Why would you make a Hard Game Easier???October 3rd, 2023
So Lies of P had patch that adjusted difficulty and I haven't played it, but I have played though AC6 who had the same thing happen and the discourse seems to be... about the same and it really just got to me how poor the nuance around difficulty discussion can be. Maybe it's more accurate when talking about Lies of P, maybe it's the same crud, but whatever.
Now, I'm very much on record saying the AC6 patch stuff is massively overblown. Only one thing really seems like a significant nerf and that was probably warranted but like... whether any of these changes are good is definitely something you could talk about. The changes, for example, (especially including the weapon based changes) seems very much designed to make more builds viable in more situations. You could easily make the case that "Even if the changes are kinda small, this is a game about building mechs, sometimes a build shouldn't viable for a situation to encourage you to use more options and explore the game" and I wouldn't agree with you (I think you're still rewarded plenty of tweaking a build for a mission you always could beat AC6 with one design anyways) but like... that's a discussion, right? Where do you draw the line? My line isn't right and talking about our lines is a great way to build perspective.
... But most conversations aren't going like that. It's a lot of ARGGGGHHH BABY MODE!!! PEOPLE CAN'T HANDLE HARD GAMES!! THEY NERFED IT!! NERFED IT TO THE GROUND!!! They have to sell more copies so they RUINED IT!!! People will only be able to play the BABY version!
... like come on, how many more copies do you think they sold because they made Balteus's missiles track a little less?
There is a lot to unpack here. How people mythologize their own experiences as The One True Way, how any backward slide gets exaggerated by communities and repeated so often they become almost permanent lore. Instead, we're going to talk about people not understanding the many reasons why a designer might change their game to be easier. Why they might make these changes for reasons besides public pressure.
I think a thing a lot of gamer brained players don't realize is that Making is hard game is actually really really easy. It's so easy, that if you're making your first game, there is a good chance it's going to be way harder for other people than you think it is. It's so easy you'll do it on accident!
Making a hard game people want to actually play is the hard part.
I think it's hard for some people to realize that there is, almost certainly, a harder version of their favorite hard game that the devs had in testing and never released. That they are, by their own logic, even immediately from release, receiving the ""baby mode"". That outside of shitty as old LJN 8 and 16 bit games, that devs, even when they were making balls to the walls hard games, were... focusing on trying to give you an enjoyable experience. That the released game isn't some pure artistic expression that exists naturally, only to be corrupted against the devs wishes by player feedback.
Games are, largely, unnatural experiences. A lot of us designers try and make the unnatural feel as natural as possible. Some people hunt for really obscure, poorly made games, enjoying the weird emergent "natural" challenge that comes accidentally from naive design. But they are still, largely, an unnatural construct.
These constructs are, for the most part, made for our enrichment. We can argue the value of changing something, but we have to remember, even with the most Hardcore no normies, skill only!!!! games that these are constructed experiences. There is no true difficulty, no "real version" of the game. There is just the what we ultimately play.
I saw someone ask "Why would you make a hard game easier?" and I think if you're a gamer, looking for challenging experiences, that... makes sense. It's naive, but like, yeah why WOULD YOU? Well, here are are a few that have been stewing in my head!
It's Hard but it Sucks
This is the simplest. Pre-Patch Lost Izalith. A rushed area, filled with reused, rare mobs. "Hey this dragon butt only got used one other place so why not, we're in a hurry."
Pre-Patch Izalith has the player basically playing a poorly made stealth game to not get gang stomped by a dozen giant dragon legs. Later patches decided instead to turn this early Izalith section into a bit of a non area. It's not that bad, there are still things to kill you if you go exploring but the Dragon Butts are so hard to aggro.
If something sucks there usually isn't much of a pushback, but I've actually seen people defend pre-patch Izalith BECAUSE of the weird "stealth" gameplay.
... It seems to largely come from the same place as other difficulty arguments. "I had this happen to me so if other people don't, this means they were denied a complete experience"
Real proof that any changes, no matter how stupid the original behavior was, will be decried by someone as giving into babies.
The Curve is Wrong
A lot of dragging peoples asses through a hard game is tricking them to get in and into the game before tightening your grip... then releasing... and repeating. I Wanna be the Guy tried to have different, but reliable pulses of actual difficulty to keep things feeling fun in between the sections that made you want to die.
It's basically fixing a pacing problem. Usually people don't complain too much about these because their minor. I feel the AC6 weapon buffs hit this, giving better and more varied options early game. This certainly made the game easier, but no one talks about that aspect of the "difficulty nerf" because... well okay it's because people are bad at talking about difficulty as a holistic thing.
Anyways most games usually don't have that much of a mis-step here. When the first boss is way too hard that's usually not an unexpected bump in the curve, that's usually an intentional crest. That said, sometimes that difficulty spike doesn't quite work out how you wanted it to and...
The Wrong Thing is Hard
I feel like Balteus's missiles fit this. Watching my friend (hi Miko!!!), a hardcore AC vet, 1-shot Balteus pre-patch on her first playthrough, could kinda trick you into thinking the missiles were never that big of a problem to begin with. It seems the type of thing where, when you know how to play and move, it's not that big of a deal, but when you're new, it's a monstrous hurdle and that hurdle existing can be easy to miss.
