Complexity, Depth and Skill: Good Games?
Complexity = depth = skill (= a better game, right?)
Now this is something I essentially agree with (and the linked article is well worth reading), however the trouble is the mistakes that many people make are:
1. complexity = execution complexity
and/or that
2. complexity = the sheer number of options, disregarding their viability
Both of these can actually be ‘meaningless rules’, and so do not actually necessarily increase complexity and depth, and I’ll go on to explain why. This is going to be a rather rambley article and I’m purposefully going to labour a few points here, as I get pretty fed up with the amount of misconceptions I see about this regularly.
Execution Skill does not always equal complexity & depth
I’ve just made two Vs Fighting games; Remy Fighter 2 and Remy Fighter 4. In RF2 all the attacks, blocks and moves work in identical fashion to, well, Street Fighter 2, in fact, its identical to SF2 HDR in every way really, except I put Remy from 3rd Strike into the game too (but you can forget about him, as he’s still badly balanced and low tier anyway). But in RF4, it’s an identical game, except that I’ve changed all the execution requirements. To do any crouching MK or HK sweep, you now need to do a quarter-circle backward + kick, otherwise the attack will have no damaging hitboxes. All hurricane-kick motions are now down-to-back-to-up to perform. To do any fireball you need to do a 180 rotation. To do every jumping attack you need to use a QCF and the attack button whilst in the air, otherwise you just jump. Super moves require a half-circle back, half-circle forward, then x3 of the relevant P or K attack button. If you don’t hit all 3 attack buttons within the allowable frames though, the move fails to execute but it drains all your super bar.
Ok I could go on adding more layers to this silly example, but hopefully by now you’re getting the idea.
Now at the very top levels of play, which has more complexity, and more depth and so is perhaps the ‘better’ game?
They are both absolutely identical games once both players have the pure execution mastery to do all those additional requirements to perform the moves – and none of these are so difficult to perform that they couldn’t be done reliably by the best fighting game players – so they have the exact same moves, characters, and character balance (or lack thereof). Remy Fighter 4 will take a lot more practice of the execution to get good at, and at anything lower than ‘mastery’ level of skill the different risk/reward ratios of different moves due to the difficulty of execution & the penalties for failure will change the game. But by the time you get to the very top of skill at the game? If you’re playing as Ryu you’ll still have the exact same move options as you did before in every single situation, and your opponent will have the exact same counters, it’s just that you’ll just both be having to flash your hands around that stick like crazy to perform the same moves in Remy Fighter 4.
Now, because it’s harder to do the moves there will be certainly be a greater difference between the top and the bottom players at RF4 than at RF2, so surely that makes RF4 the deeper and better game?
To me, these are exactly the same games in terms of complexity & depth – it’s just one of them takes a lot more execution ’skill/depth/complexity’ to play. But this execution skill isn’t the only thing that’s going on in the game. It isn’t the only form of skill, and in fact, as players get better at the execution skills, they become increasingly meaningless in this kind of game.
Which is more complex and deep & requires more skill to play, Chess or Street Fighter 2? Clearly the idea that execution skill is the major component in determining the overall depth of a game is not always true.
Sheer number of rules does always mean depth & complexity
So what about Street Fighter II and Street Fighter III? Street Fighter III certainly has far more execution complexity and skill required to play it. It also has way more ‘rules’ in terms of the number of options available to the players. 19 characters vs 16. Each character has a choice of three Super Arts rather than a single super move. Most characters in SF3 have far more special moves. Almost every special move can be “EX’d” and powered up, then of course you’ve got new subsystems of taunting, universal overheads, variable jumps, kara throws, and the big one, parrying. This is a lot of new rules! So if ”each new rule interacts with the existing rules in new and increasingly complicated ways, creating an ever-widening realm of possibilities which the player is called upon to grasp. The better he grasps them the more capable he becomes in using them to his advantage, and thus the more skillfully he can play”, why then does this ever-widening realm of possiblities, end up looking like this a whole lot of the time at the top-level of play:
From 2005…
From 2008…
How can all these rules and systems boil down to Chun Li vs Chun Li (with a few Kens and Yuns), using a tiny amount of the available characters & moves & options? It’s because the vast majority of those other options are so sub-optimal that they’ve all become essentially meaningless rules – most of the moves and characters have become redundant. The new rule of parrying itself, rather than interacting to create new complexities arguably actually compresses the decision tree in the game, making other mental parts of the game less complex. So whilst the execution complexity rises due to parrying, the decision complexity is actually a lot lower – the game starting to revolve almost entirely around a poke/parry/meter-gaining/kara-throw game.
So just neither adding more rules and more execution skills to a game necessarily means more depth. To go with another hypothetical example for anyone not familiar with Street Fighter III, I’ve also just made Dud or Arrive, a 3d Vs Fighting game. It has three moves, block, throw, and attack, all of which are done with a single button press, which create a simple (slightly weighted) rock/paper/scissors guessing game. It’s not exactly a deep game but it does reward the player who can guess correctly more often, and also has better timing and positional skills. Even so, a first time player could quite likely beat an ‘expert’. So in my sequel, Dud or Arrive 2, I add a new special kind of attack, the headbutt. Performed with a Forward-Back-Forward -> Attack&Throw command. Headbutt beats blocks, other attacks, and throws! The game now requires a lot more execution skill than single button presses, yet it’s also less complex and deep overall, as to play the game well, it’s simply a matter of doing headbutts as constantly & perfectly as possible. I’ve just made three different moves redundant for the sake of one that’s harder to execute. There’s no guessing game anymore; however the experts at that headbutt command who can do it almost instantaneously over and over without a mistake (and if you think it’s too easy, you could make the headbutt command as hard to do as you like) will be the unbeatable masters at this game.
