Okay, competitive gameplay in TF2 ...
Not really my world. As much as I love TF I never felt the urge to play the game competitively. For one I think I would have neither the ambition nor the discipline to practice and train for the game as it would be necessary to become good enough. Also I’m quite sure that as a competitive player one has to deal with a lot of assholes, ranging from arrogant to ignorant, and I can really do without.
So my familiarity with competitive gameplay is slim at best. And since I’m not in a clan I don’t even have much experience with friendly scrims. Consequently I’ve encountered a lot of comments and remarks of players in regard of competitive games with puzzlement and irritation.
Back in TFC I was under the impression that the basics of competitive gameplay was similar to what happened on pub games, though – of course - on a much higher skill level and with much more organization and coordination. Pretty much like a saturday afternoon soocer game between friends would at least resemble a championship match.
So I was very much surprised to learn that competitive games and pub games in TF2 are at best cousins (twice removed) of each other in regard of their relation to basic gameplay.
I heard a bit about competitive gameplay in TF2 before, but really just got more insight when the TF2 blog pointed out the post of Waar on the Steam Forums. Following up on that I asked my mates from (and around) clan WDG a few (potentially stupid) questions [1] and was offered some excellent answers (especially some very clear and comprehensive explanations from Beau (posted under the alias Basingstoked) deserve to be singled out here ... thx again), which really helped me to understand that “regular TF2” and “competitive TF2” are two very different beasts.
Of course it all makes sense. Competitive TF2 is a format which puts a very strong emphasis on the individual skill of the players, and team sizes – usually 6vs6 – are chosen to maximize that effect. Fewer player would probably no longer be playable, more would make the single player less relevant. [2] Under these presumptions and the self-imposed restrictions, the favoring of certain maps and the concentration on certain classes are not only logical, but almost inevitable.
And still I can’t help but find the premises on which all of this is based rather arbitrary.
With the goal to play a highly skilled and fast paced game the competitive scene picked a number of features and aspects of TF2, pretty much dropped the rest in the dumpster and created a trimmed variation of TF2. They traded the complexity and richness of the game for speed and dynamic combined with a certain simplicity, all that to realize what Beau has called a “high skill ceiling”.
Personally I find that approach a bit sad and – flame bait – pathetic. But for one I am the first to admit that this is none of my business, and second I will have to agree that it is most likely a working system.
However, I can’t help but remember that back in TFC the competitive scene was playing primarily CTF-maps [3]. By nature CTF requires a completely different approach by usually splitting up the team into Offense and Defense, and especially the latter is more static than dynamic and therefore supports classes which would be useless in the highly dynamic gameplay of 5-CP-maps. Engineer and Heavy certainly are valid classes for D, and under circumstances a Pyro or a Sniper could be useful [4]. Engineers would suggest Spies as counterpart, and though I guess it would be difficult to use him effectively [5] a good Spy could still be a valuabe part of Offense.
I don’t think good CTF would work with with 6-player-teams, though. IIRC many leagues in TFC featured 8-player-team, which appears to be more reasonable.
Of course CTF will never be as popular again as it was in TFC [6]. Also there are chances the changed game mechanics from TF(C) to TF2 may have damaged the mode more than I initially imagined. I’m still not entirely convinced, but I will probably have to accept that CTF is a lost cause for TF2, and the way to play it is certainly a lost art.
Still I’d like to believe there are different formats which would be able to make better use of all the classes and the richness and complexity of the game.
But let’s face it: Why should the competitive scene care? Most of them want to be successful and fill that “skill ceiling” which gives them reputation and feeds their egos. I don’t think they are interested in a more rich and complex game. KISS, I guess.
Based on that I assume that competitive players are always suspicious about every change and class update Valve throws at the game. And if changes disturbs the status quo too much it simply gets banned by leagues (as I was told happened to the sandman after the scout update), which – while understandable – once more stresses the tendencies to simplify the game to the least common denominator.
I can’t help but wonder if clans and players organizing leagues even question their arbitrary choices and self-imposed restrictions any more. Or do most players accept it as an “It has always been that way”? Do they – at least on occasion – try to think outside the box, try to envision different ways of competitive gameplay?
I don’t think so. Quite contrary I’m under the impression the competitive scene thinks they have created the perfect match format. To them the basics of TF2 is the coal which they have refined into a diamond, which is - in their opinion - the 6vs6 format.
I’m not in a good position to judge, but to me it looks more like they took a car,
grabbed two wheels, parts of the frame, rebuilt the engine and created a good motorcycle which they now use to perform motorcycle-races.
And to stick to the racing analogy for a moment: It might be that Formula 1 is the most popular racing format, but to my knowledge [7] it’s not the only competitive format, and I’m sure each format has its own challenges and requires just as much skill.
As I said in the beginning: I’m not a competitive player. I was never particularly interested in becoming one before, but the way clans and leagues have been adapting TF2 to their goals is just further turning me off.
However, it is of interest that Valve has as well noticed the discrepancy between the TF2 of pub games and competitive game (in terms of game elements) and is obviously looking for ways to bridge this gap. The recent update already introduced some tweaks and adjustments which IMO were geared towards the competitive scene, and I expect more of those tweaks to follow. It will be interesting to see what Valve comes up with, but hopefully the competitive scene will be open for what Valve might offer them and don’t meet it with a “Never change a running system” attitude.