"Oh we wanted to teach about pulse armor and want to encourage movement so this isn't just a slugfest but whoooops for some players and builds, this might as well be touhou."
This is one of one of the most common reasons for things to be hard, by the way. The designers, or testers, or whoever get too good at their game and underestimate certain elements because they're so much better at fundamental things like movement. Blind testers help but you're still trying to extrapolate a lot of data. For indie games, this can get super stupid. There is a 1-frame jump in IWBTG that's optional, but exists because I tested it once and got it the first try. Can't be THAT hard...
By reducing the difficulty in one area, you can allow the player to focus on the enemies you were meaning to highlight.
You Don't Want Them to Google it!
AC6 works great here again. Sea Spider was made vulnerable to more weapon types and while you can make the argument that the game is about builds!!, that type of attitude is what leads to someone going on reddit for help, realizing Double Zimms, Double Songbirds are strong, murdering the boss, and then never really switching.
Fighting a boss and not doing enough damage is generally a sign to a lot of players that they're doing something wrong and the response to that is often to look some stuff up. Easing certain parts of a fight, or making more builds viable can actually, in a weird reverse way, encourage to explore more, or use off the beaten path builds. You increase the likelihood of a player just endures and actually tries to learn on their own. That applies well to situations like Sea Spider where the biggest barrier was a knowledge check that... wasn't even a very good knowledge check (varied weapon type defense isn't well established in a game, and a lot of people are going to get to the fight with a build that already passes the check and not realize they were checked at all).
You Want to Make it Easier to Learn
Sometimes an early attack is too strong, or a boss does too much damage, or a checkpoint is too far. All these things are things that can be fine, or lead to a great experience, but other times you're like... Oh god wait no, it's taking people way too many attempts to get to phase 2, or to this hard jump or whatever, so you make that easier. I Wanna be the Guy had a lot of difficulty tweaks in both boss behavior and is save placement to try and help this along.
Brave Earth Prologue used to have lives, a feature I really wanted and defended to a lot of people who tested early versions of the game. Whenever the game is released though, it won't have them and part of the reason was because "While the repetition created by lives creates a novel learning experience in modern gaming... if I wanna have cool complicated bosses, I need to give people permission to fail". Making that area easier allowed me to make other areas harder because it gave players more chances to learn hard things.
To go back to AC6, I think this is where the IBIS damage nerf comes in. I feel less certain about this one, but I feel like, at least personally, when I finally beat Ibis, it wasn't by an inch, it was a mile. Her damage wasn't relevant for my eventual victory. Where it was relevant is... each attempt allowed me to get more information and to experiment more. The boss felt like she was going to murder you unless you learned her patterns anyways, so easing up on damage just seemed to encourage learning them more.
Armored Core VI: Fires of RubiconSeptember 20th, 2023
Back with Spec Ops: The Line I said I was going to try and make these more informal, but they always seem to spiral into something review-esque, which was never my intention. So this time we're going to go even further. I'm going to start to bust out the bullet point lists to try and get my thoughts out without having to worry about how one point leads into another. I'll have my paragraphs (reading this back, I have a lot of them), but I just need to dump thoughts sometimes. Also, while this is nothing new, I'm going to be talking about the story with no mind toward spoilers. Usually I get to games so late, this doesn't matter, but since AC6 just came out, let me just make it clear. This is not a review. This is a game journal.
Anyways, I liked Elden Ring a lot. Loved that game. Had lots of feelings about the game, but I played it earlier this year and never quite felt compelled to write anything about it, because what is left to be said about Fromsoft's soul-style games? Like okay sure there is a little bit to say there and I'm sure I'll say it when I do whatever year-end wrap-up I do, but AC6 is fresh and by fresh I mean an unopened PS2 game hidden at the bottom of a crate.
Like SF6's World Tour Mode we seem to be in The Great PS2 Revival.
The exact mix of polish of Armored Core VI is kinda remarkable. Parts of it are the slickest, smoothest feeling version of the series up until this point, but the structure, the missions, the general movement of the game isn't unpolished as much as it is remarkably bare, peeling up the carpets and exposing the hardwood floors that hasn't been seen for decades. You don't need doodads or a million map icons (or a map at all, it turns out), and fancy glory kill animations (a tasteful slowdown will suffice!). Maybe you can just make a mech game while never showing an actual human. It allows itself to have modern polish, without having all the modern styling and design patterns people confuse with polish.
A friend of mine said something like "Companies finally realized they could just make games like the used" and From has known this for awhile, but it's nice to see this not be isolated to a particular genre. These new games are also interesting to me, because I remember thinking at some point "We don't have a lot of retro PS2 style games because the graphics look good enough to not have a distinct style". I'm not quite sure of that anymore, but I what I definitely didn't expect that the retro thing was going to be the design philosophy.
