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It's interesting that a common thread there was that the way people communicate contributes to the popularity of fighting games. People can of course play together, but with the expanded ways to communicate that we have online, the fans can find each other. That's kind of the sense I'm getting. And I think you feel that helps contribute to the health of the genre, and also the ability to play online. So you really think that communication is the key to keeping the genre healthier right now?
DI: Right, and there are also things like voice chat that can enrich online play. At any rate, Japan's unique in that it's a small country with a relatively high number of arcades and people who use them.
One of our biggest challenges moving forward will be to bring our games to the consoles so we can market them in countries where this isn't the case.
I think that a lot of people want to create a game center type atmosphere for the online modes of console games. I remember that Itagaki, the ex-head of Team Ninja, was saying that with Dead or Alive 4 on the Xbox 360, he wanted the online mode to be like an arcade -- to bring back that feeling -- and I think that a lot of people have nostalgia for that. Do you think that's important? Especially when in Japan, you can still go play Battle Fantasia right now against somebody. I played Street Fighter IV with a friend the other day here, but I can't really do that in America.
DI: I just think with the current technology making reliable online play unattainable, really replicating the game center atmosphere is out of reach. We're not even sure it's possible for two people in different countries to physically manipulate the controls in a way that would give 60th-of-a-second precision. The gameplay in Guilty Gear 2, for example, was designed with some amount of lag in mind.
In the fastest 2D fighters, there are moves that take only one to three frames to complete. Played online, quick action like that will produce different results on each player's screen. In Guilty Gear 2, the fastest attacks take at least 13 frames to land, which is enough time to ensure both players see the same result.
This is serviceable, but it doesn't provide the instantaneous response of an arcade fighter. It is something we want to work on, but we just don't know if it's going to be possible yet. It's a problem that won't be solved until the technology advances.
TM: I think the general opinion among Japanese fighting fans is that bringing the precision of the arcade to online console play is impossible. I'm not sure of the situation in other countries, but fighting fans here place a huge amount of importance on fair play.
We're talking about people who won't be satisfied unless they know they're playing under exactly equal circumstances with an equal chance of winning. First and foremost, we have to be able to assure the people that play at a level where each of the 60 frames in a given second matter, that the game is fair.
I think Western gamers are maybe more interested in freedom of choice, ease of play, and eye-catching appeal. Creating a way to play online that meets both those sets of needs seems impossible to me. That's the way I see things right now, anyway. Instilling that sense of "fair play" on a home network will be really difficult, given the current situation.
DI: We don't really have a sense of how popular fighting games are in the states, so it's tough to know how much demand there would be for accurate online fighting. We know the FPS is king there, and also that Soulcalibur, which I personally think is junk, has a big following.
It doesn't seem like fighting games will ever be as popular as they were in the '90s, but it does seem that things are on the upswing, all the same. I think Street Fighter IV might affect things too, to remind people why 2D gameplay is good. I think part of it is that [Capcom SFIV director] Ono-san is very particular about the fact that they wanted to retreat from the ideas of Street Fighter III, which was very hard to understand, and return to something more like Street Fighter II. The game is deep, but very easy to play on a basic level.
What do you think about the situation, with fighting games coming back? Are you happy to see it? Things are changing. Fighting games will probably never be as popular as they were, but if things keep developing they can return to some degree of popularity, but it may not be the same world that you started out in, in terms of the way fighting games could be.
DI: Well, taking Street Fighter IV as an example, it actually has more gameplay elements than Street Fighter III did, it's just that parrying in the older game was really tough. But if you say, "Oh, well III would've been much better if they'd only fixed the parrying," I actually think the opposite is true.
The important thing is the existence of that "wall" I mentioned earlier. If you're going to include a hundred different techniques a player has to master, the important thing is whether you can give them the motivation to do so or not.
With Street Fighter III, and I did have fun playing it, but having all your attacks parried when you can't manage to do it consistently, frustrates a player more than it motivates them.
