Three of the four players at the world’s melee table were disqualified for collusion last night. After watching the recorded video of the game (kudos to FFG), I have a complex and very negative reaction to the ruling. No doubt those who look for signs of collusion will find some. But for those attempting to understand the ruling within the context of past precedent and existing community understanding, the ruling raises series concerns and fundamental questions about the future of the competitive melee format.
The Anti-Collusion Rule & The 2012 World Melee Finals Ruling
For full transparency, I am working with the following understanding of the anti-collusion rule, based primarily on past precedent (application at GenCon) and what I think is the common community understanding, as represented through FFG forum threads and on the varies fan sites. Collusion may apply when players decide in advance of the game that they will help each other, or potentially during in-game situations when players explicitly work against their own selfish motivations to help a friend. It is worth pointing out that while a strong case may be made for disqualifying someone who selflessly assists a friend to win, in reality such circumstances are difficult to identify, since the ruling has also previously been interpreted (at GenCon) that assisting someone so that they may win is not necessarily collusion if in doing so you increase your own competitive tourney score—so that you may advance to the next round or have an increased likelihood of winning overall tourney champion.
Fast forward to yesterday’s Melee World Championship. The explanation provided upon disqualifying three of the four players was that the fourth player was “locked out” from challenging the remaining three players. Though no further explanation is provided via the recording, the rationale is presumably that the fourth player was unable to overcome the various card effects—most notably The Scourge and Shadows and Spiders—to successfully make challenges. In addition, one may deduce from the timing of the disqualification that the conversation in the final round of the melee about who would take first, second and third played a role.
Unfortunately for the participants and for the community as a whole, past precedent and common understanding do not perfectly align with yesterday’s practice. There is no clear evidence that the players colluded in advance of the game. The video documents how the three disqualified players actually worked against one another for hours, removing icons, attacking and negotiating the whole time. Frankly, it’s a tedious video to watch—quite unlike the 2011 World Melee Finals, in which collusion resulted in a somewhat brief game.
This is, of course, not to say that all rules are set in stone. Nor do I mean to imply that FFG cannot make minor adjustments along the way or even mid-game. But such changes should at a minimum reflect the spirit of past interpretations. They should also be preceded by warnings, if such behavior is detected.
FFG is at a Crossroads – and Risks Failing its Players
After two consecutive melee world championships were affected by collusion—one admittedly so by participants, and another by the anti-collusion rules—it seems important to take a moment and reflect on whether the structure, rather than the players, are to blame. In my opinion, there is a fundamental problem with competitive melee that FFG’s anti-collusion rule fails to address.
The source of this problem is the conceptual conflict between yesterday’s interpretation of the anti-collusion rule and the structure of the melee format. When FFG CEO Christian Petersen announced on December 21, 2007 that the multiplayer format would take a more prominent role in competitive play, he observed that: “In addition to the solid mechanics, you have the politics, backstabbing, hyperbole. Some multiplayer sessions seem as a page ripped out of the novels themselves.” In other words, the difference between melee and joust is that melee openly encourages in-game alliances and relishes in the moments when they crumble unexpectedly.
In more concrete terms, these alliances are frequently expressed through short-term exchanges, such as “trading” plot effects or agreeing not to attack an opponent who offered a favor in a previous round. Not only are such alliances commonplace, the game mechanics actually encourage such arrangements. And since these games are not considered collusion, one is left wondering why a series of these trades between several players in a position to negotiate was considered collusion on November 9.
A Vague Line
The problem with yesterday’s ruling was that it left much to personal interpretation. Is a negotiation in which two players coordinate so that they play Valar Morghulis in consecutive turns rather than on the same round collusion? If so, such an event is rarely if ever enforced. What if two opponents both have a copy of The Scourge in play and agree not to use that effect against each other? When this happens once, it is collusion? If this agreement is made two rounds in a row, is that collusion? What about three? What if three players control The Scourge? Is it collusion if those three players agree with each other not to use the location against one another?
It is important to note that in last night’s World Melees Final, the three players each had a copy of The Scourge, but they used it as much on each other, if not more so, than on the fourth player who by default won the event. There appears to be an unexplained rule on how players may use their card effects in game.
An Inherent Bias against Control Effects in Melee
Up until this year, melee winners typically played aggro “rush” deck types. Baratheon power grab, Targaryen dragons, and Stark Siege all remain popular variants. This year, however, the three players who were disqualified were apparently disqualified for using control effects too effectively to “lock out” the fourth player.
The decision leaves me confounded. It suggests that one may use control effects in melee, but if these prove too efficient, or if an opponent who plays the stale “rush” build is unable to effectively counter-offer or protect their own board position, then by default the control players are somehow cheating.
Here is the bottom line: Last night’s game was NOT a situation in which three players somehow stone-walled a fourth player and refused to negotiate with that person, so that the three may take first, second, and third places. RATHER, the game was about a tired old rush deck getting beat by an innovative, new control build, with little the rush player could do but watch. The problem is, if I take a tired old deck to a joust game, I expect to lose. Why should it be any different if I take such a deck to the melee?
In my opinion, FFG owes an apology to all four players involved, and to the community as a whole for this travesty of competitive play.