This game seemed pretty story heavy compared to the PS2 era AC games (I can't speak for 4 and 5). Now, heavy is probably the wrong word. There is plenty of story even in AC1. Instead, AC6 is very story forward. NPCs in souls games almost feel like observing an animal enclosure sometimes, but like Sekiro, AC6 has some like... real ass characters your feel like you have a relationship with? When I first played Sekiro I assumed it was because Wolf was an actual character, but AC6 shows that was only part of the equation. As brain fried mech savant with little direct will of their own, your agency can only really be displayed through your relationships with others. I find the fact that most group have a different nickname for you to be endearing but also important. You want even the characters you don't like to have relationship with you to add weight to the few (but key) decisions you get to make.
Sophie, from the Sinclair Lore youtube channel predicted something from the trailers that turned out to be very much true. Most AC games start with you feeling like you have freedom before realizing you are being controlled. AC6 is about being controlled, but then realizing you have freedom. This works out powerfully because the early part of the game sets up these relationships you frankly don't have much say in but that you get exposed too, but then seeing them strengthen or fall apart based on your later decisions. Even the early decision you can make... you don't actually get to make it until NG+. This makes it feel more impactful than say... whether Murakumo or Chrome fall during the story of AC1.
Also this is interesting in how it worked with the arena. It was normal to see arena mechs on normal missions in older AC games, but it's another thing to coldly fight an AI simulation only to then murder someone on the battlefield, hearing their frustration, pride, fear, and disdain. Like oh these aren't just names you saw on a list, these are people you did business with, who you are now in a life or death struggle against.
Some character notes...
- I was surprised about how... not a scumbag Walter is. Like he's very scumbag coded, both in voice and presentation but I like how you slowly see that he cares and he's just... not that warm. At first it's not clear if he wants people to respect you because you're his, but as time goes on he puts more trust in you, even when he realizes it might be to his detriment.
- It's like he dehumanizes you because he feels like he has to but he's not very good at it. You can hear how tore up he is at the loss of his other hounds.
- Even if his goals were... under-informed or misguided, turning on him gave me no pleasure. Come on Walter, you don't have to carry the same burden!!
- Same with Carla and Chatty like ugh. Carla gets established so well and so fast and Chatty is so subtly likeable for a dry AI.
- lol god Michigan rules. I like how complimentary he is of people, while hassling his poor Guns. From trying to hire Rusty during the Ice Worm fight to pumping you the hell up during the mission to destroy the Red Guns.
- You're also still G13. Like that's part of your LORE, even while you're killing them. BOYS, YOU'RE FIGHTING THE G13 THAT DIDN'T DIE!!!
- Iguazu is such a perfectly shitty pissbaby of a boy. Gloriously petty. Loved blowing him up every time. How'd that dumbass even afford an assassin???
- On that note, GOD, RUSTY, what a sweetheart. What a golden boy. Calling you buddy, even when he's hurt by where things have brought the two of you. So confident, skilled and earnest. A perfect boy.
As for the actual plot...
- I like the 3 endings and where they end up, but I don't really like the Allmind Route, at least in the context of the sorta '3 play through' structure.
- Ayre asking to see what you'd choose and then having the 3rd route being the most bungling dumb nonsense choices definitely feels a little lame. I feel like it would make more sense in a scenario where all 3 endings were available from the start and it was likely written with that as the intention.
- "Surely trusting and following this creepy AI will pay off!" even if it... kinda ultimately does.
- That said, I think the 3 evolving playthroughs works great and it was, I think, the right decision, even if there are some warts.
- What the fuck is up with Branch and Raven's Operator? That felt like setup that never got payoff. Like yeah, gonna keep an eye on me I guess, Operator Lady???
- ... DLC?
- While there is a lot of soulsy 'read everything and read between the lines', I appreciate the game is also pretty direct and clear while also still having some restraint.
- Though the actual indulgence is pretty good. The Liberation ending definitely pours it on heavy, but since the game was so restrained and almost doomery, it feels really good. A real earned payoff.
- Him and Ayre contrast the rest of the game and each other very well. Where Ayre is as confused as you are, there is something great about having confidence that Rusty seems to know whats up, even if he can't really tell you exactly what's going on.
It should be important to say I played the whole game "post patch". Literally was gifted the game the day of. A lot of lore has been built up over things like Pre Nerf Balteus, how he was nerfed into the ground, etc etc etc, even though... people have pretty much confirmed they just made his missiles home a little less (which, honestly, only barely seemed like the "problem" with him to begin with). I felt engaged by all the boss fights people said were supposed to be hard. I really wasn't sitting there for any of them like "Gosh this would be better if I had to put in another 20 attempts". Nor do I think any of the three are so easy to numerically nerf. Instead they're hard because they introduce new problems.
- While I can never TRULY know how release Balteus felt, he seems like he was fine? He's definitely there to teach you shit and he took me a good hour to punch through, but by the end of it, I felt more comfortable understanding what the game wanted from me.
- A pulse gun. It wanted a pulse gun.
- And like everyone else playing Balteus with all their girl, NG+ felt like a joke.
- It's honestly kinda embarrassing how many people I've seen say "They nerfed him so bad! I fought him in NG+ and he died in like 15 seconds!!" like no shit, you're on NG+ and also a million times better that's just how videogames work!!
- Sea Spider and IB-01: CEL 240 both took some build and strategy adjustments, as a boss in these kinds of games should, but those changes made them easier.