My point is: a game that's easy to understand isn't necessarily shallow, and a game that's complicated isn't necessarily deep. And I think that's an interesting question: how do you decide how to balance that?
TM: This reminds me of something I've been thinking, and it actually relates back to the last question. I'm not trying to pick a fight with Capcom or anything, but with Street Fighter IV, they made a big deal about how the game was designed to be accessible to people new to the genre.
I remember when I first read that in an interview, I was like, "What? How can they say that?!" I thought maybe I was seeing things. I think they need to take a second look at the list of moves for that game before they make a claim like that.
Sure, people like us who work with games, or fans of fighting games can do a hadouken or a shoryuken without thinking much about it, but for somebody just getting started? Those moves are pretty tough! You can't expect new players to just whip those moves out every time.
To fill your game with moves like that and then emphasize how simple it was for beginners to pick up seemed irresponsible to me. Street Fighter IV is not a game geared toward people who've never played fighters before. If they were really interested in making a beginner-friendly game, they should've made included a few impressive moves a player could do with the press of a button.
Which leads me back to game balance. A while back, someone brought up chess, a game where you have to think a couple of moves ahead, if you can manage it. I think the same sort of thinking can work well in fighting games. I always want a player to use their head as much as they use their hands, balancing a need for both strategy and quick reflexes.
DI: One thing I hear from players, and something I never want to lose sight of -- while understanding that game balance is something we can only use our best judgment on, it can't be boiled down numbers or formulated -- is the phrase "This game rewards effort."
JM: Right. That a game doesn't betray you for really spending time with it. Which is to say, if a game has that going for it, people will continue to play it, even if it's complicated.
It's sort of like Arc System Works' philosophy, then.
JM: Actually, it's a compliment that we get mostly from fans of our games.
DI: And I want to make sure I continue to deserve comments like that.
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I was thinking this exact thing the other day about how if a fighting game only had easy to do moves like that then it would be more about the thinking part of the game than the reflex part of the game. I consider myself a very good strategic thinker while playing fighting games, but my reflexes are kind of rusty since I went a long time without playing a fighter. I recently bought SF HD Remix and was shocked at how bad I was at performing some of the moves, primarily the shoryuken. I could do it okay, but not on a consistent basis which often times would leave me open to be attacked if I did the move and nothing came out. It took away my defensive game because I couldn't do much against opponents that pressured me to turn the momentum back in my favor. Now I realize with practice I will most likely get back to how I used to be able to perform the moves. Question I have is why not just put everyone on an even footing from the get-go to allow that fair play from the get-go? If nearly everyone could perform the moves consistently it would put the emphasis on the thinking game. The reflex game would still be there as well because the top players would still have to learn certain frame data to know when to perform various moves, and the frame data could even be more strict than normal because of the ease of performing moves.
As it is now there are many tiers of fighting game skill levels which usually leads to a lot of matches that are quick and no fun for either party. The higher tiered player has an easy win, but they don't have to think or do anything other than pressure the lower skilled player, and the lower skilled player just gets dominated until they quit the game. If you ask a higher tiered player what they want out of competition their answer would most likely be something to the effect of, "worthy opponents" because fighting games are at their best when two people are going against each other that understand the system and thinking game.
So what do you guys think of a system that would strip down the emphasis on move complexity to allow players to start off on near even footing? I think it would allow for high level play right off the bat. The spacing, baiting, and overall thinking strategy of the fighter would be the primary gameplay. All of which are the top gameplay mechanics present in high level play among current gen (and past gen) fighting pros.
Fighting games are not about execution of special moves. Fighting games are about using your brain and knowledge to out think your opponent.