Executor! Execution Barrier Upgrade Complete
As you add too much execution complexity to a game, instead of adding real depth, you actually end up creating more of an execution barrier at times; meaning that the game just ends up with an increasingly elite and smaller crowd as you up the complexity more and more. This is exactly what happened with Vs Fighting games over the years in many ways. But hang on, Street Fighter’s for EVERYONE right? Well, as much respect as I have for Seth Killian, I think some of this is rubbish that really needs to be debunked. “You don’t have to be any particular height/weight/strength to win”. True, but I actually think that top Fighting game players (or any top video game players) actually have a lot more in common with the top sportsmen & women than people give them credit for. Maybe their own specialised talents and skills aren’t so immediately obvious, being more mental and reaction based, but make no mistake they are there. Claiming they are not in some way, does top players a huge disservice.
It’s certainly appears far ‘easier’ to get to the top in the Street Fighter world than in the NFL, as the innate talent requirement is probably lower, and there are certainly less barriers to entry in terms of cost and organisation, but I also wonder about how much of the ‘ease to get to the top’ idea about video games is more simply down to the lack of structured competition and lack of really dedicated players. Are the mental/dextrous twitch-demon freaks like say, Daigo Umehara, THAT much more common than the physical freaks of the NFL? (or tennis, or any major sport). Or is it just that the NFL has a far greater money, far greater organisation, and thus greater sifting of society at large to locate and reward the freaks that fit it’s bill of requirements? If I start running a 10 million pound tournament every year for Street Fighter IV, don’t you think they’ll be a few more “Daigos” springing up, and lesser gifted players won’t stand a chance. Can anyone really become a top tournament level SF player? Even if everyone was given equal time & experiences & a theoretical level of dedication, the physical dexterity & mental skills required are just too much for most. And this is ignoring the fact some people will get RSI or have other far more debilitating physical handicaps.
If I take a random sample of 100 people who’ve never touched a videogame before in their life, and give them all 20 hours to play Remy Fighter 4 on their own, even if they all use that time in exactly the same way and have exactly the same mental dedication, attitude, and drive to succeed at it – I’ll throw them another 10 million pound tournament as an encouragement, it’d still be fully expected that some will still be more naturally gifted at the game than others, and thus will win more, purely due to faster reaction times and better execution skills. There won’t be some even distribution of results with almost every player ends up with a 50% win/loss against these wholly ‘in all other ways equal’ opponents.
10,000 Fists in the air
And if we replay this experimental ‘100 noobs’ tournament for both my mythical Remy Fighter 2 and Remy Fighter 4 games described earlier, I would expect that actually, different players may well come out on top. Why is this? And this is the crux of this for me. The reason is that different skills are being tested more in these two very similar games. In RF4 the person who’s dextrous enough to actually perform their attacks effectively will almost always win. However in RF2 more players are able to perform the moves correctly, and so suddenly their choice of moves and use of the moves becomes more important – tactical skills start to come into play far more in RF2, and perhaps even some strategic skills, or even yomi?
I still don’t believe either game is really ‘deeper’, I think it really comes down to a matter of taste and perspective, and the aim of the game in general. What skill tests do you focus your game on? I could make an update to Starcraft called Starcraft: NavanWar. NavanWar has no hotkeys and every unit must be manually selected and clicked every single time make it fire an attack. To me, the game isn’t any deeper, in fact it’s probably far less so now that it almost completely rewards the very few players that have the execution speed and skills to even muster any kind of organised attack or defense.
In any game there are physical & dexterity execution components. It could be, to all practical intents and purposes, none, like chess, or it could be incredibly high, like an NFL Quarterback. It could be somewhere in between like Street Fighter, with low physical skills, but high mental/dexterity ones. Where video games pitch themselves along the execution line I think is really important in both single player and multiplayer titles. Not only does it change the mix of skills being tested, but also the accessibility to players. Whereas complexity is always a good thing, the nature of that complexity matters, and neither simply increasing (or decreasing) the execution complexity, nor the sheer number of non-meaningful options necessarily increases the overall complexity=depth=skill of a game.
Balancing Match
Earlier I looked at the concept I attempted to coin ‘Versus Flow‘ in video games. Here’s my continued thoughts on that & how to improve things.
Don’t Give Up, Challenge Again
So what can you do to try to fix the matchmaking? Well, much like getting good at anything; the first step is to at least try! Flawed as they are, at least SF4 and Halolz are starting along the right track, it’s just that overall it’s taking videogames a ridiculously long time to get anywhere, given that this is something that’s been needed since the dawn of competitive gaming, and has been ripe for any game to utilise for as long as we’ve had internet enabled games.
I’ll use a primary example of Vs Fighting games, as those are my favourite. You need to start with a decent skill rating system like those in VF5 or HDR, ie: one based on results and not experience (although experience might be used to count for a very small portion of your rating), but use it based on the character you select, not an average overall score. Just because I’m pretty decent with DeeJay, it doesn’t mean I’m anywhere near that good with Ryu. However your ‘best character rating’ could be used to give a default ‘base’ rating with a character you hadn’t played before eg. you’d start at half your best character’s rating until you actually played a more games with different characters to assist the game in ‘finding’ your skill level based on results. You could potentially go even further than a character based rating, and use a character matchup based rating. eg. I’m pretty familiar with the Dee Jay vs Ryu match, but I’m really not good or familiar with playing Dee Jay vs Dictator.
