Critique of Super Smash Brothers Melee Review and Analysis

The slowness of the switch between Zelda and Sheik is not an engine limitation. Both characters have their files loaded when the game begins, so that they’re both in memory and switching happens as fast or slow as the actual animation. This is not true in Brawl however, where the other character is loaded on the spot.

The example of mewtwo’s up throw killing captain falcon sooner than fox is a bad one, because throws do not differ their level of knockback based on character weight. Weight only affects the length of the throw animation. For mewtwo’s up throw, the only character-specific factor that affects how far the character goes is their gravity, not their weight. A more accurate example would have been a move like fox’s up smash, where both weight and gravity can affect it. Continue reading

(Lack of) Level Design in Stylish Action Games

What do you think of the level design in action game arenas? Specifically how most fights that occur in games like DMC/Bayo are pretty barren. I get that fights should be engaging regardless of the level but I don’t see why arenas like this aren’t more common.

I mean, those games just don’t work with level design very well. Have you played the platforming sections in DMC3 and 4? They’re pretty awful. Platforming in Bayo and MGR is pretty bad too. All these games have character motion that makes characters very difficult to line up on a specific spot in comparison to platformer games like mario. All these games have jumpsquat animations and jumps that lock you in specific directions and don’t give you much air control, if any. This works really well in combat, it means you need to commit and choose options relative to your opponents, and you barely notice it there because all your actions are deliberate and straightforward, but for navigating geometry, it’s hell. Have you tried playing a fighting game which didn’t design its jumps this way? Like Super Smash Flash 1, which used more conventional jumping controls? In Super Smash Flash 1, unlike real smash bros games, when you press jump, you jump instantly, and you can switch your facing direction at any time during your jump. Continue reading

Making a Fair Doppelganger Fight

What sets Devil Hand apart from the other kinds of doppelganger fights? (i.e. Dante) Or does it just show how good God Hands moveset is that it can also work for a Boss?

Well here’s the trick, God Hand doesn’t use Gene’s actual moveset on Azel or the Double God Hand Gene at the end of the arena. All of their attacks are reactable, and unlike you, they have the ability to block like common enemies, and even have a few new attacks. When you use roulette wheel moves, they’re effectively instantaneous because time slows for the cinematics. When they use it, it’s all in real-time. Continue reading

Leveling the Playing Field for Unskilled Players

Is it possible or necessary to level the playing field in fighting games between skilled and not skilled players?

Nope to both.

The only way you can level the playing field is by making skill less influential on the outcome of the game. You can do this either by reducing how difficult the optimal outcome is to produce, or by reducing the amount of advantage conferred by the optimal outcome relative to the least optimal outcome. Or you can do this by having randomness be a much stronger determiner of who actually wins the game.

Of course, all of these things will piss off skilled players. You might have some limited measure of success depending on the implementation though. I’ve been arguing that randomized bullet spread has been bad for years and should be replaced with damage dropoff relative to distance to get the same effect and I don’t think anyone agrees with me on that. Continue reading

The Pain of PC Fighting Games

What do you think of this? Should fighting games move to PC to get the sponsorship bucks and move out of the kiddie pool?

There’s an additional issue he didn’t address, the difficulty of setting up controllers on PC. Individual users don’t tend to notice it, because they’ve set up their PCs to run their controllers just fine, they’re not having a conga line of people over to each individually plug in their controller of choice and somehow make it work with the operating system and then with the game.

Continue reading

Cool Game-Related Anime

What do you think about game situation analyses in media like Hunter x Hunter and No Game No Life? I personally think they’re kind of cool, but do you think they misrepresent how games are actually played?

I ended up watching NGNL because my brother was really into it. On reflection, it didn’t really have anything to do with games, and kind of made up the rules of every game as it went. Continue reading

What Type of Future Tech Could Make Better Games?

Do you think that there there any technological advances that have yet to happen that could enable better video games? Or do we already have the capability to make games as good as they can be?

That’s hard to predict. I’d guess that we’ve hit the point of diminishing returns. There will certainly be improvements in computing technology in the future, which will enable more complex calculations, for graphics, AI, physics, etc, but as to whether these will enable better games or simply different games, it’s hard to say. We’ve hit on a standardized style of controller design that I don’t think there can be significant improvements in.

We might invent new technologies for input, like improved motion controls, or mind control, which will solve issues like 3-axis movement (current input devices can only operate on 2 axes) or allow us to operate more than 2 interfaces simultaneously (buttons + axis control usually).

