factor.
3) An acceptable level of balance must be maintained so that the greatest number of characters have the most level playing field possible.
There are also facets to any prospective new items/Final Smash playstyle that must be maintained for the enjoyment of those who are, ultimately, asking for an alternate playstyle:
A ) Competitiveness must, under no circumstances, be undermined. If a prospective item/Final Smash playstyle is viewed by the tournament community to be inferior, something that is simply a sideshow and unable to take center stage of some kind, then the entire purpose of holding a competitive tournament has been defeated, and the tournament may as well have not been held.
B ) A majority of items must not be deemed as impermissible in battle, as if only a minority of items are allowed, again, the main aspect that differentiates the new style from the old is undermined.
Items 3 and B will not be able to be determined until extensive testing has occurred with various item configurations having been explored; however, I feel there is a way to accommodate the other three conditions in a fairly neat and simple way.
Poker has been used as an example for both sides of the items on/off arguments, so I shall draw an example from that game for clarity. Poker is a game that, though is played one way at its core, has many variations; there is Hold-Em, the various draw-styles, the various stud-styles, and many more, I'm sure, that I am not familiar with. In the case of Poker, differing styles of play are used in different stakes of matches, usually with Texas Hold-Em style play constituting the majority of high-stakes Poker.
This could possibly be applied to a potential item/Final Smash tournament. In hypothetical 'Smash Fest Alpha', two separate, yet competitively equal, tournaments could be held with different stakes: the usual, previously approved 'medium-stakes' tournament-style play, and a second 'low-stakes' items/Final Smash tournament (for now, I would consider MLG-style play 'high-stakes', which makes high-stakes playstyles irrelevant for this hypothetical because MLG has its own rules and procedures for play).
According to the information given to me by the posters in this thread, the 'average' stakes for a SWF-hosted/organized tournament is roughly 1,000$-1,500$ (so, for the sake of this hypothetical, I will use the median of 1,250$). This, at the provided average 60:30:10 split for winnings makes player earnings by place 750$:375$:125$. These stakes, I can understand, are too large for someone to be willing to lose on a match that could be decided by an item spawn.
However, (and this can be balanced later, after more deliberation), winning stakes of 120$:60$:20$ are drastically lower stakes, and thus maybe current tournament players would be more willing to play with a total pot of a mere 200$. This would also drastically reduce entry fees into the tournament.
As I have been told, many current 'medium-stakes' tournaments are executed using a single- or double-elimination style system, which is exceptional when variations in match results are few and far between; however, the introduction of items brings a heightened probability of variations from pure skill outcomes, thus single- and double-elimination style play is insufficient. After preliminary analysis of commonly used tournament types, I have deduced that item/Final Smash play could be legitimized greatly as a competitive style if tournaments employ the
single- or double-round robin style or the
Swiss system style of tournament play, as these styles allow, indeed correct, for variance in matches between individuals.
These factors are important for all of the above stated reasons: the two aforementioned styles of play ensure that, unlike items/Final Smashes in single- or double-elimination play, single acts of luck do not overshadow player skill in a dominant way, the lowered stakes allow for current tournament players to wager money on a tournament without feeling a significant loss, and, because money is still on the line (though in a drastically reduced sense), a sense of strong competition is still present in the game.
What's more, the two styles of play (medium-stakes and low-stakes) are in no way mutually exclusive to one another; in fact, they can actually be complimentary insofar as the reduced entry fee for low-stakes play leaves a player with enough funds to also enter medium-stakes play, if he or she has the time to compete in both. This also allows for the terms 'high-level play' and 'low-level play' to be phased out and the more accurate (and less demeaning terms) 'medium-stakes play' and 'low-stakes play' to be used in their place.
(NOTE: That last statement might seem trivial to many people here, but there are a good number of casual players that take offense to the term 'low-level play'; I've heard both sides of the argument, and my personal opinion is that there is less of a stigma between the words 'medium' and 'low' than there is between 'high' and 'low'. Also, this change in terminology has the added bonus of elevating Major League play above traditional tournament play.)
I feel that this hypothetical scenario could very well lay the ground-work for future competitive item-based tournaments, and would be able to include a vast number of players, rather than exclude any one group from play.