"Introducing....The Scrub" Game Design/Theory

Grahamdab

Veteran
I was recently reminded of an article I read years ago that helped me put words to an attitude I had adopted when it came to playing competitive games, but could never really explain to other people with any sort of eloquence.

I feel it perfectly encapsulatese the never ending "Twink vs non Twink" argument and helped shed a new light and perspective on the mindset of both sides of the argument for me.

I highly recommend it - https://www.sirlin.net/ptw-book/introducingthe-scrub

Excerpt:

"Let’s consider two groups of players: a group of good players and a group of scrubs. The scrubs will play “for fun” and not explore the extremities of the game. They won’t find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they’ll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite subtle and difficult to discover. Knowing the counter tactic prevents the other player from using his tactic, but he can then use a counter to your counter. You are now afraid to use your counter and the opponent can go back to sneaking in the original overpowering tactic. This concept will be covered in much more detail later.

The good players are reaching higher and higher levels of play. They found the “cheap stuff” and abused it. They know how to stop the cheap stuff. They know how to stop the other guy from stopping it so they can keep doing it. And as is quite common in competitive games, many new tactics will later be discovered that make the original cheap tactic look wholesome and fair. Often in fighting games, one character will have something so good it’s unfair. Fine, let him have that. As time goes on, it will be discovered that other characters have even more powerful and unfair tactics. Each player will attempt to steer the game in the direction of his own advantages, much how grandmaster chess players attempt to steer opponents into situations in which their opponents are weak."
 
what is this, 1997 :FeelsLagMan:
 
Counterargument: The twink vs. twink, XP locked brackets are dead. If you want a wide enough base of people for pick up games to be relatively common (e.g: queues popping within a reasonable time frame), taking everyone who isn't willing to invest in being a high level player and telling them that they're only fit to be speed bumps for the "real" players is a very good way to get them to give up.
 
You people are gonna make me write another long-winded article about the nuances of twink culture, aren't you?

While David Sirlin's work does a notable job of covering the dynamics of competitive play, it comes nowhere close to encapsulating twink vs. non-twink discussion because several other factors play into twinking beyond direct competition.
 
suffice to say theres a reason why 20s are the only bracket left.
granted, that's for a major part on blizztards™, but yea
 

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