Video Games currently are very much about controlling whole bodies, rather than gross or fine motor control and this is reflective of our means of input. Motion control games with 6DOF inputs have allowed us to explore gross motor control slightly more in video games, but we’ve had a hard time making games that match this control scheme, in part because of the lack of force feedback.

Games have suffered from graphical limitations in the past, which limited which types of gameplay were feasible for an assortment of reasons, but most of these limitations have been lifted in more recent times. I think almost any fundamental unit of gameplay that can be achieved now has been achievable for the past decade. Graphics do allow for more objects to be visually represented than before, which is a big deal for MMOs and RTS. Future improvements in graphics that enable new gameplay technologies will probably manifest themselves as improvements in softbody physics, fluid simulations, or other dynamic effects that were previously difficult to simulate. It seems unlikely to me that these will become widespread however.

Newer networking technologies, and the rollout of higher internet speeds could potentially have a massive influence on MMOs in the future, a genre that is harshly limited by bandwidth and response times.

But largely in terms of developing better video games, I think we’ve largely hit the point like traditional 2d animation did where we have all the tools we need to deliver high quality products, and significant technological innovation isn’t really going to fundamentally change the nature of the process anymore. It comes down to using the tools we have better rather than developing new tools. Of course, I’m not psychic, I don’t know what’s coming next, but we’ve seen a mostly steady state since generation 6, and almost completely since generation 7. Gen 8, which we’re on now, isn’t really that different from Gen 7, and it seems unlikely that Gen 9 will be either. There’s a lot more that can be done with the tools we have, but in terms of technological innovation, I don’t see nearly as strong a potential for a revolution that will change the entire industry.

Fighting on Pad vs Stick

What kind of fight stick/gamepad do you use for fighting games, and why?

I use a Dualshock 3. I mostly use it because it’s what I used when I started playing fighting games (although technically I first used the Wii Classic controller for SF2 Hyper Fighting and Guilty Gear XXAC), and because I really like having a good Dpad in the top position.

Pad means my inputs are mostly silent, and I have very good control over my movement, but not quite as precise control over my directional inputs as I might get on stick. It also means that I have difficulty pressing square + triangle or cross + circle and need to bind macro inputs for those usually, as well as R1 + R2.

If I had a consistent way to, I’d ideally use a dualshock 2 controller. Unfortunately my converter is spotty, so that’s not really a viable option (which sucks, because the converter I bought is known for being reliable too). Probably the biggest downside of the DS3 controller is the analog trigger. It doesn’t feel very comfortable, and it’s difficult to know what distance actually triggers the actuation, but I have gotten used to it over time. The DS4 trigger is much more comfortable, but the actuation distance is further, so it throws off all my timings when I use a DS4 pad. Dualshock 2 has a digital button for the trigger, which is highly preferable. Both the DS2 and DS3 have very rough Dpads, and I have actually rubbed my thumbs raw multiple times playing fighting games. I eventually sanded down the dpads to get a smoother surface to play on. The DS4 starts out smooth, avoiding this problem.

I own a Hori RAP4 fight stick. I tried using it, but didn’t stick it out or put the time in to really get good with it. I hold the stick with the same grip as Daigo, from the bottom, between the ring and pinky fingers. I have a lot of difficulty canceling into 2QCF supers or shoryukens on stick. I still hang onto the stick to let other people use it, and I’ll probably learn to play on it so I can play on arcade machines someday.

I think 360 inputs are probably the hardest input to perform on pad relative to stick. Sticks are much better at half circle motions in general, where I think pads are better for DPs and QCFs. Some older games (like 3rd strike, and older versions of guilty gear and blazblue) only count the cardinal directions as valid for their 360 and half circle motions, so if you miss the down input in a half circle back, (6314 instead of 63214), it won’t read your input. (624 does count as valid, it does not care about the 3 or 1 directional inputs) This can happen by doing the motion too fast on pad, where on stick it’s basically impossible. I learned how to do 360s in 3rd strike only after I went into training with input display and realized this was the case. My technique for doing them on pad is to do a half circle back, then tap up and punch, greatly improving my consistency. Modern games like SF4 and SFV let me churn the butter without needing to worry about inputting the cardinal directions accurately.

Is Difficulty in Games Exclusionary?

What do you think about Skip Gameplay buttons and Difficulty being a means of excluding other people from being accepted as real gamers?

