Competitive Play: Difference between revisions
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'''Competitive play''' occurs when two parties engage in a match with the victor being awarded a commonly desired good. The greater the perceived value of the good, the more competitive the event is going to be. Unlike the case with professional competitive sports, in JKA those goods rarely if ever include set material rewards like money prizes | '''Competitive play''' occurs when two parties engage in a match with the victor being awarded a commonly desired good. The greater the perceived value of the good, the more competitive the event is going to be. Unlike the case with professional competitive sports, in JKA those goods rarely if ever include set material rewards like money prizes; instead, they are mostly centered around social goods like status, prestige and respect. The primary goal of competitive play in JKA is therefore the testing of one's merit and skills as a player or team against that of other competitors. The competitive event can take on various forms in various gametypes and although competition in [[CTF]] has a very long and powerful tradition in JKA, competition most often happens in the context of two parties engaging in some form of saber combat. In all cases, competitive play flourishes the most when situated within a larger organizational structure, like a reliable league or ranking system. | ||
==The History of Competitive Sabering== | ==The History of Competitive Sabering== | ||
The history of competitive sabering is a cross between the history of formal competitive venues in general and the history of great clans and players in particular. Competitive events | The history of competitive sabering is a cross between the history of formal competitive venues in general and the history of great clans and players in particular. Competitive sabering events are almost exclusively played without pickups and without force powers and are governed by a codified set of rules agreed upon by all the players. | ||
Rulesets | Rulesets vary widely across events, but the two most common for [[Duel|duels]] are: The American standard of playing a match where the victor is determined by the player that first scores 10 points, with each point being awarded for a successful kill, and the health of both players resetting after each point. The second standard is the European [[ESL]] one where the victor of a given duel is determined by the player who either first scores 10 points or ends up with the most points after a 10 minutes timelimit, and where the player scoring a point continues on with the same amount of health and shields that he had left over from the previous fight. | ||
[[TFFA|Team Free For All]] matches | [[TFFA|Team Free For All]] matches are most often held across two rounds with either a specified fraglimit, timelimit or both, and the winner is almost always determined by counting up the points of both rounds together and awarding the team with the highest score. The most prestigious form of TFFA competition is the 3on3 or 4on4 format, also called Team Deathmatch (TDM), but 2on2 matches are not only widely popular, they are oftentimes highly acclaimed as well. | ||
Although serious competition | Although serious competition is definitely possible on heavily modded servers, it most often takes place on [[basejka]] or mods that strictly aim to preserved the original sabering environment as much as possible. The reasoning behind this insistence on unmodded servers is that the point of competitive play is to determine the better player ''simpliciter'', that is without any qualification, whereas playing on mods like JA+ that significantly change the sabering system just adds such a qualification. A second popular argument is that modded servers inevitably make the sabering mechanics worse by (oftentimes unintentionally) introducing factors that increase the randomness of the gameplay. Whatever the case may be, the main reasons as to why competitive play never took off within communities favouring modded servers was on the one hand the lack of a central organizational structure, like a proper league, and on the other hand a lack of interest towards competitive play in general by players that frequented modded servers. | ||
===Strong Roots: Late 2003 to Late 2005=== | ===Strong Roots: Late 2003 to Late 2005=== |
Revision as of 19:38, 20 March 2013
Competitive play occurs when two parties engage in a match with the victor being awarded a commonly desired good. The greater the perceived value of the good, the more competitive the event is going to be. Unlike the case with professional competitive sports, in JKA those goods rarely if ever include set material rewards like money prizes; instead, they are mostly centered around social goods like status, prestige and respect. The primary goal of competitive play in JKA is therefore the testing of one's merit and skills as a player or team against that of other competitors. The competitive event can take on various forms in various gametypes and although competition in CTF has a very long and powerful tradition in JKA, competition most often happens in the context of two parties engaging in some form of saber combat. In all cases, competitive play flourishes the most when situated within a larger organizational structure, like a reliable league or ranking system.
The History of Competitive Sabering
The history of competitive sabering is a cross between the history of formal competitive venues in general and the history of great clans and players in particular. Competitive sabering events are almost exclusively played without pickups and without force powers and are governed by a codified set of rules agreed upon by all the players.