- Yeah, I'm gonna pick 2 song birds and blow up Sea Spider.
- The nerf is probably better, because without it I just would have counterpicked him even faster.
- IB-01 got lance and pilebunkered. Which really puts the damage nerf into perspective. She killed me a lot, but when I won, she melted. Doing less damage didn't so much make her 'easier to beat'. It made her 'easier to learn' by extending each attempt.
- The damage nerf was almost certainly deserved.
In general people overvalue their experience as the 'the right/best' way, which is a problematic attitude people have with a lot of things, but ESPECIALLY Fromsoft games. Including me when DS1 came out. "If the missile pattern isn't exactly what I felt the experience is RUINED" or w/e just isn't reasonable.
- On other boss notes, Ice Worm sucks ass. Oh god so much fucking waiting.
- But Rusty is so hot in this mission.
- The perfect man for me is apparently one without a canonical form that I have to look at.
- okay sure, the fight DOES look cool though.
- Ayre probably gave me the most problems, but maybe that's because I was rushing to the finish line.
- Heal-skipping Boss AC's by pilebunkering them kicks ass.
- Okay I also fucking hated shooting into that fucking smoke stack like the boss wasn't hard but that was so annoying!!. That was one boss that was equally annoying every time I've refought him.
The patch and difficulty discourse gets into another conversation, people talking about 'easy weapons' being 'easy mode' and... well okay that's not wrong. I definitely pick up certain combos when I'm just done with a boss. But there is a weird undercurrent to this whole conversation like "Yeah, you can do double zimms, if you don't want to REALLY play the game." but like... what is really playing the game? Circle strafing for 10 minutes while plinking an enemy with a mediocre weapon out of some weird sense of pride, like that's the intention of the game about customizing mechs? Sure, take on King, Chartreuse and Raven on at the same time with SMGs and no burst damage. That's sick as hell! But the game isn't asking you to fight 3 high-end ACs because they expect you to nobly boost dodge around. It's because the game gives you options. You'll find the one that fits you.
I just find this conversation weird. The AC community and DS community are very separate, but both have this weird hangup over this same kind of stuff, even though both series are made by a company who LOVES to design around and embrace "cheese".
What do you want to get out of a game? I like the speedrun mentality. I like big damage and I like playing fast. I don't just wanna pound and tank with a cheesy build, I wanna optimize the start, I wanna maximize my chances, I want IB-01 to lose 3/4ths of her first health bar before she even gets to make a decision. "Okay this boss is fast, but does it do anything where I can pilebunker it for free"? Which is also why I've always enjoyed watching speedruns more than "Fists only, no hit!!" runs, even though those runs are undeniably extremely skillful... They're just also boring and repetitive. To me, at least, but that's kinda the point.
Personally I don't think there are many games where I had more fun because I did less damage. Of those few games, I'm pretty sure 100% of them are fucked up combo/character action games that would give me more time to beat up and combo enemies. A game like this? Naaaah. I've had more fun taking more damage. I've had more fun having to fight stronger, smarter enemies! I've enjoyed weapons that do less damage because they're fun and mechanically different, but not because they do less damage.
Some people like the slow stable long game. They pride themselves on dying as little as possible. Some people like me want to play intensely correct and absurdly aggressively for 30 seconds, in a burst of planning and execution... and the game supports both of these things. One isn't particularly more right or intended... and honestly, I don't feel the need to prove myself to a single player game that isn't going to be impressed either way.
The game doesn't care how you get through it, so why care about anything other than what you find personally enriching?
Relatedly, the weapon balance has some issues, and some of them are intrinsically hard to solve. A big issue is, for the Single Player at least, a lot of weapons are just... not compatible with fighting strong enemies. Projectiles that are too slow, charge shots that are too punishing to miss, etc. And missing is more punishing in this game because of how the stagger system works. Now, I don't hate stagger, it feels good, but it does strongly encourage burst, reliable stagger damage. The problem with not having it is your DPS ends up getting exponentially punished and makes strategies like long range plinking much worse. There are surely ways to build around this and make more weapons work well and feel good, but the reason a lot of people move toward a lot of strong "meta" weapons is because they fit the system better. Which is likely also why weapons were buffed and not nerfed.
The problem there though is... how do you buff a lot of the less rewarding weapons... or do you worry about it? Are they maybe better in PVP, with more human fallibility? That'd be fine. But it seems the buffs a lot of stuff needs is more in the realm of projectile speed, better tracking or even maybe nerfed AI dodging. The problem with the last one though is that only makes the good stuff even better so it's not really an option. I feel like anything with a charge attack shouldn't have an overheat cooldown. Like you're giving up a weapon to try and make a precise attack that is likely to miss, double punishing you. Maybe it'd be a way to make laser rifles better than (or at least interestingly different from) laser handguns.
I also feel like the game lets you do too much on a fast build and there is very little armament reason to go super heavy. There are durability reasons but most of the heaviest gear is kinda... eh? So you kinda get to have your cake and eat it too. On the other hand... you can have your cake and eat it too? That's not always a bad thing.
In other system stuff...
