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Everything You Always Wanted to Know
About Fighting Games
(But Were Afraid to Ask)

Maddy Myers & Todd Harper
No Show Conference
Boston, MA -- September 15, 2013
You think...
• Technology:
They think...
• Technology: http://youtu.be/Hwip7ixaDNE
You think...
• Salty:
They think...
• Salty:
You think...
• Pringles

• Curly moustache
They think...
• Pringles, curly moustaches, mangoes, the New
York Knicks, Häagen-Dazs, and more:
http://youtu.be/sZZUMjoxfZA
Fighting Games
•
•
•
•

Related to/grew out from beat-'em-ups
Games of competitive "martial arts" combat
Borrows from kung fu/wu xia movie tropes
Examples:
– Karateka (1982, http://youtu.be/wKqk9kosCs4)
– Yie Ar Kung Fu (1985,
http://youtu.be/Zh9mPILeuOk?t=10s)
2D Genre Norms
• Street Fighter 2 (Capcom, 1991)
2D Fighter Norms
•
•
•
•

Life bars up top
Match timer
Special moves & Control scheme
Iterations with new features
– "Super" gauge/moves (Super SF2 Turbo, 1994)
– Midair blocking (SF Alpha, 1995)
2D Fighter Norms
• Still visible today – compare earlier shot to
games like KoF 13 (SNK, 2012)
2D Fighter Norms
• Or BlazBlue: Chrono Phantasma (Arc System
Works, 2013)
3D Fighter Norms
• Sega introduces Virtua Fighter in 1993
• Takes place in 3D space w/polygonal models
rather than 2D plane w/sprites
3D Fighter Norms
• Control scheme changes
– "Guard" button instead of back-to-block
– Evade/shift into/out of 3D plane
– Ring out victory
– "Button series" rather than motion+button

• Other than Virtua Fighter games, Namco's
Soul and Tekken series other major titles in 3D
dev track
3D Fighter Norms
• Soul series: "weapons" fighter, more like VF
3D Fighter Norms
• Tekken series: hybrid of 2D and 3D styles (yes,
that's a kangaroo)
Imitators and US vs. Japanese Games
• Lion's share of fighting games come from
Japan
• Early-life US imitators tended to focus on
violent content rather than gameplay
• Biggest name offender: Mortal Kombat series
Imitators and US vs. Japanese Games
• Mortal Kombat series difficulty often more about
“cheapness” than technique
– Can feel fun to play because visually satisfying, but
not fun to watch because technically boring
• 3D-”ish” play (block button, series combos)
• Not respected because not mechanically satisfying
• Series had a huge downslide
– Picked back up w/latest game series reboot
(appeared at EVO)
Imitators and US vs. Japanese Games
• Other "violent but poorly-playing" US fighters
from that era
• Primal Rage (Atari, 1994): Be dinosaurs! Eat
other dinosaurs! Mysteriously cheering
cavemen!
• http://youtu.be/_aF-HtQ_BcU
Metagame Knowledge
• Fighting games have huge barriers to entry
• One such barrier: execution
– Basic level: "can I physically do this move"
– Next level: "when should I do this move"
– Even further: "how can I create situations where I
can use this move"
– Even further still: "how do I maximize efficiency
for moves"
Metagame Knowledge
• The "metagame" is constantly evolving
because it comes from community play
• Knowing the basic moves isn't enough
– Have to keep up on "the latest" strategies to stay
competitive