Rulesets vary widely across events, but the two most common for duels are: The American standard of playing a match where the victor is determined by the player that first scores 10 points, with each point being awarded for a successful kill, and the health of both players resetting after each point. The second standard is the European ESL one where the victor of a given duel is determined by the player who either first scores 10 points or ends up with the most points after a 10 minutes timelimit, and where the player scoring a point continues on with the same amount of health and shields that he had left over from the previous fight.
Team Free For All matches are most often held across two rounds with either a specified fraglimit, timelimit or both, and the winner is almost always determined by counting up the points of both rounds together and awarding the team with the highest score. The most prestigious form of TFFA competition is the 3on3 or 4on4 format, also called Team Deathmatch (TDM), but 2on2 matches are not only widely popular, they are oftentimes highly acclaimed as well.
Although serious competition is definitely possible on heavily modded servers, it most often takes place on basejka or mods that strictly aim to preserved the original sabering environment as much as possible. The reasoning behind this insistence on unmodded servers is that the point of competitive play is to determine the better player simpliciter, that is without any qualification, whereas playing on mods like JA+ that significantly change the sabering system just adds such a qualification. A second popular argument is that modded servers inevitably make the sabering mechanics worse by (oftentimes unintentionally) introducing factors that increase the randomness of the gameplay. Whatever the case may be, the main reasons as to why competitive play never took off within communities favouring modded servers was on the one hand the lack of a central organizational structure, like a proper league, and on the other hand a lack of interest towards competitive play in general by players that frequented modded servers.
Strong Roots: Late 2003 to Late 2005
The early history of competitive play in JKA is now shrouded in a lot of darkness, because very little tangible information survived over the years. For a variety of reasons, the time period between the release of JKA and late 2005 features very little interaction between the American and European communities. This is primarily due to two factors: First, the fact that both sides had their own specialized competitive organzations, providing them with ample opportunity for formal means of competitive play, and secondly, the way internet latency heavily affects gameplay in JKA was a demotivating factor for both sides and made formal cross-continental competition more difficult.
America and BWN
Although shortly after the release of the game in September 2003 many high-profile clans had formed, like OoS, KoP, AIM and BSoV, the early period of American JKA was first and foremost the period of clan Master, a large but elite clan with roots in JK2 run by Master DarkStar. It would be Master that eventually set out to create a formal competitive venue in late 2003, dubbing it Bladeworks Network (BWN). However, although BWN provided a good competitive outlet for the American community as a whole, mostly because there was no real alternative, it lacked the necessary rigour for competitive play to truly flourish, as it had serious flaws that made the system prone to abuse and thus an unreliable means of tracking player skill. Despite its flaws, it was the only semi-formal league that the American competitive scene had at its disposal and so it attracted a lot of highly skilled players over the course of its lifetime.
In early 2004, after the dissolution of top clan OoS, WoV started becoming more respectable as a clan thanks to the efforts of Intrepid aka Kilroy, who took it upon himself to recruit a lot of top ex-OoS players. In just a few months WoV ascended from being an inactive JK2 clan to a serious force in competitive JKA, rivaling other great clans like BSoV, Seraph, JKT, DoX and Loi at that point. Master was still by far the most dominating clan though, with some of their members gaining an almost mythological reputation for their skill in combat.
Most prone to this kind of idolisation was Master DarkStar. He was at that time widely considered to have been the greatest of all players within the American competitive scene, with an unimaginable level of skill. He was the dominant force behind clan Master, both in terms of fighting prowess as well as administrative authority, and was for a year and a half the single most successful duelist on BWN. Many speculated that before the release of JKA he must have been an internal beta tester for the game, seeing as he was so far ahead of everyone else in terms of skill shortly after the game was officially released. Whatever the case may be, because DarkStar tried to maintain as high a standard of recruitment for clan Master as possible at that time, Master was thus a notoriously difficult clan to get into, with trialing periods spanning multiple months. It is therefore to noone's surprise that Master remained by far the most looked up to clan with the highest skilled members in North America, including such former greats as Sword, Predator, Psycho, SiNiStaR, Omega, Wick3D, Ninja! and Oldlady.
However, as time went by, so did WoV's prowess increase, so much so that the clan was eventually recognized as rivaling Master in terms of sheer skill. Things turned for the worse as some of Master's core members, most notably DarkStar himself, became more and more inactive towards the end of 2004 and Master suddenly and surprisingly disbanded in December of the same year. WoV used this opportunity to pick up some of the most notable ex-Masters, including former Master Viper, and became the de facto best American clan for its time.