- I like the free mission replay stuff a lot. It's kinda weird to farm money, especially when money in AC games is kinda weird, but whatever.
- ... I kinda like that you can't buy and sell when you restart? So having money and having parts in your inventory actually matters to some degree.
- It feels like a little weird unpolished friction point but who cares?
- OS Tuning felt kinda lame. I hated how it was just an 'upgrade card you will eventually fill out' and not another place you could do meaningful tweaks.
- I need to play with more than the pulse shield and terminal expansion cards though.
- I kinda miss unique FCS reticle/lock-on stuff. Like I'm not saying they should have brought it back, but I do mourn the loss a little.
- I wish there were more mid mission decisions. What are there, two?
- The R3/Hard Lock-on felt weird like it changed your lock-ons to be more aggressive but in the moment, the effect wasn't enough to realize (for me at least) if it was on or off.
- WAIT HARD LOCK GIVES YOU A WORSE LOCK-ON TOO????
- I love that this game can actually show me Playstation Button prompts.
- I WISH THE GAME WOULD STOP DEFAULTING TO SHOWING ME KEYBOARD PROMPTS FOR SOME REASON
Most of these issues aren't that big a deal. Far less than what I'd expect in the older AC games. Fun to think about, fun to think about how they could do things differently, but if they never change another thing, the game still rules.
Okay now for the dumb stuff you're allowed to skip.
These aren't heavy roleplay games, but I almost never make myself "Kayin" in a game. So far in every Fromsoft Souls game I make Naomi for my first play through. Cool knight girl, usually sword sword of claymoreish sword on the first run and maybe a bigger one and some magic in NG+. Perfect fit. But she felt weird to in mech games. She kiiinda worked in Battletech, but I ended up using the Brave Earth Succubus, Vayn, for later playthroughs of that and the earlier Armored Core. Kinda just needed someone a little bit more... morally ambiguous.
Also it helps that she too spent years an a brain fried fog, used as a tool with little agency
This less informs my gameplay and route choices and more aesthetics.
(I mean... I have my own head canon stuff but I'll spare you)'
I wanted a cool ass emblem. I wanted something that you'd see in an old AC game in the arena and be like 'damn what's their deal??'. The roses, exploding out the back of the head beautifully like an exploded brain??? I'm pretty proud of it, okay!!
I messed with a lot of variants with the text. From vertical instead of rotated, to arched, on a circular emblem, whatever, but found that simpler was better. Helped that I gave up on using it with the text on the ACs. I'm honestly loving how the emblem system works. Doing stuff on the the blood splatter on the skull with masks is so fun and powerful, and the ability to nest these things together is incredible. As far as Emblems go, this is a very simple one, using assets as they're intended without a whole lot of fancy tricks going on, but I'm super happy with how it came out. I might use similar iconography for Vayn with something else at some point.
ACs and Aesthetic
White and Black is like the key colors for Vayn and most of her costumes, so went with that and very gundamy wear patterns. I ended up with the pale pink to make it undeniably also femme. I tried doing the seriffed text on the mech but it never worked so I went more 'racer' and added the checkers and more sleek font. The seriffed "Vanity" does sneak in sometimes. The V on one shoulder and Raven on the other kinda is embracing the dual identity of 621.
I also have ended up using 3 AC styles for her across all these games. LILITH, usually my go to mech and middleweight, DRIDER, usually a heavy quad but sometimes hover or tank bodies, and BANSHEE, something light and fast.
LILITH got me through most of the game. You can see serial labels around in the pics too. This is actually between the first model early in chapter 1 and the NG++ model, LILITH 03. There is also LILITH DD which was my favorite build to use when I can get away with it which basically was built on lancing into pilebunker. Occasionally I'd work in plasma stuff or missile pods or whatever. Early on, with LILITH 01 I was running the RANSETSU-RF and the Curtis. 02 also has badges from all the factions she got along with. Sadly after the last redguns mission, that logo had bullet holes put in it.
DRIDER first showed up to kill Sea Spider. Hovering over things to rain songbird shots. This is basically also also the "fuck this" build, especially the special DRIDER W which used wheels. I'd basically throw whatever a boss seemed weak to it on it and just go nuts. DRIDER W showed up to kill Ayre. The original DRIDER 01 basically was the same idea but with the lighter quad legs, and 02 just had a different torso. One annoying thing is it's really hard to place nice decals on quad legs! Or legs in general!. Loved the headpiece on this one, giving kinda a spider look.
BANSHEE Was definitely the fun build. Also where the serif text shows up. I love the huge shoulder skull. Mostly used this for double laser handguns. Usually built with the weird generators that recover fully from redlining and a good booster for infinite flight. Surprisingly a variant of this, BANSHEE BOLD, which was a little heavier and with a songbird and a stun needle cannon, is what I used to get through Destroy the Redguns due to having great ammo. Alternative versions used reversed legs too but the mostly ended up feeling unnecessary, but did give a nice insect look.
It was fun to mess with all this stuff and save old builds. While I mostly ended up on fairly typical weapons, the difference in mobility between the different builds was a lot of fun. Honestly, armament could just change with the mission like yeah sure lets try double BADCOOKS or whatever. While I tried to pay attention to stats somewhat, in the end, I was playing Fashion Souls. Compared to the PS1 and 2 games, these are aesthetically my favorite set of ACs.
