Games That Hide Important
Play Information
15.
Street Fighter II
Undocumented movesets, relying
on players to discover how to play on their own
Developed by Capcom
Planned by Akira Nishitani
Reason for inclusion:
Street Fighter II is
chosen as emblematic of a range of fighting games, and being the first
breakaway hit of the type most games end up doing it like it did. (Technically
the original Street Fighter had command-based special moves too,
but no one much likes that game anymore.)
The game:
The first step in becoming
good at any fighting game is to learn the moves. Of course most
people just read a FAQ nowadays, but how do those FAQs come to be written?
Before, most arcade games went out of their way to demonstrate how to
control them, printing the information right on the control panel. Imagine
what must have happened in order to have performed that first Haudoken?
Especially the first Shoryuken, which isn't exactly an intuitive input?
The breaking from the idea of direct-control to command inputs is a
significant one, and for many fighting games the moves aren't printed
out for the player beforehand.
What purpose does hiding the
special moves have? Well, it adds to initial approachability at the
cost of making it harder to master. And that's not necessarily a disadvantage
to a fighting game, as mastery is supposed to be difficult. That helps
to make matches more interesting since, early in a title's life at least,
the players must work without full understanding of a game's options.
And really, mastery of a fighting
game has to be difficult, because I don't think it's a very well-kept
secret that there's not much to a fighting game. There are no maps to
explore, there are no power-ups to find, a left-right line doesn't give
much room for maneuverability, and secrets tend to be limited to playing
a certain way (don't lose a match for an extra ending) or in entering
controller codes ("Sub-Zero wins... Fatality"). The
fighting game play model is purposely simplified to focus on the aspects
of the game the designers see as important, but being simple, other
means must be added in order to make it explorable. In this case, what's
being explored is the capabilities of the characters, and how they compare
with each other.
So how does news of the moves
get out initially? Well these days there's strategy guides and such,
as ostensibly complete catalogs of all the interesting stuff in a game
they would naturally have complete movesets. Home versions of
fighting games will often include a selection of moves in the manual,
and some (like the Soulcalibur games) have a training mode that
purposely spoils all the moves. And these days most games end up on
sites like GameFAQs that pool the information gleaned from all these
sources.
Back in the early days these
options were not available, but some games would print a few moves on
the cabinet art. Since the computer player has complete knowledge of
all the possible moves, people could at least find out what kinds of
moves were available from watching the opponents at work. Fighting games
often lend themselves to discoverability by having the move animation
match up, in an interpretational manner, with the motions of the joystick
and the buttons, so the animation of a move is often a clue as to how
to perform it. In Street Fighter II at least some degree of discoverability
is important, since with a digital joystick and six buttons, there are
a huge variety of controller inputs to search in order to find a new
move.
Design lesson:
Fighting games like Street
Fighter II simplify the game world in order to focus on aspects
of video game play that, before they came along, were important but
not the main focus. It also, by hiding access to the more powerful
abilities, adds a schoolyard mystique to the game, and increases the
effort players must put in to master it. Yet, it's interesting to speculate
as to what would happen to a game less charismatic than SFII
were it to hide access to options in this way...
Links:
David Sirlin holds forth with
fascinating notes on fighting game design on his blog.
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