Some of the other ex-Masters formed their own teams, as did Ironlung with Wu, Keyo with clan Prophet or Oldlady with clan Nurse, the latter of which became a temporary playing ground for a lot of former Masters, like Radman or Wick3D aka Raw. Others joined various miscellaneous clans, as did former Master LFT who joined clan YV. Most were either inactive or just simply retired, including Sword, Predator and Psycho.
It was at that time in January 2005 that WoV was becoming more serious about its aspirations towards greatness and underwent a major restructuring of the clan, forming a new rank that was reserved only for its best and most prestigious players, naming it Wovian; the initial players included were Intrepid, sh0, Sauce, Noir, Kidster, Leif, Viper, Deception and Fusion, later additions were Matrix, Ransom and Autumn as well. They sought not only to preserve their merit as the very best competitive clan within the American scene, they also, for the first time ever in the history of American JKA, actively sought out to compete against top European teams.
So it was that Wovian began practicing on European servers a lot to get used to playing with a high ping. They were very quickly recognized as a major contender to many top European clans at that time, although they were completely unaware of the ESL's existence. Wovian played Ozone in an official match on 15.03.2005, a few months before Ozone went on to join the ESL, and they managed to beat the top European clan with a score of 40-25 and 34-40. A few weeks later Wovian Ransom and sh0 would go on to play Zedi's famous main 2v2 team, consisting of Dimension and Twilight, winning
both rounds, although the records of that match have now been lost.
In the meantime, DarkStar surprisingly made a return and reformed clan Master under the guise of [Ki], which most former Masters flocked to once again. However, even though [Ki] quickly rose to challenge the top clans of the American community, it was widely acknowledged that they could not compete against Wovian anymore, which was now too preoccupied by its quest for world domination. In fact, [Ki] never bothered to formally assert itself against Wovian, being content with playing actively on BWN, and indeed, [Ki] would turn out to be very short-lived as DarkStar once again suddenly disappeared in April of 2005, leaving the clan without a leader and eventually letting it fade away into oblivion.
It was during that April of 2005 that Wovian was at the height of its power and officially challenged the very best
European team to a match: Wovian would go on to play team aXiom. On the second of April, Wovian fielded sh0, Viper and Ransom against aXiom's Dureal, Xerxes and Warp. The first round was to be played on a European server, from which aXiom easily emerged victorious with a score of 68-32. For the second round Wovian tried to counteract the possibility of aXiom adopting a very passive strategy and picked the duel map Bespine Courtyard for the match. Unfortunately, although Wovian won the second round easily with a score of 82-59, they were unable to catch up with aXiom in points, losing the match with a final score of 114-127.
Even though Wovian managed to play a good game against aXiom, their first major defeat since early 2004 was too big of a disappointment for a clan that was so used to winning every major event they signed up for and so they began falling into inactivity. The resentment that the restructuring caused amongst the members that were not allowed into the elite Wovian section was becoming a burden as well, with many important members feeling betrayed and leaving the clan out of protest. Wovian tried to counteract this development and eventually abandoned its rank structure in late April 2005, but it was too little too late. The German top clan *aiming would formally challenge the team on the first of May 2005, but Wovian was so inactive by then that they didn't even respond to the challenge.
With this onset of inactivity, some of the core Wovian members began to leave the team as well. This included most notably Matrix, who joined DoX. Shortly thereafter DoX would also recruit former KoP player subLime, who was widely considered alongside KoP's Dark_Knight to have been the best dual saberist in the entire American community. With those recent acquisitions and the inactivity of Wovian and [Ki], DoX was looking to usurp the title of NA champions. However, their aspirations would be dashed from an unlikely source. A team with no reputation at all had gained tremenduous momentum over the last few months, defeating various smaller clans, and in August 2005 they had become serious enough to challenge DoX to an official match: It was the Jedi Academy Aurochs.
The Aurochs were the first competitive NA-European hybrid team that emerged out of the ideals propagated by the Jedi Academy,
which was a school dedicated to helping new players improve in all aspects of JKA. They were also the only competitive team left in JKA to play without poke. As of mid 2005, the Aurochs' lineup included most notably such players like Tido, Jaws! (aka JKXIII), former Master Deqlyn, Sauce, Refl3x, ProXimo, Kain and Masta. DoX did not pull any punches against the Aurochs and fielded their very best lineup, consisting of Matrix, Havok, subLime and skillz. A lot was on the line. After an incredibly close and tense match, the Aurochs won both rounds with scores of
50-48 and 50-46.