Inconsistency is Beautiful: In Defense of Fighting Game JankSeptember 7th, 2023
This is a repost of an article from my cohost, posted on august 23rd, 2023. People seemed to like it a lot though, so I'm reposting it on my blog.
Gonna babble for a bit and hope this is coherent:
I was weirdly saddened today reading Strive's patch notes. A removal of the character weight system. A younger version of me would be SO RELIEVED by this. "Oh god I don't have to memorize a million different combos"! Yet now, an older me, is oddly sad?
Now, I'm not gonna hate on or argue about Strive, or any other game. Plenty of games I like have equal character weights and consistent hurt boxes. I'd rather game designers do what they want to do, rather than pander to me.
(Granted, I do wish more people were pandering to me, but that's a me problem.)
... Instead I want to be more positive about the stuff. So much of this conversation gets caught up in arguments about gatekeeping and "git gud" "Baby Game" BS but not a lot of people really go into why they might like some of these arcane systems.
A nice and polite twitter follower, immediately after I tweeted my disappointment, asked...
Why would you want combos to fail randomly per character performed on
... which like lol, when you put it like that, it sounds super silly. But it's that framing -- a framing I've seen many times. I remember being on a forum... very appropriately, it was David Sirlin's forum
(thank god you can't name search on cohost)(edit: uh oh). Being the Sirlin forums, you expect a... certain type of person and player. Very big anti-execution crowd and I was like the only real execution defender (at least who was a semi respected member of the community and not a random SRK troll). I remember one exchange talking about GG combos and the comment "Well what's fun about just doing the same rote thing over and over again?"
"Well you're not? Like I'm adjusting my combos as we go, depending on how high they are and stuff"
"I don't believe you."
Now, this is mid 2000s. I don't think anyone now would deny that's a thing that players do... but I think it still highlights a way a lot of people still feel. Combos as this discrete thing, these bits of work you get through to get to the Real Game (that forum LOVED talking about the "Real Game"). You learn your combos, so you get to play brain chess.
But instead the whole thing is very fluid, especially in a system rich game like the older Guilty Gears. You never stop learning, and that combo you learn isn't a discrete unit. It's a lot of different smaller parts and that perfect hit you need to do your idealized BnB is actually kinda hard to land. You need to learn how to put these things together in different ways. Combos are less raw memorization, and more a matter of a little memorization, but a lot of developed intuition.
This is no surprise to anyone whose played a lot of really nutty fighting games. But the important thing is more the mentality of "Combos are a thing that you need to have, and you fucked up if you weren't optimal" vs looking then as an extra and not taking them for granted.
"... Wait, can I convert to this route off this hit?"
Often in games with open ended combo, you'll get a hit and you won't actually know what you can get off it. I recognized the situation 3 hits in.. what's the gravity scaling like? What's their character weight? This route doesn't work on her hitboxes usually, but I think it might because of the weird height I hit at??
From there you gotta bet on yourself. Take the easy knockdown? Try to extend to a damaging route? What are the stakes of the match? How much life do you have? Is it worth maybe eating shit just to find out? Those sorts of situational, high speed valuation processes, for some people like me, are extremely fun and with games like +R or Rev2, I'm still, after thousands of hours, guessing and developing my intuition. Every matchup has new things to teach me not only in neutral, but on what to do when I even hit someone.
I don't like character weight because I like dropping my BnBs, or because I want to make the game harder for new players, but because they always keep me on my toes and give me great moments where I am rewarded for my intuition. I like it because I can do cooler combos.
... What if input buffers made games harder?
I was playing one day with Lofo, a really incredible +R Dizzy player and a former (lol, recovered?) Sirlin forum poster who ended up a huge execution lover. One day we're talking about Rev2 vs +R and hit me with something that has been in my head for like 2 years. Something to the extent of...
"Yeah, I don't like Rev2's input buffer. I feel like it makes the game harder, because everything is more consistent... I... don't think I like input buffers?"
Which to me at the moment felt like an insane position. Like there was a lot of simplifications made to fighting games I didn't like, but that one seemed like a clear win. That just makes games better, right?
But Lofo kept talking, about things that are borderline impossible in +R that would be consistent in Xrd and how one of the things that keeps +R reasonable is that everyone drops stuff all the time. Not just in combos, but in pressure. There is always wiggle room... and then talking about mashing to tech.
Mashing to tech feels like a vestigial part of Xrd. It doesn't bother me much (I come from X2), but if you're trying to tech and there's a gap, you're gonna get it. +R, much less so. It's almost an analog skill check between you and your opponent. Your ability to mash, vs their timing during the hardest parts of their combo. Defender can piano, so there is a bit of an advantage
Then that got me thinking about ST. "It's fucked up that you need to do a 1f reversal to beat tick throws in that game."
... But you don't. You need to have better timing than your opponent to beat tick throws. Can they time to 1f input? If you're playing someone great, probably, but when you watch mid level play, most DPed tick throw attempts aren't usually reversals. That analog sense of timing is part of the game's skill expression.