Then, here’s how a network battle options menu ought to look:
Online Game Type: Single Vs Match, Repeated Vs Match, Best of Three Vs Match, Group/Lobby Match etc. Whatever relevant modes that game allowed. Maybe even allow a player to try and play all types depending on what is available with a priority setting for whatever the player prefers.
Priority: Skill Match, Connection Match, Equal, possibly even a Zone/Attitude Match (more on this below).
Ping Limit: Set the highest ping time you want to play from Any, down to 10ms or something ridiculous (good luck!). Turn this into a number of stars of connection or whatever for simplicity. Or Best/Good/Average/Any banding.
Skill Upper Limit: Set how much higher ranked than you your opponents can be, this could be banded rather than actual points for simplicity.
Skill Lower Limit: Set how much lower ranked than you your opponents can be. Again this could be banded, and might not even be needed at all. Certainly if it was, it could be limited to not very much easier, or tied to your upper limit, so you can just choose how far varied rankings you play against.
All of this could be further simplified for players who didn’t want to worry about ‘under the hood’ mechanics, just let them pick “I only want to play Good/Average/Any net connections” and “I want online Vs matches to be Easy/Normal/Hard/Any”. Oh and you’d probably need to put in warning messages like “you may not find matches for a long time” if people set it on certain silly options – like a low rated player only wanting easier opponents, if you even chose to allow this (perhaps not).
Then I’d pick the character I want to play as.. and we’re off. No, not staring at a ‘waiting for opponent’ screen – I’m playing vs the CPU, or training mode, or ideally, whatever the heck you wanted to do in that game, or even a different game if the gaming platform could allow it. But my ‘Request to Fight’ would be out there, on the network, looking for another request to match with, and when they find each other via XBL dedicated matching servers etc, bam – “Here Comes a New Challenger”. You could still quit at this point if necessary (your Mum just called!), but the game wouldn’t even show you your opponents name, character, connection or actual ranking until the match began. And once the fight begins, if you quit or disconnect – you’d lose and your opponent would win. After the match your ratings would be recalculated appropriately – perhaps given lesser weighting to the result, the further the match was from your preferred settings.
Hopefully the online code would also have some method for dealing with other forms of ‘cheating’ other than the simple to deal with quitting – including things like auto-fire, lag switches – whatever the actual known exploits are in the game. Almost all of these would be detectable over time.
All of this would totally change the idea of “Ranked Match”; which arguably emulates entering a tournament against all comers and figuring out ‘who’s the best’ instead to a “Balanced Match”; attempting to match equally skilled players. Online versus shouldn’t be about the ‘n00b pwnage’! I’d even rename it Balanced Match if I could do, and hopefully at least put a hinderance on the ’rank-whoring’ obsession with Leaderboards & how to cheat them. To me a leaderboard for the vast majority of players should be the byproduct of play, not the goal of play.
Now, it might sound overly complicated or difficult to code the features in my online battle menu, but all of these features already exist in one form or another in various games, they just haven’t ever been put together in any game that also has good netcode and a good rating system.
There’s certainly hope of all of this being put together at some point. The most progress seems to be coming on the ‘Attitude Match’ mentioned above. Impulse (a PC digital download service from Stardock similar to Valve’s Steam) will attempt to match players based on game ownership and their self-defined gaming priorities, which is a bit like a far more advanced version of XBox Live’s “Zones” for a player – which I’ve only ever seen a single game (Marble Blast Ultra) even make use of – probably because they are just too limited to be of much use. Social gaming applications like Raptr might also eventually become an aid to matchmaking – even Facebook itself (& its games) could use all of this – you can see the early signs that they are starting to look into it’s relationship with gaming when you read interviews like this one, and see the start of it’s integration with XBox Live (even though it’s really basic at this time).
With regards to actual skill matching, it appears Blizzard have some fantastic ideas for Starcraft II:
“The old experience of playing through single-player, getting online, getting your ass handed to you,and then saying “I don’t want to play anymore” is not something we’re after. We want to have more friendly experiences for new players.”

It seems like they really want to make Starcraft II multiplayer far more accessible:
“Sigaty talks about how long it took him to feel like he could win at Warcraft III. “It took 10 games… I knew it would get to that point, but I think, 10 games, that’s ridiculous. If you play three, get your ass handed to you, then you walk away, you say yeah, I think the online thing’s not for me.”
Pardo, and Battle.net, have the answer. Over and above improved matchmaking algorithms, searches, and the persistent player profiles that should prevent “smurfing” (experienced players creating new accounts to take noobs unawares), there’s an ambitious and clever new ladder and tournament system that aims to give players of all skill levels the kind of thrill experienced at the top end of competition – “the competitive arena for everyone”, Pardo calls it. “Ladder play doesn’t have to be for hardcore gamers only.”
There will be seven levels of competition in StarCraft II – five regular bands from Copper to Platinum, book-ended by the e-sports Pro League at the top, and the Practice League at the bottom. Practice League will feature a slowed game speed and maps custom-designed to prevent the rush tactics that can be panic-inducing and off-putting to a new player.”