The Aurochs went on to play the top clan KoP shortly thereafter and won convincingly with scores of 50-39 and 50-40. Just to make sure everyone got the message, they rechallenged DoX to another game that was held on 10.08.2005. However, this time around DoX was losing so badly that some of their members, most notably subLime in the first round and skillz in the second one, ragequit in the middle of the game, forcing DoX to substitute them with lesser skilled players like bWb and brutality. The scores were therefore appropriately convincing: 50-23 and 50-39 for the Aurochs.
For almost half a year the Aurochs, playing without poke, would remain at the very top of the American competitive scene. In fact, in September 2005 they would go on to become the first American team ever to sign up for the ESL and actively compete against the European elite.
Europe: Zedi and ESL
The early history of European competitive play was largely dominated by the ESL - the Electronic Sports League. Due to the success that JK2 enjoyed as part of the ESL, the organization made available a plethora of ladders for JKA on the release of the game in September 2003. This provided an excellent means for competitive play right from the start, but even with a proper structure secured, European competition flourished outside of the ESL from late 2003 to late 2004.
In fact, although the ESL quickly saw the creation and ascension of great teams like aXiom and *aiming, alongside various strategic developments like the discovery of the wiggle aka poke, many of the best European clans from late 2003 and early 2004 could be found playing in non-ESL competitive venues made available by various others organizations like Wireplay or ClanBase. In fact, it would be those other leagues and tournaments that facilitated the rise of clans like RNX, BBQ and eF.
While aXiom][Ðureal quickly became famous for introducing the poke into the ESL in late 2003 and thus ending the domination of staffers on the ladders, clans like BBQ with top players like Picto, Remus and Blindside were already ontop of the European scene. In fact, BBQ was the only team to have been a match for aXiom's early 2v2 stars Ðureal and Sadrior in late 2003, who lost to BBQ early on in aXiom's conception. It was against this background that in January 2004 a few members of the then recently disbanded clans [SASH] and [dF] founded a clan that would become one of the most famous and controversial clans in the history of JKA: Zedi.
Right from its conception, Zedi had great aspirations: Their purpose was to become the best and most respectable clan ever made. Their original set of members around the time of its conception were Maze, Tox, Cookie, Dimension and Sleepy, the latter of which soon afterwards went out to recruit Dark and Twilight. A few weeks later Envy, pr0 and FeadeR joined the team as well, with Cookie and Tox quickly becoming inactive.
Zedi practiced a great deal before they accepted official matches or signed up for leagues to avoid early losses. They nonetheless incured an early defeat against clan Pain and then, once they had signed up for the Wireplay 4v4 League, lost their first match against BBQ early in 2004. Unfortunately BBQ left the league a few weeks later, disbanding shortly afterwards, but Zedi still had other hurdles to overcome on their road to glory: They were put in the same league division as the top clans RNX and eF.
Although RNX was a serious contender at that time, Zedi's main threat was clan eF with such great players as Te0, Ri0 and Lazy. This would be Zedi's greatest challenge yet, and in two incredibly close matches Zedi tied eF 196-196 and 122-122. They would go on to beat RNX twice in the league, but lose once outside of it, and defeat the rest of the lesser teams signed up. This would secure Zedi the first place in the Wireplay 4v4 League and they were awarded the championship in early April 2004. Later on in the same month Zedi signed up for the ClanBase 2v2 League, which was one of the largest tournaments at that time but unfortunately did not feature any of the other top European teams that participated in the Wireplay League a few weeks earlier, and so Zedi would take the championship uncontested.
In the meantime, the ESL had become the go-to league for central European talent, most notably the Germans. It had a very strong German community with a lot of top clans actively competing against one another, including *aiming, eSe, hac, sR and most notably aXiom. In fact, aXiom's ESL dominance had already taken roots in early 2004 when Ðureal ascended to the first rank of the international 1v1 ladder with barely any losses. He was also at the head of the most successful 2v2 team at that time, consisting of himself and Sadrior. By the time Zedi won their ClanBase championship in April 2004, aXiom's 2v2 team had been placed first in the 2v2 ladder for four consecutive months with a score of 22-2.
