Neal's Last Words
by Byron "Neal" Massey
WD: Thoughts and Suggestions
This week, guest writer Scott Dickie discusses the pitfalls and
triumphs of the World Domination Netrunner championship tournament.
The World Domination tournament was the first large-scale project
of the TRC.
Organizing
We assembled a committee of TRC members to organize the details.
The committee setup worked well for hashing out the rules, with
each member posting ideas and responses. After a couple of weeks,
we settled on the rules of the tournament.
The committee members communicated via e-mail. E-mail is a terrible
way to carry on meaningful communications. It took several days
to communicate ideas back and forth. I knew that this would not
work once the tournament started. We needed fast and accurate communications.
My first suggestion for next time: A small group of around 3 people
should run the tournament. These people should be located close
enough to each other that they can have regular, and convenient,
face-to-face discussions. This small group would be able to communicate
more quickly without breakdowns.
Scheduling
The first problem we had was getting all the matches scheduled.
Our budget of zero eliminated the possibility of gathering all the
players in one place, so the Internet was our only chance. After
a very brief discussion, we decided on Internet Relay Chat (IRC).
Ken Hudson's NetNetRunner online NR software was too unstable at
the time.
[ Neal Note: the current version of NetNetrunner is highly recommended.
]
Besides, very few players had or could use NNR. We wanted easy
access to the tourney. IRC was fairly widely used, was relatively
reliable, could be used on a variety of computers, and was easy
to learn. Using IRC, however, created the two most significant problems.
"...we've shown WotC and the CCG world that NR players are
serious about their game. We're not about to roll over and die.
"
IRC makes for long games. It uses a generic text-only interface
that is not well-suited to playing Netrunner. A typical online game
takes about 2-3 hours. Information that would normally be obvious
must be continuously typed.
Worldwide competition causes scheduling problems, since opponents
are often from different time zones. An evening game for me would
be an ungodly early morning game for someone in Europe. Different
work schedules, different school schedules, different vacation schedules,
telephone and Internet access costs, and limited Internet access
all compounded this problem. Having the tournament in one day was
never an option. We decided to spread it out over a period of two
months.
Using IRC to play Netrunner depends on honesty. In casual games,
it's usually not a problem, but we decided early on that the stakes
were large enough to warrant some safeguards against cheating. The
idea of using encrypted cardlists was discarded because it required
added setup time, expertise with zip files, and require extensive
checking after the match. We ended up using 3rd party judges.
These judges had all of the cards in front of them. They communicated
game information to the appropropiate players during the game. While
these judges eliminated the possibility of cheating, it exacerbated
both the time problem and the scheduling problem. Matches using
these judges took about twice as long, and the scheduling problems
were tripled.
We extended the length of the tournament to minimize these problems,
and warned the players beforehand of the difficulties. We hoped
that players who could not schedule effectively would drop out.
My second suggestion for next time: The TRC should work with Ken
Hudson to develop his software for use in tournaments. It's close
now, and if Ken's willing, suggestions and test runs by TRC members
could add finishing touches. The TRC could repay Ken's work by encouraging
its members to register a $5 (or whatever) shareware version of
NNR, requiring that players be registered NNR users for entry into
an tournaments. NetNetrunner would make judges unnecessary and reduce
online time to an hour per match.
Format
Once the interface was chosen, we talked about deck contents. Many
good ideas came up, from pre-constructed decks, to a "pick
three", to straight Highlander, to "choose-1-of-these-4-posted-sealed-decks".
We chose the Gridlock II format because it encouraged deck building
and individual choice, eliminated the effects of getting a bad deck,
and had continuity with the qualifying event. Nay-sayers claimed
that all decks would be identical. There were similarities, but
I was surprised in the variety of decks I saw. Any of the formats
would've worked well. I would suggest doing something different
next time, simply for the sake of variety.
We wanted to minimize the chances of players dropping out, because
that causes problems with byes and takes games away from committed
players. We used a 2-tier system: An Elimination round that significantly
cut the field, and a Final round for those who made the cut. We
had many players playing a few games, and a few players playing
many games. Qualifiers only had to commit to two matches. Those
who made the cut were more motivited to stay in the tournament during
the Finals.
Qualifiers
With the deck contents chosen, we needed to figure out who would
qualify. There were passionate arguments for having regional qualifiers.
I like this idea, but opposed it at the time, for two reasons. First,
I was looking at this as a PR event as well as a competition. I
wanted to include all the little podunk hick-towns who have been
working so hard (no offense to all you podunk hick-towns out there).
Having a each winner qualify gives real meaning to each tournament.
Secondly, we weren't organized enough to have regional qualifiers.