It sounds like exactly the same things I’m talking about, just translated to the RTS genre, doesn’t it? But all competitive games should be doing this. Even if Starcraft II actually ends up more like this:
Even Capcom appears to have some decent ideas for Super Street Fighter IV, as they are talking about having rating points based per-character, and also matchmaking in team vs team battles to try to create equal teams. Now they just need to put these features in a better fighting game with better netcode (like, say HDR
).
Overall, once again, it’s down to ‘e-sports’ to take their cues from real sports. There’s usually multiple paths available to a sportsman to get a varied skill level of competition. But video games don’t have much available between “casual games with your mates” to “take on the best in the world”; but they easily could, and should do. In many ways this is recovering another lost part of local arcade culture; where you vied to be the ‘best in your arcade’, as that was all you really knew about. Your local arcade catchment area was the equivalent to an amateur sunday league at a sport in some ways, but the options that are available with online matchmaking could actually be signigicantly better than this.
Coming next in this series – my thoughts on how to improve measuring actual skill at games to get good ratings, and also training modes in games and how to allow players to improve their skills better.
Versus Flow
“In theory I love playing online with people on Versus but I get frustrated because I suck so badly at it, with my reaction time, that I just die constantly, and after a while of no joy whatsoever, it loses it’s fun factor.” -DeeGruenEinzige
The game designer’s job of setting the right difficulty and challenge level when it comes to the technical execution required to play a game (as previously discussed here) and the overall “solo” experience in a game is one thing, but for multiplayer competitive ‘versus’ style games it’s a different beast entirely. Here, to a reasonable extent I believe, you can measure the challenge, and hence the ability for a player to experience an enjoyable state of ‘flow’ depending on the person (or team) that they are competing against, and measuring their ‘chance to win’, based on their skill level versus the skill level of the competition. When there is a huge disparity in skill level, and one team or player is easily beating the other, then clearly there is little chance for either team or player to experience flow. Conversely where both players are of a similar skill level, and both would ‘on paper’ have a 50% chance to win, and are winning around that rate upon repeated competitive play, then you’ve got the potential for a really fun game where all players are in the ‘flow zone’.

Now of course, the game’s mechanics still play a part in the flow experience, and you can only go so far with this. A gamer’s taste in games will also come into play. It’s unlikely that even two equally skilled players winning 50% of the time are going to get to a heightened state of flow from repeated games of noughts and crosses (that’s tic-tac-toe for our American readers!), paper-rock-scissors (jun-ken-pon), or even a perfect 50/50 game of ‘flip the coin’ (unless they love alea and really enjoy winning by luck). And conversely many players wouldn’t enjoy a drawn out game of chess, even if it was against someone of exactly the same skill. The vast majority of gamers don’t appear to enjoy competitive play whatsoever. But we can assume for the sake of this article that we’ve got a game that both the players or teams of players enjoy playing, or potentially would enjoy playing.
The Only Test is Your Skill: Face Him Straight!
Now getting the game difficulty and game mechanics right for ‘flow’ in a single-player experience is a really difficult task. So much has been written on that topic already elsewhere. The big problem is matching the challenges in the game to every individual player’s skills, which of course, vary widely. And their tastes in the level of challenge and type of challenge they want (if any at all!) also varies. So you get solutions such as different difficulty settings, the ability to save your game, or as I’ve already discussed as an example setting the difficulty of moves within a game. However getting the potential for ‘versus flow’ right ie: the difficulty setting of versus mode, is actually a very simple goal, no matter the type of game: You simply need to match up two players (or teams of players) of relatively equal skill. Yet this is exactly where video games fall down.
I’ve referenced this issue a multitude of times here on Agoners, and I’m continually astounded that not even a single game has ever really tried to address this fully. I see this as the vital missing component in so many games.
Imagine if you could play a game of Street Fighter (any version!) and have a good chance of fighting against someone very close to your skill level with the character you selected to play. I cannot fathom that anyone would not find that more fun than the current situation; where it’s effectively totally random who you get to play, outside of creating your own game invites. On Street Fighter 2 HDR Ranked Match or a random Player Match lobby, you’re as likely to fight against Joe Noob, who can barely block an attack, as you are to fight against an Evo champion like Afro Legends - and I have first hand experience of both. Now of course your subsequent rating change, win or lose, will attempt to reflect the level of your competition – and HDR has one of the very few decent skill rating systems out there (provided all players have played enough games, you always play your best character(s) in ranked, and don’t get idiots playing you with rubbish ping times, or Akuma players…). But I feel the aim of an online matchmaking system ought to be to provide fun for the players first, and a realistic ranking or rating system second. But of course the rating system itself does become critical if you use it to matchmake. Street Fighter IV is also a total failure in this regard. Whilst it’s “Championship Mode” patch at least gave players the chance to get a match against a similarly skilled opponent with it’s grade point system, the system of grading players itself was so flawed, with far too wide levelling and grinding potential, that this actually did nothing but add a a slightly improved, but still only very small chance of a good versus match. Probably the only fighting game that even comes close to decent matchmaking is Virtua Fighter 5 – but only if people use the ‘find players close to my level’ option; which many do not, given that not enough players with good ping-times are play the game.

I can't believe I only stumbled across halolz.com thanks to writing this article - great site, click image for more!
When it comes to another staple competitive genre – FPS’s – things are arguably even worse. Almost every game I’ve played that could be a helluva lot of fun with good matchmaking eg. Left 4 Dead Versus Mode or Team Fortress 2, has no actual attempt at matchmaking at all. And adding vastly to the complexity is the fact that determining the skill of teams is a far more difficult task than ascertaining a single player’s ability. But what amazes me is that these games don’t even try.