• Parts of "metagame" are not always intended
by designers
Metagame Knowledge
• The Daigo Parry:
http://youtu.be/jtuA5we0RZU?t=20s
Metagame Knowledge
• Example: "wavedashing"
– Quirk of Smash Bros. Melee physics engine
– Found by tourney players, became heavily used in
Melee tournament play
– Not part of the "default" Melee moveset
– http://images.wikia.com/ssb/images/f/f2/Waveda
sh.gif
Community-Produced Knowledge
• "Frame data" is important to high-level
fighting game theorycrafters
• Basic measure of speed in these games is
frames of animation
• Moves have windup, active, cooldown frames,
etc.
• Knowing how many frames a move takes =
able to plan moves/counter opponents
Community-Produced Knowledge
• Example: Ryu frame data for Super Street
Fighter 4
• http://wiki.shoryuken.com/Super_Street_Figh
ter_IV_AE/Ryu#Frame_Data
Specific Technology Uses
• Arcade sticks are ubiquitous in the FGC
• Many reasons for using
– Physiological: easier to do motions w/wrists
rather than thumbs
– Cultural: hearken back to arcade cabinets
– "Norms": everyone uses them, so everyone uses
them
Specific Technology Uses
• Not using a stick can have various reactions
• "Vangief"
– Uses Zangief (a weak character)
– Uses a pad (abnormal)
– Folk Hero status/"underdog"

• Players of Hilde at EVO 2009
– Character with powerful ring out combo, easier to do
on a pad than a stick
– When finalist switched from arcade stick to pad,
crowd boo'ed
Specific Technology Uses
• Sticks not always about efficiency/use
• Example: LED stick -- http://youtu.be/GADymPCP0I
• Stick in Rubbermaid container:
Need for Balance
• Fighting game culture obsessed with notions
of balance
• Games are conceived of as skill tests: whoever
has the greatest skill wins
• Thus balance is required: need to eliminate
influences other than skill on match outcome
Need for Balance
• Many artificial ways to approach otherwise
unreachable "perfect balance"
– Patches
– New "versions"
– Tournament rules and bans
– Tier lists
– Etc.
Need for Balance
• Example: Akuma in Super Street Fighter 2
Turbo HD Remix
• Capcom brought in David Sirlin (author of
Playing to Win, longtime FG player) to help fix
things
– He claims all characters would be balanced

• Akuma consistently banned from SF2HDR
tourneys for being unbalanced
Balance and Characters
• "Tier Lists" are a way to group characters based
on in-game strengths
• Are not "official" but come from communities
based on various construction methods
– Usually: # of tournament wins featuring that
character

• Have a big influence on some games
– Marvel vs Capcom 2: 48+ characters, fewer than 12
used in major tournaments

• Change over time as the metagame develops
Smash Bros.
• Is it a party game or a fighting game? Different
players have differing opinions on this
• Communities like Shoryuken.com often look
down on Smash games
• Examining Smash helps highlight persistent
issues in the FGC's core playstyle
"It's Too Easy"
• Smash has lower (not low, "lower") execution
barrier
– Universal controls for most moves/characters
– Motions are simple (single button,
direction+button) rather than complex
("down,down-right,right, punch")

• Objections based on difficulty: suggestion that
"real" fighting games are hard to do
– Legitimates existing community as "experts"
"Items Aren't Fair"
• Smash has pick-up items and stages with
hazards
– Items have strong degree of randomness: when
will they appear/what appears
– Stages have semi-random events that can
influence match (hurt players, etc.)

• Return to ideas of balance
– These influences are randomness, games are skill
tests, randomness opposes skill, must ban items
"It's Not Arcade Perfect"
• "Default" Smash has items/stages on, no
banned characters, etc.
– Unlike most other fighting games, these elements
can be turned off

• Smash tourneys use extensive rulesets for
tournaments
– FGC sentiment: if you have to make all these
changes just to make it tourney-legal it's not a
fighting game
Emergent vs. Restrictive
• SRK-style philosophy: only restrict things if you
absolutely have to
– Prefer "emergent" response to "broken" things:
devise new strategies to deal w/it, expand
"metagame"

• Smashworlds-style philosophy: remove elements
that will hurt the skill test
– Effectively about removing randomness and
protecting players from "unfairness"

• Differing strategies but same endpoint: moving
toward "perfect balance"
(False) Meritocracy
• Belief in balance/search for perfect balance
predicated on the idea that games are "about
skill"
• Secondly, on belief that games are about
determining who has the greatest skill
• Assumption: only skill matters, everything else
is secondary
(False) Meritocracy
• Idea of meritocracy blinds FGC to problems with
diversity and its own behavior
• Example: "there aren't many women in FG
tournaments because none with skill are
competing"
• Ignores factors that might prevent women from:
–
–
–
–