Let's assume a hypothetical situation that in a certain game it is utterly easy to make a special move, or super move, or... even a damaging combo on a press of a button. A weak player will say "Cool! I can take 70% of your health bar with a single button press" but there is a little problem... he actually has to hit his opponent to damage him. What distinguishes advanced player from a newbie is not only his execution of moves, it's the usage of moves. Pro player knows when to attack, and when to block, he knows frame data, he knows combos, traps, tricks... He knows the GAME! He spent his personal time to learn all this. And he doesn't care about how easy or how hard the special moves are, cause in fact they are not that important as some people might think they are. Besides special moves, you've got normal moves, throws and game specific command moves, they are much more important than specials.
What I'm aiming at is, by providing players with a way to easily perform complicated moves, we don't make it easier for them to compete with advanced players, we only reduce their frustration of not being able to perform special moves. It's pure marketing ;-)
That's an arguement I've heard time and time again across many genres that have a competitive aspect (FPS and RTS Mostly as I'm not really a fighter fan).
My response/counter argument is the same, the reasoning behind having to do the complex action isn't for the challenge of the action itself. Rather you create these thought consuming actions to pressure and challenge the player to complete the other actions. It's a similar concept to the game show Distraction: http://en.wikipedia.org/wiki/Distraction_(game_show) where players are forced to answer questions while being distracted.
By distracting players who are trying to compete (in this case with complex move inputs) you make the tactical and thinking challenging more difficult and harder to get right. It provides extra depth for players as they must have a really good mental capacity (in the scope of video games at least) to both master the distraction, the immediate strategic choices (which move to do), and the meta/mind games.
Another thing that I firmly believe in is that every game is solvable. No game (even chess) is perfectly balanced, there's always a bias and a set of 'perfect' inputs to result in a win when facing you opponent. However for a time-sensitive game such as a fighter or RTS the perfect input is near impossible to achieve. Response times and complexity of games assures this. The 'distraction' though magnifies this effect and makes sure that even top players make enough minor mistakes to keep the game interesting. If players are allowed to play too close to the perfect line of play then the game at the top will become shallow. By adding distraction and keeping players further away from this perfect line due to slower reactions and reduced mental ability towards tactical and strategic memory choices you open up more room for meta and mind games to form to create an exciting competitive atmosphere.
So while things like complex moves, unit queuing, or any other simplification may seem like a trivial complication that serves just to annihilate new users to the game may actually play a key role in keeping the depth of the game for high level play.
On another note I love this article. While I don't play fighter games as mentioned earlier I absolutely love any discussion on competitive gaming. Great read.
While the notion of distraction is interesting, and true, I have to disagree with the rest of your concept. A game doesn't necessarily have to be shallow when special moves are not complex. Real life example? Tekken. 95% of moves in this game are very easy to do, even bread and butter combos are very easy, for example (explanation 1=square, 2=circle, 3=X, 4=triangle, d=down, f=forward, u=up, b=back):
1,1,2
2,1,2
1,1,1
more advanced
d/f+2, b,f+2,1,2, f,f+2
d/f+3, d+2, d+2, d/f+3
u/f+4 d/f+1, f, 1,2,1,2
these are v.hard
u/f+4, 4, f,f+4
f,d,df+2, 1, 1, 1, 1,2
d/f+3+4, 1, 1, d/f+3+4
You see? The motions you have to perform are easier than in Street Fighter or Guilty Gear, where you have half circles, quarter circles, double quarter circles, 360's, or even 720's to perform in every combo. And I wouldn't call Tekken a shallow game.
I'm sure that Capcom or Arc System Works guys won't abandon their love to quarter circles and similar motions, but there are two things they could to, to make the game more accessible to new players.
1. Prepare tutorials about the game, and every character in it. (I know that SF4 will have something like that, so that's a big plus).
2. Make the moves easier to perform by increasing the margin for error.
@Brandon
Thanks for the info I didn't know about this.
Fighting games are THE greatest games ever. It's unfortunate that these companies with such great potential (and pocketbooks) are setting everyone up for failure.
Long live Arc System Works!