I’ve often held up Halo 3 as one of the exemplars of good matching, with it’s in-depth experience point and grading system and seemingly excellent matchmaking system. However I’ve played a lot more of it since Halo 3 ODST came out, and very quickly huge cracks started to appear to me. There’s a lot of them, but they all generally fall under the umbrella of the major problem being that players are not realistically ranked on the actual skills that matter in the game. For example, map knowledge plays a huge part, whether in a team game or a free-for-all. However the matchmaking works on the assumption that you are equally knowledgeable on all maps in the game… not so much fun when you’ve never had a DLC map-pack, and just got ODST and hence are experiencing a multitude of new maps for the first time.
Jumpers for goalposts
I could go into a lot more depth about the problems in virtually all current games across any genre, this is just a sample that I am familiar with. But the point is that hopefully it’s obvious that it is a problem. If you analogise video games to real sports, the current situation is like asking a soccer team to have to play against anyone from the Premiership, through to a bottom division, to a bunch of kids kicking the ball around in the park, whenever they want to play a match. Most versus modes on games don’t even attempt to offer anything like Easy mode or Hard mode, or even a Normal; it’s just totally random, or more likely VERY HARD all the time, if you’re not an expert experienced player. How many of those players out there who don’t appear to enjoy playing competitive games, like the quote at the start of this article, might do, if they felt they had a chance for a ‘equal match’. Next time in this series I’ll look at some possibilities for solving it, and better ways of doing things.
Challenge me Angel!

Challenge me angel ?? :-S
Do you really want to mess with me punk? Well, do ya?
Despite how I describe myself as being a fiero-seeking nutjob sometimes the challenge just seems too much, or too far away from my core interest in a game, even for me. For example, as part of my practice for Street Fighter 2 HD Remix, I’ve watched youtube videos of the best players in the world fighting with DeeJay & read about them and even from them on forums like shoryuken. And I see and read about things that I just can’t seem to do reliably, no matter how much I try. The biggest stumbling block for me is the execution of combos & blockstrings, which whilst not always that important to SF2, can be in certain matches for DeeJay. It’s a bit like how I’d describe watching any match of Street Fighter 4 in some ways [link to the future here ^_^], in that the best DeeJay players always hit that huge combo in that one chance they get to land it in a match, or can repeat a blockstring over and over if it’s effective to do so. It’s pretty much the opposite to me, as I have to play around the fact I will more than likely miss a big combo if only given a single attempt and a small opening to get it – and I actually quite deliberately work around this weakness in my play style and strategy in some ways. However it definitely limits my ability to play at a really high level – and with blockstrings it’s much worse than just missing a combo. In matchups where I need them a lot – eg. vs Dictator, I struggle with the whole matchup and am generally a lot worse because of it. Despite hours and hours spent in training mode on combos & stringing moves together, whereas I can at least do every combo in SF2 with my chosen character (unlike many other fighting games!), it always seems forever out of my grasp to become consistent at them. Now having this never attainably execution plateau is sometimes inspiring, but equally sometimes I wonder; what’s the point? What’s the point of learning every setup and situation & mindgame (which I find amazing fun, because it’s interactive & opponent dependant, not rote-learning of facts; like a map or course layout), when I get into the perfect situation I want to be in – I miss the exact move or combo I’ve just spent the whole round setting up.
I sometimes wonder if I ought to attempt to find the character in a fighting game that requires “the least physical dexterity to use”. My ideal character would therefore be the one with the least combos, least difficult moves – anything that’s a motion special I find much harder than a charge move, and I am quite bad at direction-held normals where they have to be applied in very small reaction windows, least important to time a perfect safe-jump / cross up / or reversal? ie: A character that is most dependant on mind-games (yomi) & knowledge. I’m not sure who this character would be in SF2, perhaps Blanka? But it’s so matchup dependant in SF2. And I would bet that this theoretical character in any fighting game is very probably low tier. It sometimes makes me think I really ought to go and play a good competitive turn-based game instead, such as Kongai or Magic the Gathering; and of course, sometimes I do. This is especially a problem when I’m playing when mentally or physically tired, and I’ve even suffered from serious issues with RSI in the past (thankfully joysticks never really cause me this, although I do get ‘button basher’s forearm’ at times
).
The crazy thing for me is that when HDR was announced I set myself my own personal goal for how good I thought I could get at Street Fighter 2…
Now whilst I’ve not yet signed away my soul to the Spirit of a Fighter, I’ve already surpassed my personal goal to become the greatest jazz player in Yorkshire… Perhaps I set my sights too low, and sometimes I wonder should I even be trying to aim higher? Yet of course, much of the time, it’s great fun, and that good old fiero when I do manage to punch above my weight isn’t half addictive for someone like me
I do believe that the mastery of execution needed to play fighting games well is a big part of the ‘flow‘ that fans of this kind of game can achieve whilst playing. What I mean by this is that when the execution of moves is within their grasp, not too hard and not too easy, the player is put into the flow portion by just this aspect of the game; and they’ll probably have a lot of other enjoyment factors for them going on as well. The trouble is that the vast majority of gamers – at least when exposed to real competitive play on fighting games – are quickly placed into the Anxiety area on the graphic to the left – although I’d prefer to rename the feeling caused as frustration or despair. I believe one of the main reasons I enjoy it so much is that SF2 HDR hits my “flow zone” far more than any other fighting game, during competitive play, precisely because so many other fighting games are just too hard, too fast and too complex (in terms of the dexterity needed to use their mechanics) for me.