This goes into why people didn't care about exact frame data back in the day or players playing "by feel". A move being +1 really didn't matter unless both of you have sick timing. We HAD the frame data. We had Yoga Book Hyper for ST. It did help. But it's influence was different because the play conditions are were different.
In modern games, a +1 situation is often pretty rigidly defined. We have buffers. Our responses will come out on he fastest frame. If my opponent is slow and my suboptimal option keeps winning, people will call that fake... because it is. The expectation is that verse most players, even low ranked players, people will get their moves out as soon as possible. Meanwhile in older games, you can't take that as a certainty even with the best players. They'll hit a lot of frame perfect inputs, but not all of them. Finding where your opponent is being sloppy helps a ton. No one is clean all the time even in modern games, but it's so SO much harder in old games.
I even think a lot about setplay characters. In older games 'perfect knockdown into oki that grants an auto timed safe jump' is actually super hard (or really lucky happenstance). Heck, this is also where GG's variable wake up timing stuff also comes in. You could do it, but it would be so hard that it can never be the expectation. Now safe jumps are so easy once labbbed that if you whiff a normal before doing your oki people will just assume it's a safe jump even if it isn't. You get stronger setplay because frame perfect repeatability, while not at all trivial, is extremely practical.
Buffers help turn is into robots and, depending on your taste, that can be a good or bad thing.
ALRIGHT THE TAKE AWAY
One thing that I've also thought a lot about is... new players seem to have an easier time getting into +R than Rev2? Part of this might also be the lobby system and speed to matches, but part of it is, in Rev2, even a mid level player can be pretty scarily consistent, but +R... Welcome to the scramble zone, lol. And like granted you can run into cryptids with 10,000+ hours of play time who will Burst Safe Sidewinder Loop you into the negaverse, but even THEY fuck up or get wilded out by weird interactions. And I say this maybe liking Rev2 more than +R.
In a weird way, making games easier, also makes them harder, because you make them more consistent for everyone... and when everything is more consistent, the game is more rigid and unyielding. You're not making an old experience accessible to new people, you're making something new, with it's own pros and cons.
Again, this isn't a judgment zone. I'm okay with Strive. I'm actively loving SF6. But a rigid games forces players to play it how it was intended. This can help new players learn a lot faster. Hell, such design has lead to games that have even taught me lots of stuff! I don't hate these games.
... But I miss that looseness. I miss how you can have a combo so hard that only like 2 people can do it reliably and just this really hazy, unclear idea of what's even possible. Infinite weird, crufty interactions between interactions. Feeling like I wasn't just playing my opponent, but exploring a rich, emergent design space.
Fighting games as a genre increasingly feel like they're (metaphorically) moving from "analog" to "digital".. and like most of those changes, there are usually more advantages and disadvantages, but, even with the new advantages... there are always gonna be people who miss how the old analog models used to feel.
Street Fighter 6's World Tour Mode is a Lost PS2 GameJune 13th, 2023
I Wanna talk about World Tour Mode, but I gotta talk about the Actual Game First
I wasn't planning on getting on SF6 right away. My experience with Day 1 fighting game is usually pretty poor. The mad rush is a lot of peoples favorite time in the life of a fighting game but for me, I prefer when things are a little more hashed out. First released ruined Blazblue, Xrd, and Strive for me and I didn't want to repeat that mistake with Street Fighter 6.
... Still, a friend (Thanks, Dasterin) got it for me so I was obligated to play a little! While real meat of this is going to be about World Tour mode, I do want to talk about my early impressions on the game and my experiences online. I feel like it's impossible to truly review a multiplayer game on release -- only after months of hindsight can we really say if a game is worth while... but that said, more so than the games I mentioned above... I like what I see?
This is a game for sickos, by sickos. The drive system is unhinged game design. Tons of free meter every round? Practically the ability to Valle CC with some characters? The most cracked out Focus Attack clone and boomer check in existence? ... and all of this bringing you one step closer to burnout or being smashed in the corner? Just absolutely nuts. I worry that the system mechanics might be too strong but this is the type of thing that gets adjusted as a game goes on.
It's also nice to have avatar lobbies that don't suck. I told everyone it was possible! And sure you got normal menu based player rooms and ranked elsewhere, but it's a nice diversity and leads to a lot of fun expression. This is also the first game I've played with a real, living ranked System. I enjoyed +Rs a bit when it was active, but besides that, well.. Rev2's ranked is dead and Strive's Tower is barely a ranked mode. Playing random people has been good for my composure when playing. Endless practice for me to Not Make Up a Guy while playing strangers. It's nice to play a game with a community so large that I am practically anonymous and where I feel no need to prove myself. I can just fiddle around, play a few games with Dhalsim, and go off to do something else.
That said, before any of this, I spent COUNTLESS hours in world tour mode.
Calling something a Playstation 2 Game as a Compliment
Late PS1 and Early PS2 was a weird time. Weird, experimental, goofy, unhinged game design, sacrificing polish and fidelity to do something weird. These aren't games you get a lot these days. Most games focus obsessively on graphics and gameplay polish and while indie cames can serve fill some of the gap, the weird but also content rich type of games from that era are rare. The closest thing that comes to mind is the SEGA made Yakuza which is also tightly bound to its PS2 roots.