Most of the world is too spread out, or has too few players, unlike
the well-oiled Netrunner machine of central Europe. I think regional
tournaments are something to aspire to. Maybe next year?
We qualified each GW2 winner for World Domination. We also wanted
to reward areas that were able to generate large turnouts, and included
wildcard qualifiers. Each player was given a score from 0 to 1,
based on performance in their GW2 tourney. These scores were weighted
according to the size of the GW2 tournament. The number of wildcard
qualifiers was selected to make convenient parings and accomodate
last minute entries.
We decided to leave the exact number of wildcard entries unspecified.
It turned out that our vagueness fixed a potentially catastrophic
problem. A few of the GW2 tourney organizers used an improper pairing
method. The tournament rules that WotC originally posted were very
difficult to understand. We ended up adding wildcard spots so that
no one was adversely affected by the problem.
[Neal's Note: See my NTP Online 98.4 column for step-by-step Swiss
pairing rules. ]
Our wildcard system helped encourage larger tournaments instead
of several smaller tournaments. If we only admitted tourney winners,
there would be an incentive to break up a large group into several
smaller groups. Wildcards made it possible for a large tourney to
produce more qualifiers than several smaller tournies. If you have
a tourney of 4 great players, and down the street they have another
tourney of 4 weefs, your area will send 1 good player and 1 weef
to WD. In a single, larger tourney, you could send 2, or maybe even
3, of the best players in your area on to WD. Larger tournies encourage
the sense of community between players, produce results that are
more statistically relevent, and look more impressive to casual
onlookers.
So, we had our qualifiers ... finally! In this case, we had 48
of them.
Judges
I knew getting judges for the tournament would be difficult. It
was the main reason I went with four-player groups for the Elimination
round. A pair of judges was assigned to run a two-round Swiss tourney
for each group. The winner of each mini-tourney advanced. I wanted
to reduce the amount of administration required by myself, so I
outsourced the scheduling to the judges. This format minimized the
communication necessary schedule the 24 matches.
I underestimated the difficulty of getting judges. I only got nine
volunteers, plus a few "maybes" who ended up being "yesses".
This shortage of volunteers would have been devastating in a straight
Swiss. I can't stress enough that these volunteers made this tournament
possible. These people spent their free time, when they had nothing
to gain, just to help out the tourney.
Elimination
There were bound to be scheduling problems anyway. We made some
rules regarding no-shows and byes. Judges were given authority to
determine fault for games that were not completed. Those players
determined at fault received losses, and their opponents received
byes. If the judge was at fault, both players received byes. For
byes, we used a "no-count" system (the only fair bye system),
where byes received scores equal to a player's average performance
in other matches. The Elimination round was originally scheduled
for three weeks, but was later extended to five weeks. There were
no deadlines for first match during Elimination, to allow greater
flexibility for the players and judges.
The lack of a deadline for the first match was my biggest rules
mistake. I'll explain by way of an example. I'm a player in group
A. The Elimination round had no deadline for the first match, so
both matches could be delayed until the last few days of before
the deadline. If I could convince, stall, or persuade my judge to
stall my first round match, I could force a tighter time schedule
for my opponent in the second match. In my desire to make things
more flexible and easier for the players and judges, I compromised
the potential fairness of the tournament. The deadline should be
enforced more strenuously next time.
Finals
The Final round was the easy part. We used a straight Swiss system
with the remaining 12 players, four rounds of six matches each.
Again, getting judges was a problem, but we always squeaked in under
the wire.
Suggestions
Have 3 people, who can communicate directly, run the tournament.
Use NetNetRunner (or some other software). Encourage Ken Hudson,
verbally and monetarily if necessary, to build a tournament-level
cheat-proof product.
It seems that my discussion with our Mr. Neal this last week has
consisted mostly of him saying what we should've done, and me secretly
agreeing with him while I explained why we couldn't do it that way.
So it's not surprising that my final comments largely reflect the
things he has said to me.
[ Neal Note: I did not pay the gracious Mr. Dickie to say this.
]
Now that the tourney is over, I am very happy with the results.
At the start, I gave it about a 50/50 chance to finish. A lot of
us worked very hard, and it paid off. We have crowned our first
World Netrunner Champion, and we've shown WotC and the CCG world
that NR players are serious about their game. We're not about to
roll over and die. In fact, we're growing healthy crops out of the
rocky soil. This tournament has definitely been a shot in the arm
for the cause.
Also, I want to take this opportunity to resign from the World
Domination committee. Not because I didn't enjoy it, and not because
I don't think I could contribute to next year's effort, but because
I want a piece of the action! No disqualification for me next year!
Sincerely,
Scott Dickie
Top Runners' Conference
Former Chair, World Domination Committee
Short Circuit
(oh, and the obligatory pun ...)
World Rumination
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