Unfortunately it seems that much of the fighting game community – and even the developers of these games – are oblivious to just how much of a challenge even so-called simpler or ‘easy’ games like HDR really are. As fighting games have developed over time, rather than a focus on balance and viable strategic options or tactical styles for players, games have generally just increased the complexity of the execution needed to master them. But then again, you could argue these developers really are feeding their own community, since even today you still hear cries from the ignorant about the so-called ‘dumbing down’ of SF2 in HDR purely due to the handful of motions & timings that were made easier. I take completely the opposite view and I think any nod towards greater accessibility is actually a really good idea for the genre. And the really daft thing is, when it comes to SF2 at least, that at the very top levels of play everyone can execute everything with very high %’s of success. So making moves ‘easier’ for lower level players, really doesn’t change the top-level game at all, it just allows more players access to it. If some players move into the “control/relaxation” zone when it comes to performing moves on a fighting game, I think that’s a really small concern, in fact the game arguable works best at that point. It amazes me that even fighting game fans at times seem not to realise there’s still so much more going on in these games than simply performing combos and special moves! How ‘flow’ can be found equally well, if not far more in the rest of the gameplay inherent in fighting games is something I’ll also go into in future.
So really, maybe HDR is still the ideal fighting game for me when it comes to the mastery of execution, since I’m getting put very close to a ‘flow’ zone every time I get a chance for a crossup combo with DeeJay. “Alright Rikky, bust out da’ jackknife!.. kick”
The Spectator Spectre
I recently had an interesting discussion about an article at Tap Repeatedly, and one of the things that fell out of it is how difficult it is to even watch high level play at a fighting game and really understand what’s going on. SRK’s Ponder also wrote a really accurate and amusing rant about this fact, albeit from a different perspective, but many of his points apply to anyone watching a video game.
These are some of the underlying reasons why I believe fighting games don’t currently make good spectator sports for the majority of people. This applies to video games in general, in fact many types of game, especially those with a first-person perspective even suffer far more problems than fighting games do in this department. Whilst the “but I can do all of that!” factor mentioned by Ponder might even help get players interested in playing a game (albeit not to a high level), I’m not sure it’s necessarily a selling point in getting people to watch them. Of course even for the layest-of-laymen watching video game tournament footage there’s the usual “see who wins & loses” and the natural drama associated with any competition – it’s why one of my friends enjoyed watching hours of live EVO footage, even though he himself only knows the basics of these games and can’t even pull off hadoukens with much consistency. It’s just that in many of the popular televised ‘real’ sports the visible signs of what’s going on tend to be more obvious. Most of them have the “wow, I can’t do that!” factor. People are also traditionally more impressed with obvious physical skills than the more mental ones that many video games test; witness the failure of attempts to televise chess, as interesting as I personally found it. I feel this is likely the root cause of the traditional scrub’s love of combos as a measure of ’skill’ as well, as it’s an obvious relatively ‘physical’ dexterity test they can clearly observe happening, or not happening. Fighting games are also simply so fast that observing the real nuances, even if they can be fully understood and correctly interpreted by the viewer, is incredibly hard to see at full-speed. I’ve recently been watching some videos of high-level play at SSFT2 and HDR to try and improve my game, and I end up clicking rewind and watching the same sequence over and over again to spot what really happened and why. It’s hard to even pick the right timestamp to wind back to though at times, because the game is just so darn fast. And someone new to the game won’t even get much out of that rewinding as they’ll just “see the same thing” again.
This is where an insightful and entertaining commentator needs to step in, and much like ‘real’ sports on TV, offer insights into the ‘what & why’ that the viewer can’t otherwise see. John Madden coming out of retirement to commentate on Street Fighter? “And y’see what you see here is he throws out that big ol’ Shin Shoryuken and BOOM!!” *telestrates large red blob explosive hit effect all over the screen*. EVO made a great start at this, I suspect my friend wouldn’t have watched more than 5 minutes without the commentary team, and many Japanese tournaments do the same. But it’s still very basic and e-sports are playing catch up to real sports badly at this – we need slow-motion replays, telestrating, different angle shots, observation views, stats-tracking and all the other things you see in televised sports today. Of course the handy thing about video games is that, being run in software, all of these types of things can easily be done within the program itself. You don’t need some advanced graphical overlay calculated by multiple cameras to put something like a visible First Down marker on the televised version of a e-sports NFL football field, you don’t even need five kinds of alchemy and wizardry orenchanted magical yellow ants to get these kinds of features- all the graphical and statistical technology is already there. However such post-game analysis tools are ironically still in their infancy and completely under-utilised. Bungie.net post-game reports are a nice start on the stats front, but no other game has managed anything close to it, and most games don’t even offer a simple capture & replay option – most people need to hook up additional PC video capture equipment to even get to this point. Even new games like SF4 are hugely dissappointing, only offering some rudimentary playback facilities as part of their game. Again, Halo 3’s replay features are forging ahead far more with this kind of thing. Shame it’s an FPS!