The thing I have to say on the recent “Difficulty is Exclusion” topic is, a big part of the art of games is their challenge. Challenge isn’t some arbitrary wall that exists to restrict you from experiencing the entire product you paid for; That wall is literally a part of the product you’re paying for, part of the desired experience. People pay to get walls like this set up in front of them that they can test themselves against and work to improve at and overcome. Games are a type of structured play that entertain us by allowing us to overcome challenges, a drive that’s built into us as humans. The design of these challenges is varied and artistic in its own right, not simply a gating mechanism for experiencing the other art present in the game. Having a system that is constructed to only allow access to successive challenges if you can beat prior ones is a unique type of experience that a lot of people intensely value, and they’re not wrong for desiring and valuing experiences that force them to “git gud”. This plays on a natural human instinct that is highly cathartic.

I don’t have a problem with “tourist” or “pacifist” difficulty modes that allow people to stroll through the game without resistance. I don’t have a problem with games having an easy mode, or a skip button for gameplay. However, not all games should have these things. Games should be allowed to exist and thrive for not giving the players an easy way out, for not even presenting the option. There isn’t an objectively correct way to do difficulty, and some people intensely value games that force them to put their nose to the grindstone in order to succeed, just as other people don’t value those things and intensely value the other aspects of entertainment software. Games should exist to cater to both these tastes instead of uniformly insisting that every game is hard only, or that every game allow you to skip gameplay. Games should be free to occasionally not give you a choice. This isn’t exclusionary, it is the nature of the art itself, as much as color is part of the nature of paintings. Not everything needs to be for everyone. It’s okay to cater to the individual tastes of a niche. “git gud” is another way of saying, “Try a little harder, you can do it, and you’ll see why I enjoy this game too.” It’s a way of ending toxicity from people who blame the game for their failure instead of themselves.

The concept of a skip gameplay button draws a kneejerk reaction from a lot of people, including myself, because having that in a game can feel patronizing, can allow us to cheat ourselves, and not having the option to do that brings a type of certainty and reassurance. It’s okay to let people skip things sometimes, but it’s also worth recognizing the value in being forced to achieve with no alternative. The advocation for the ability to skip any challenge is seen by many people as a sign that journalists just don’t get what so many people love about games. That they don’t get a fundamental part of the medium, from tabletop games, to sports, to video games. These people aren’t exclusionary (usually), they want other people to enjoy the same thing they enjoy, without removing or altering the thing they love most about it.

It’s not a matter of you being entitled to all the content you paid for. A big part of the thing itself is the enjoyment of needing to work to see all of it, not because it’s exclusive, but because working hard and challenging ourselves is intrinsically enjoyable. It’s fun to improve and figure new things out on our own. Games are the artistic expression of different types of challenges. This art form of artistic challenges, including and especially intensely difficult ones, deserves to exist! It is as pure a reflection of human nature as any other art, and it should not be truncaded in a misguided attempt to deliver it to more people, without delivering the soul of the thing itself. Please make an attempt to understand why this is something people enjoy for its own sake, rather than assuming it’s the petty exclusionary amusement of a club of insiders. Please don’t dismiss it just because it is not to your taste and you cannot empathize with the concept of enjoying the process of learning through overcoming hardship. Games are beautiful, but this type of discussion is aimed at dividing people and turning them against one another, as members of separate tribes, rather than each taking a chance to understand and enjoy what others have enjoyed in the games they love.

Which Should be Faster? Players or Enemies?

Should an enemies attack speed be faster than the players? Or should it be the other way around?

The player’s attack should be faster than enemies. Enemy attacks should always be 20 frames or more of startup, assuming 60FPS. You can dip below that into the 16 frame range if there’s a setup where the player knows to anticipate it. You can dip into the unreactable range only if it’s guaranteed in specific scenarios, so the player knows it will always happen going into those scenarios.

Players should generally be faster than enemies so they can deliberately choose to attack to beat out an enemy’s attack. The downside of this is players can continually attack a single enemy to beat them, always counterhitting their attacks on startup, but that’s what you have multiple enemies and super armor or poise for.

Dark Souls was smart and decided, “What if player attacks were on the same timescale as enemies, or only slightly faster?” Which makes committing to attacks versus enemies risky. Even in dark souls, average weapon startup tends to be slightly faster than enemy attacks.

If you have enemies be uniformly faster than players, then the player needs compensation in some way, like superior range, or whiff punish ability, to reasonably compete with enemies.