Training against other skilled players to improve
Feeling safe in a masculine-coded, "rowdy" space
Feeling like they can enter a tourney at all
Etc.
Paying Your Dues
• Community has strong "you have to pay your
dues" feeling – you just have to put up with it
until they respect you
• Example: "09ers" at Shoryuken.com
– Big influx of new people b/c of SF4 in 2009
– Existing forum people highly unfriendly/actively
want to push new people out
– New people who "paid their dues"/sucked it up
could stay
Cross Assault
• Sexual harassment of woman team member
results in her forfeiting competition so she can
leave
• Example of how meritocratic system doesn't
work/is ignorant of influences
– Woman player with demonstrated skill still can't
compete b/c of harassment outside the game

• Harassment wasn't just one person (Aris
Bakhtanians)

– Responding to "stream monsters": fans watching the
show/responding in chat
Class and Ethnicity
• Financial barrier to entry
– Consoles cheaper than computers
– Easier to share consoles etc. among group
– Fight sticks aren’t cheap but are de rigueur
• Different ethnic breakdown than many competitive
communities
– Primarily Black and Hispanic
• Arcade space/urban space has influence on
community’s public behavior
It Goes With Everything
• http://youtu.be/4qwKCQ4M2Nw
Wrap-Up
• FGC has some good points
– High energy, infectious at its best
– Games can feel awesome/be really fun to watch
• But: room for strategy too, not just reflexes
Wrap-Up
• HOWEVER:
– Obsession with balance/meritocracy
– Overwhelmingly hegemonically masculine playerbase
– Defensiveness vs. other gaming communities
(especially e-sports)
• All of the above encourage bad, exclusionary community
behaviors
– Especially to those viewed as outsiders
• ESPECIALLY to women
Wrap-Up
• Community espouses idea of “anyone who
wants to can come and play” just like in the
arcades
• Hopefully community will start to grow up and
put that idea into practice
Thanks for coming!

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Everything You Always Wanted to Know About Fighting Games (But Were Afraid to Ask)