You can probably already hear the Zerg about to swarm this article. A fantastic example of a lot of this in action is Starcraft in South Korea. Here they have a lot of advantages the rest of the world doesn’t for the most part and, whilst some aspects mentioned may be cultural traits, most of these must have been slowly developed over time rather than just appearing overnight. There is a widespread understanding about the game, appreciation of the skills needed to play, experienced (& I’d assume dedicated and entertaining) commentators, one standard game to play (not dozens of different versions of essentially the same game), and of course not to mention, money involved. But I believe a lot more games in other countries could potentially develop in this way if games developers were serious about it and actually even tried to develop for these things. For example I expect the replay functionality that was added very late into Starcraft’s life (as a free patch nonetheless) was likely a big part of Blizzard supporting the Korean scene. It added a huge amount to the game for even a low-level player like me too. Hopefully Starcraft 2 is going to take the lead on things like this, and I expect it will, as the fantastic battle reports shown so far are already showing signs of a whole host of features for commentators and post-game analysis.
Video games are easily popular enough to warrant some becoming true e-sports and having the money come from the spectator interest; it just needs the right vision, the right kind of game – fighting games being one of the closest we have right now, and the right backing for a developer to say “why not my game?”. It’s much easier than televising chess! A lot of factors involved in Korean Starcraft may be just down to dumb luck, timing, culture and community; but at least devs could make a start by putting the building blocks in place to facilitate more successes like it.
The Ironic Review Review

Castle Crashers; it's a fun party game. But is that worth 5 stars?
With the new summer dashboard update for the XBox 360, it’s interesting to note they’ve finally added one of the features I’d suggested a while ago – some kind of game review ratings system on XBox Live. Whilst the feature is still far from the way I would’ve implemented it, it’s a nice start. There is an obvious immediate flaw, as many have pointed out, that you can “Rate” any content without even buying it or even downloading a demo. I also noticed you could ‘Rate’ non-downloadable games that were in your disk drive; but there doesn’t seem to be any way for anyone else to see those ratings yet.
I actually don’t see the ‘rate it without playing it’ as an especially a huge issue really, far bigger problems are the natural bias of these type of user reviews, and the fact you can only see the median average score. Many people get very attached to games they enjoy & the classic ‘fanboy review’ problem is an obvious one – or even ‘hater reviews’ too. It’s why I’d much rather see the ratings of a trusted friend, or group of friends, than these “aggregated figures”. People are far more inclined to both to even leave a review for a game they really love or really hate, and I’ve noticed the vast majority of games I looked at so far had an average score of over 4 stars, and the worst rated games I saw were still over 3!

Absolutely top-tier at everything
However when I came to try to ‘review’ a few games myself, it made me consider that it really is a difficult task to apply fairly & come out with a simplistic score. What really matters when it comes to a game? Does quality count more than quantity? How do you really classify quantity? How do you ‘finish’ a game anyway? When you’ve finished all the levels, when you’ve got all the Achievements? When you’re ranked#1 in the world? Do you take the price of a title into account… but again, prices change over time with discounts and 2nd-hand games etc. What about the community and online features surrounding a game? This is something that is starting to matter almost more than the game itself for me at times. For example King of Fighters 98 Ultimate Match. If I was reviewing that as an offline title, I’d be leaning towards a 4 or a 5 star rating as I find it a lot of fun, although I’m not sure about the character balance at this point. However these days, it’s poor netcode renders it a pale shadow of an online fighting game compared to a game with good netcode and a good lobby system like SSF2T HD Remix. But should KOF98UM get marked down for that? For me, the netcode matters a vast amount, but if I had a huge group of skilled offline players available to play with it wouldn’t nearly so much. How can a review reflect your own community situation which may differ from others? There’s also the main fact that most reviewers, especially professional reviewers review games far too quickly for my liking. Until I really know all the ins & outs & true depths of the game, I can’t honestly say. For many games this takes years of play, not only by yourself, but by a larger community. But how many games do I even have time to play to this degree? Only a small handful. For example, for the first year or so of it’s release, I absolutely loved Street Fighter 3 3rd Strike. However today, when it’s character balance has proven to be very lacking, it’s a game I don’t rate so highly for my own tastes. So I tend to look at things on a very long term view. A true classic game ought to stand the test of time & still be great even today (and provided you overlook character balance, SF3 3s still passes that test anyway!). What about ongoing support? When Starcraft or Team Fortress 2 receives a patch that improves the game, doesn’t that require a re-review?
In the end I feel almost all games reviews are pretty lacking, and very few are even transparent about the criteria they use for a review score. I think they work ok for the big generic ‘play through this once’ type of games that fill the ‘mainstream’ (at least for gamer hobbyists), & as a general comparison between similar titles, and to see what’s “got hype”. But for games where you want to take your play to another level, especially competitive multiplayer titles which form the staple of many agoners’ gaming diets, all you can really get even from even a ‘good’ review is limited factual information about display rates and netcode etc. For example I’ve cancelled my pre-order of KOF12, with great disappointment, based on reviews universally complaining about it’s netcode, but I’ve ignored most of the taste-based comments about its gameplay engine, as for me, there’s really no review I can trust out there online. I’d have to go to a specialist website like shoryuken and trawl the forums to find players who seem to be my type of player to listen to, but much more likely I’ll simply have to play it enough for myself to really find out. Because outside of anyone who’s played this a huge amount in Far Eastern arcades; no-one really knows yet. The basic problem with reviewing a game is that it’s interactive entertainment. Whilst the ‘observer’ is a huge piece of the puzzle when any kind of entertainment or art is reviewed, with games, the player’s own conceptions, knowledge, emotions & attitude are all magnified that much more due to their actual interaction with the piece.