Go out and play Blazblue!
PS
ASW, if you guys read this, I wanna be an intern.
I meant to comment on the article more! (as i should have been)
I thank you so much for this interview, because part of their animation process has FINALLY been revealed to me. I've been asking around forever, but had never been able to find it. It seems the art related questions are always forgotten! Thanks again.
To me anyway, it seems that Guilty Gear XXAC is indeed somewhat loose with the quarter-circles and such. As long as you get every direction in order in a certain amount of time, it does not matter what comes in between. For example, I occasionally perform Millia's disc by doing quarter-circle forward forward heavy. (2366 H). Despite that quarter-circle forward is all you need, the extra "forward" press does not prevent you from performing the attack.
Anyway, there are very good reason for these "complicated" motions.
* It diversifies characters. Millia plays completely different from Jam, despite both characters being a "rush down" type. Whereas Jam's Dragon Punch is a very useful anti-air and comboing attack, Millia does not have a single Dragon Punch in her entire moveset. (by Dragon Punch, I mean f,d,df, or in GG terms: 623). Also, Iron Tager is the _only_ character with 360s and 720s in his moveset in all of BlazBlue. Character diversity is certainly a good thing methinks.
* It gives the characters far more attacks. Not only are neutral and directional attacks available (forward heavy, neutral heavy, etc. etc.), but every character gets additional attacks in the form of quarter-circles and so forth.
* Orthogonality between attacks. In games such as Soul Calibur, or to take it even further, Naruto... characters "autocombo" as I like to call it. For example, a standard 6-hit combo in Naruto is simply light-light-light-light-light-light. (no need for buttons, just smash the button 6 times and you got a 6-hit combo). For the most part... Guilty Gear characters don't have "auto combos". They are full manual in some sense.
Orthogonality is a double-edged sword of course. It makes characters _much_ more difficult to control, especially for a beginner. It also sharpens the divide between newbies and experts. However, it allows expert players to have absolute control over every action of their character at every point in time.
@ Bartosz
Try Naruto. Unblockable full-tension supers are performed with a single button press and can take out 60%+ of a character's life. (Lee's Hidden Lotus is practically a teleporting OHKO). Overall, a fun game that lacks depth. Too many silly things were added (you can activate a counter _after_ you've been hit with an attack) but certainly a good game to try if you want to see how far "easy fighting games" can go. Soul Calibur and Tekken hit a better balance point compared to Naruto IMO.
@ Walsh
I agree to some extent, although I'd like to add that nearly every string of even "perfect" attacks has a perfect defensive. (high block / low block / jump / backdash, etc. etc.). Therefore, the "perfect" plays will always involve a mixup and a little bit of chance. IE: more like Rock / Paper / Scissors, as opposed to chess. ie: Talim's Wind Charmer can hit medium, high, or grab the opponent, all under the speed of a human's reaction time. Sure, if you grab, they can duck. If they duck, you can hit medium (you must stand to block mediums in SC).
For the part about accessibility to all kinds of players, They make each character different in their games. Some people only adapt 1 character because it speaks to them in a certain way. Some characters in blaz blue can be played with very simple button combination others need more complex and faster ones. Also for complete noobs, random button presses = a decent enough combo so games can be played enjoyably between 2 new players as well.
I think a live arcade scene is important. Think about how people treat each other through the internet. You play someone over the net with a microphone 9 times out of 10 you'll get an annoying person who curses you out (in America) but go to an arcade, you wouldn't treat people like that to their face. You might even make some new friends. Even though you meet more people playing online, the meeting to chances to make friends ratio is MUCH lower. Also if you physically meet someone in the arcade it somehow becomes ok, if that person becomes a friend to treat them like a friend. An online friend, you still aren't too sure about, you certainly wouldn't want to arrange to meet up in a dark alley, lol.
Anyway, I think their views on female gamers was interesting as well.
Can't wait for their next interview! :)
- KKL