  • 1. Everything You Always Wanted to Know About Fighting Games (But Were Afraid to Ask) Maddy Myers & Todd Harper No Show Conference Boston, MA -- September 15, 2013
  • 3. They think... • Technology: http://youtu.be/Hwip7ixaDNE
  • 7. They think... • Pringles, curly moustaches, mangoes, the New York Knicks, Häagen-Dazs, and more: http://youtu.be/sZZUMjoxfZA
  • 8. Fighting Games • • • • Related to/grew out from beat-'em-ups Games of competitive "martial arts" combat Borrows from kung fu/wu xia movie tropes Examples: – Karateka (1982, http://youtu.be/wKqk9kosCs4) – Yie Ar Kung Fu (1985, http://youtu.be/Zh9mPILeuOk?t=10s)
  • 9. 2D Genre Norms • Street Fighter 2 (Capcom, 1991)
  • 10. 2D Fighter Norms • • • • Life bars up top Match timer Special moves & Control scheme Iterations with new features – "Super" gauge/moves (Super SF2 Turbo, 1994) – Midair blocking (SF Alpha, 1995)
  • 11. 2D Fighter Norms • Still visible today – compare earlier shot to games like KoF 13 (SNK, 2012)
  • 12. 2D Fighter Norms • Or BlazBlue: Chrono Phantasma (Arc System Works, 2013)
  • 13. 3D Fighter Norms • Sega introduces Virtua Fighter in 1993 • Takes place in 3D space w/polygonal models rather than 2D plane w/sprites
  • 14. 3D Fighter Norms • Control scheme changes – "Guard" button instead of back-to-block – Evade/shift into/out of 3D plane – Ring out victory – "Button series" rather than motion+button • Other than Virtua Fighter games, Namco's Soul and Tekken series other major titles in 3D dev track
  • 15. 3D Fighter Norms • Soul series: "weapons" fighter, more like VF
  • 16. 3D Fighter Norms • Tekken series: hybrid of 2D and 3D styles (yes, that's a kangaroo)
  • 17. Imitators and US vs. Japanese Games • Lion's share of fighting games come from Japan • Early-life US imitators tended to focus on violent content rather than gameplay • Biggest name offender: Mortal Kombat series
  • 18. Imitators and US vs. Japanese Games • Mortal Kombat series difficulty often more about “cheapness” than technique – Can feel fun to play because visually satisfying, but not fun to watch because technically boring • 3D-”ish” play (block button, series combos) • Not respected because not mechanically satisfying • Series had a huge downslide – Picked back up w/latest game series reboot (appeared at EVO)
  • 19. Imitators and US vs. Japanese Games • Other "violent but poorly-playing" US fighters from that era • Primal Rage (Atari, 1994): Be dinosaurs! Eat other dinosaurs! Mysteriously cheering cavemen! • http://youtu.be/_aF-HtQ_BcU
  • 20. Metagame Knowledge • Fighting games have huge barriers to entry • One such barrier: execution – Basic level: "can I physically do this move" – Next level: "when should I do this move" – Even further: "how can I create situations where I can use this move" – Even further still: "how do I maximize efficiency for moves"
  • 21. Metagame Knowledge • The "metagame" is constantly evolving because it comes from community play • Knowing the basic moves isn't enough – Have to keep up on "the latest" strategies to stay competitive • Parts of "metagame" are not always intended by designers
  • 22. Metagame Knowledge • The Daigo Parry: http://youtu.be/jtuA5we0RZU?t=20s
  • 23. Metagame Knowledge • Example: "wavedashing" – Quirk of Smash Bros. Melee physics engine – Found by tourney players, became heavily used in Melee tournament play – Not part of the "default" Melee moveset – http://images.wikia.com/ssb/images/f/f2/Waveda sh.gif
  • 24. Community-Produced Knowledge • "Frame data" is important to high-level fighting game theorycrafters • Basic measure of speed in these games is frames of animation • Moves have windup, active, cooldown frames, etc. • Knowing how many frames a move takes = able to plan moves/counter opponents
  • 25. Community-Produced Knowledge • Example: Ryu frame data for Super Street Fighter 4 • http://wiki.shoryuken.com/Super_Street_Figh ter_IV_AE/Ryu#Frame_Data
  • 26. Specific Technology Uses • Arcade sticks are ubiquitous in the FGC • Many reasons for using – Physiological: easier to do motions w/wrists rather than thumbs – Cultural: hearken back to arcade cabinets – "Norms": everyone uses them, so everyone uses them
  • 27. Specific Technology Uses • Not using a stick can have various reactions • "Vangief" – Uses Zangief (a weak character) – Uses a pad (abnormal) – Folk Hero status/"underdog" • Players of Hilde at EVO 2009 – Character with powerful ring out combo, easier to do on a pad than a stick – When finalist switched from arcade stick to pad, crowd boo'ed
  • 28. Specific Technology Uses • Sticks not always about efficiency/use • Example: LED stick -- http://youtu.be/GADymPCP0I • Stick in Rubbermaid container:
  • 29. Need for Balance • Fighting game culture obsessed with notions of balance • Games are conceived of as skill tests: whoever has the greatest skill wins • Thus balance is required: need to eliminate influences other than skill on match outcome
  • 30. Need for Balance • Many artificial ways to approach otherwise unreachable "perfect balance" – Patches – New "versions" – Tournament rules and bans – Tier lists – Etc.