With all this said, I did review one game. Adding to the fanboy review problem myself, I gave SSF2T HD Remix a glowing 5 stars. I did this simply because based on any criteria imaginable, this is probably as close to a perfect game as I’ve ever seen. So I feel it’s a ’safe’ one to review. Almost every other game I find myself leaning towards a score rating yet wanting to write a “but…” caveat.
Overall, I’d give the XBox Live game reviewing system my highest ever review score: one turd.
How ironic.
Starcraft 2 101
So far, this blog has been significantly lacking in strategy game posts. Whilst I’d list it as my second favourite genre overall, in general the time investment is prohibitive for me; so I am usually only interested in playing the very very best on offer. And naturally, for real-time strategy (RTS), that means Starcraft – nothing else even comes close to it. I’ve tried all sorts of other RTS games, but none of them have ever adequately answered the question “In what way is this any improvement over Starcraft?”. Even the company that made it, Blozzard, have been unable to equal their own achievement – notably flopping completely in my eyes with Warcraft 3, a decent game, but like so many RTS’s before and after it, one which is burnt to a cinder when focused through the withering lens of a comparison against Starcraft. Only the best passes the Captain ZergsEye!
Worse still, Blozzard are also now seeing fit to squander most of their resources on the ridiculously tedious World of Warcrap. This sorry state of affairs makes me almost of a mind to disown my own Uncle (who, as many know, works for Blozzard).
Luckily for any agoners out there, sometimes hope is all we have:

Whilst Blozzard could mess this up, like Warcraft 3, I actually believe they won’t.
And my confidence is entirely thanks to South Korea! Starcraft 1 still has such a huge influence, with immense pro-gaming and e-sport following that Blozzard must use SC2 to build on this even further if it is to be seen as a success. In case you don’t realise it, Starcraft still has two television channels dedicated to progaming matches in S.Korea. Blozzard also seem to have been saying all the right things during the development of the game, with such idiotic ideas as the Mothergoose being a ‘Highlander’ unit hopefully falling by the wayside. They even posted a fascinating battle report recently, which I was really impressed with.
Now my internal hypeometer for this game would be off the charts already, but I’m surpressing it because I don’t really expect to see anything more than perhaps a beta test in 2009 and that’s only if we’re lucky. As many know, Blozzard are happy to delay the release for as long as they feel is necessary. And since Starcraft 2 has the potential to have the kind impact on competitive agoner style gaming that Warcrap has had on carebear chatroom-jockey gaming, they will do well to take their time to get it right.
In the meantime Starcraft 1 still goes on strong. For example this University course has even started over in the States:
Games design luminary David Sirlin is actually attending the course and has been writing up some really interesting commentary over at his own site sirlin.net.
Oddly my own interest in Starcraft is actually, if not unique, certainly a niche interest. Whilst all of the serious play on Starcraft is in competitions of 1 vs 1 or team vs team games, I generally find I prefer other games for that kind of battle – ie: Vs Fighting games. But Starcraft (and hopefully Starcraft 2) really excelled for me for large multi-player ‘free for all’ games of at least 4 players – and the more the better. That’s how I played 99% of my games of Starcraft. However there are a few inherent problems with this – and these are the reasons you’ll never get this kind of game played with ‘pick up groups’ online. To make it fun, fair and competitive it requires all the players to agree to some of ‘house rules’ that the game interface simply had no way of offering.
1. No alliances allowed, ever.
2. No private messaging.
Basically, the problem with Starcraft is that there was no way to stop collusive teamwork in a large free for all game, but this was our best attempt at it. I doubt there will ever be any way to effectively do this online but it would be nice from my point of view if they would at least try. But I suspect it will always be limited to doing this with friends who want this style of game and don’t even want to try to cheat.
What makes this style of Starcraft play amazingly fascinating for me is that it changes the value on almost all aspects of units and strategies in Starcraft. For example; slow but effective wars of attrition often become as important as ‘rush tactics’. Many of the units that are generally derided for 1v1 play, we have found were even used en-masse by players in this style of game. Not a single strategy I’ve ever read online has ever been 100% applicable to a big multiplayer free for all, so it meant that all players would always have to apply things in their own way and come up with new ideas. Psychological tactics, instinctual timing of attacks, ‘mix ups’ and yomi are all vastly heightened over normal Starcraft play – especially since we played as an ongoing series of games with mostly the same players each time. Interestingly this style of play even offers much more of a place for a weaker, slower, non-competitive, or simply new player to partake. Even though they may be very unlikely to win the game overall, everyone would have much more of an opportunity to learn the units and attempt to survive for as long as possible than in a 1v1 game. Even a hopelessly weaker opponent would generally cost a relatively stronger player at least a measure of resources to overcome – so it even became a strategic matter for stronger players in the game. Did they try and overwhelm a weaker opponent at a low relative cost – and deciding when was the best time to do that – or, did they, knowing that player was unlikely to be a threat in the long run, focus their attention on the other ‘big guns’. The other huge reason to play this kind of game is that all the units became viable in almost all games, and it was not at all rare for us to see 200 unit limits reached (and even surpassed by those tricksy cheating Protoss), and utterly immense bloodbath battles taking place – the likes of which even god has never seen… but we did, frequently
So anyway, here’s hoping to a revival of all of that one day, Starcraft 1 or 2… For truth, justice, and the Korean way!



Another game I love, Virtual On was recently re-released in an 






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