Zedi was at the height of their power in April 2004 and played a lot of matches outside of their formal leagues and tournaments - this included most notably the German top clan Saber Riders, fielding such famous players as BlooDclaw and zentur1o aka EviLWindu. There is some controversy surrounding that match, however, as team sR had to play with rather high pings on Zedi's server in the first round and yet only just barely lost with a score of 80-89. Also, it is uncertain whether this match was supposed to be mere practice or if it was an official clan match.
Whatever the case may be, Zedi was quickly becoming inactive in May 2004. In fact, even though they knew very well about the existence of the ESL and even signed up for it, they didn't any matches there at all. (source) After a few additional games outside of any formal venue, including games against *aiming, hac, XiO and TuA, Zedi officially disbanded in October 2004 for a variety of reasons, but mostly due to the frictions that formed between their players.
The remaining Zedi players, most of them inactive by that point, formed team Presidents and even signed it up for ESL, but they once again failed to play any games outside of two 2v2s against insignificant teams. In December 2004 was reformed when Presidents merged with clan [<<] and brought in new players like AngeL. (source) This created a streak of activity where Zedi would go on to play a lot of clans over a period of a few weeks. However, they once more completely avoided playing on the ESL, despite having league accounts and registered teams.
In the meantime, aXiom established itself as the most dominant force on the ESL. Ðureal stopped losing 1v1s entirely by that point, running a score of 142 wins to 4 losses on the international 1v1 ladder, and the majority of the top 10 players on there were on his team. His 2v2 team with Sadrior was equally as successful: By the end of 2004, they were ranked first on the ladder with a record of 28 wins and 2 losses. Ðureal also signed up his team for the TDM ladder in early 2004 where they kept a record of 18 wins to 1 loss, beating such top German clans like *aiming, hac and RGA on multiple occasions. The team seemed unbeatable and aXiom would eventually go ahead and host a 2v2 tournament in December 2004.
Zedi signed up their main 2v2 team consisting of Dimension and Twilight for aXiom's tournament. They reached the finals of that tournament without facing anyone of note, but were now pitched against aXiom's famous duo: Sadrior and Ðureal. Unfortunately the match never got off the ground because Zedi repeatedly failed to show up for the match, so aXiom was awarded a default win.
This sparked a controversy that put Zedi's achievements into question. Before the official dissolution of Zedi in October 2005, their results page correctly distinguished between matches that were official, matches that were played as part of the Wireplay or ClanBase leagues and matches that were merely practice, calling the latter 'friendly'. (source) However, Zedi did not properly distinguish between official matches and scrims, so they calculated the practice matches into their overall score, with many teams complaining that Zedi was priding itself on doing well in scrims that other clans didn't take seriously. (source)
The controversy reached a highpoint in December 2012 when zedi´Dimension and zedi´Nanaki went on to show off results on the ESL forums of matches that Zedi played against some of the top German clans at that time. They were widely criticised for bragging about victories of unofficial matches and were called out multiple times to play the teams in the ESL. Zedi did not comment on those alligations and although they promised to play on the ESL, no TFFA matches were conducted. Both Dimension as well as Twilight joined the ESL 1v1 ladder shortly thereafter, but were largely unsuccessful: Dimension most notably played Ðureal in a 1v1 and lost both rounds with scores of 8-2 and 8-6. (demo)
Zedi's activity remained sporadic for the first few months of 2005, largely consisting of spontaneous matches with various clans. They most notably lost to Wovian around that time, despite fielding their best 2v2 team against the Americans. It was in early 2005 that Zedi had shut down their website for various reasons and replaced it with a score table that did not discriminate between 'friendly' and official matches at all anymore, with no mention of their match against Wovian either. (source)
More importantly, June 2005 saw the formation of a team that would go on to become actually great: no.Limits. Right from the start team no.Limits was recognized as a serious contender after they had managed to assert themselves against top clans like the second ranked LeiSure as well as the old timers *aiming and hac.
However, noone at that time could have forseen what would befall the European competitive community in that autumn - something happened in August 2005 that fundamentally upset the entire order of the ESL and forever marked the European competitive scene: Ozone had signed up for the ESL.
Notable Games with Demos
2004
- 22.02.2004 1v1 - aXiom][Ðureal vs EviLWindu - demo
- 14.04.2004 1v1 - DarkStar on BWN - demo
- 27.07.2004 1v1 - EviLWindu vs aXiom][zer0souL - demo
- 22.12.2004 1v1 - aXiom][Ðureal vs zedi´Dimension - demo
2005