  • 31. Need for Balance • Example: Akuma in Super Street Fighter 2 Turbo HD Remix • Capcom brought in David Sirlin (author of Playing to Win, longtime FG player) to help fix things – He claims all characters would be balanced • Akuma consistently banned from SF2HDR tourneys for being unbalanced
  • 32. Balance and Characters • "Tier Lists" are a way to group characters based on in-game strengths • Are not "official" but come from communities based on various construction methods – Usually: # of tournament wins featuring that character • Have a big influence on some games – Marvel vs Capcom 2: 48+ characters, fewer than 12 used in major tournaments • Change over time as the metagame develops
  • 33. Smash Bros. • Is it a party game or a fighting game? Different players have differing opinions on this • Communities like Shoryuken.com often look down on Smash games • Examining Smash helps highlight persistent issues in the FGC's core playstyle
  • 34. "It's Too Easy" • Smash has lower (not low, "lower") execution barrier – Universal controls for most moves/characters – Motions are simple (single button, direction+button) rather than complex ("down,down-right,right, punch") • Objections based on difficulty: suggestion that "real" fighting games are hard to do – Legitimates existing community as "experts"
  • 35. "Items Aren't Fair" • Smash has pick-up items and stages with hazards – Items have strong degree of randomness: when will they appear/what appears – Stages have semi-random events that can influence match (hurt players, etc.) • Return to ideas of balance – These influences are randomness, games are skill tests, randomness opposes skill, must ban items
  • 36. "It's Not Arcade Perfect" • "Default" Smash has items/stages on, no banned characters, etc. – Unlike most other fighting games, these elements can be turned off • Smash tourneys use extensive rulesets for tournaments – FGC sentiment: if you have to make all these changes just to make it tourney-legal it's not a fighting game
  • 37. Emergent vs. Restrictive • SRK-style philosophy: only restrict things if you absolutely have to – Prefer "emergent" response to "broken" things: devise new strategies to deal w/it, expand "metagame" • Smashworlds-style philosophy: remove elements that will hurt the skill test – Effectively about removing randomness and protecting players from "unfairness" • Differing strategies but same endpoint: moving toward "perfect balance"
  • 38. (False) Meritocracy • Belief in balance/search for perfect balance predicated on the idea that games are "about skill" • Secondly, on belief that games are about determining who has the greatest skill • Assumption: only skill matters, everything else is secondary
  • 39. (False) Meritocracy • Idea of meritocracy blinds FGC to problems with diversity and its own behavior • Example: "there aren't many women in FG tournaments because none with skill are competing" • Ignores factors that might prevent women from: – – – – Training against other skilled players to improve Feeling safe in a masculine-coded, "rowdy" space Feeling like they can enter a tourney at all Etc.
  • 40. Paying Your Dues • Community has strong "you have to pay your dues" feeling – you just have to put up with it until they respect you • Example: "09ers" at Shoryuken.com – Big influx of new people b/c of SF4 in 2009 – Existing forum people highly unfriendly/actively want to push new people out – New people who "paid their dues"/sucked it up could stay
  • 41. Cross Assault • Sexual harassment of woman team member results in her forfeiting competition so she can leave • Example of how meritocratic system doesn't work/is ignorant of influences – Woman player with demonstrated skill still can't compete b/c of harassment outside the game • Harassment wasn't just one person (Aris Bakhtanians) – Responding to "stream monsters": fans watching the show/responding in chat
  • 42. Class and Ethnicity • Financial barrier to entry – Consoles cheaper than computers – Easier to share consoles etc. among group – Fight sticks aren’t cheap but are de rigueur • Different ethnic breakdown than many competitive communities – Primarily Black and Hispanic • Arcade space/urban space has influence on community’s public behavior
  • 43. It Goes With Everything • http://youtu.be/4qwKCQ4M2Nw
  • 44. Wrap-Up • FGC has some good points – High energy, infectious at its best – Games can feel awesome/be really fun to watch • But: room for strategy too, not just reflexes
  • 45. Wrap-Up • HOWEVER: – Obsession with balance/meritocracy – Overwhelmingly hegemonically masculine playerbase – Defensiveness vs. other gaming communities (especially e-sports) • All of the above encourage bad, exclusionary community behaviors – Especially to those viewed as outsiders • ESPECIALLY to women
  • 46. Wrap-Up • Community espouses idea of “anyone who wants to can come and play” just like in the arcades • Hopefully community will start to grow up and put that idea into practice