So when SF6 needs a singleplayer mode that is fun and rich, but not as polished as it's online content, drawing from Yakuza seems like an obvious choice to make. Simple but uncommon voices like unvoiced dialog, or those 'stage diorama' locations you meet trainers in serve as a way to make a lot of content fast and cheap and while this content isn't always that great, quantity is a quality all it's own. Even just the way you can horridly amalgamate fighting styles seemed to come from a different time.
Even the ways WT mode is annoying feels PS2 era. Grindy, janky platforming, using weird special moves to pop balloons with power-ups... MINI GAMES??? Even the goofy way metro city is split in the beginning as if it was some engine limitation or something (it isn't, ultimately) just has such delicious, old school vibes. World Tour mode feels like SF6 came with an HD remake of an unreleased early era Playstation 2 game with all the fun and wild surprises that would entail.
Mechanically it's weird. You level up AND get a Not Skill Tree tournament bracket to spend points on. I hate Skill Trees, but this isn't -- instead new and old options get shuffled back in each new "tournament". This caused me to reset my stats at one point to respec, only to realize my change changed the later brackets massively. The clothing upgrade and skill system is weird and arcade. "+10 to Unique Attacks"??? I'm pretty sure that's for command normals, but some people say it's fireballs so we're all just confused. But all this confusing stat absurdity again, has that whole janky weird PS2 vibe. Attacking far outside your level range leads to doing so little damage it's painful. You can DO IT but it's miserable, which also sucks when you're hitting one of the weird XP/Opponent gaps in the game. The game has buffs but they... don't seem to do enough to make up the difference? But all that said, it's fun and the enemies are so dumb they basically train you
Characterizing the Uncharacterized
One of the big surprises in World Tour mode is how much character it gives everyone. Not that Street Fighter characters have been uncharacterized for 30 years, but that characterization is either painted with broad strokes, or limited to semi canonical sources like the Udon Comics. Simple endings, winquotes, match dialog, that sort of thing.
World Tour mode gives you a lot? Characters are chatty, they talk about their hobbies, their past, things they like, their relationships. You get an idea about how someone like Ryu actually lives. Funnily, this is a similar vibe to Strive, which definitely also set out to humanize it's characters both aesthetically and in story. We wanna know how these weirdos live and what their relationships are in the smaller details. It's fun to here Ryu talking about Chun-li dressing him so he can get through airports earlier or how he does construction work for money. It's amazing to see what an awkward weirdo Cammy is, still cool a cool operator, but... just a little off. Or endearing to see what a piece of shit Juri is, moping on her phone, filled with ennui as all her enemies are dead and she doesn't know how to socialize or be a person anymore. The text messages are half baked but charming, something that feels like it should have been more developed, but it so good. Cammy's cat-version of herself for her avatar is funny every time I see it. The leveling system for relationships is goofy, the gift system is simple and crude, but again, this is a side mode, it doesn't have to be AAA, it can just be an excuse to gate cute, fun content that helps endear the characters to you. This game even managed to endear PMC warcrimes Gamerbro Luke to me, showing him as just a perfect, well meaning himbo. Maybe one day we can sit around eating doritos and mountain dew as we talk about the horrors of the military industiral complex.
The plot was a slow start, going from "I don't care" to this perfect intersection between "Horrifying yet silly" to (and let me be vague to avoid spoilers) being... genuinely being an almost nihilistic downer? And not in a bad way! The whole thing, given the overall tone of the game, resolves very interestingly and bravely (in a creative sense). There are dumb plotholes and things that don't make sense, but with a mode like this, the game has to assume you're along for the ride. No one is here for perfection.
Was that... the... best Fighting Game Single Player Mode ever?
... Probably??? It wasn't perfect and some Netherrealm fans could probably point to some old (also PS2) MK game as an example. Maybe that one Soul Calibur mode in... 3... 4? I don't remember. But I've STILL have played more World Tour mode than the actual multiplayer game and I've been playing a BUNCH of SF6 online. But as long as I can get new outfits and dress up for the Battlehub, I'll still be dropping into World Tour Mode from time to time.
New BlogMay 29th, 2023
So I've updated my blog again. This by itself is nothing new, something I seem to do every few years or so. What's different this time is I'm actually cleaning things up and restructuring things. I have had 20 years of webspace continuity and almost 15 years of wordpress. This is cool, but also a horrible mess. My server is a trainwreck of files, layers of old php files layered as if in geological records. As such my stuff is almost always out of date and backing anything else is a huge pain. So it's time to pack everything into boxes and knock down the house.
Wordpress is gone, as are a lot of my old posts. Most of this isn't a great loss. Most of my old posts are painfully out of date, or about long dead internet drama. If you really need to embarrass me, the wayback machine is right there. I can't actually hide anything, nor do I intend to, but, considering the fact that every post on this new blog was copied by hand, I don't need to keep everything I ever made up on my refrigerator forever.
I've made an effort to maintain, with the right URLs, every important thing I have ever wrote. Stuff like the Reaction article. If something is missing, feel free to email me and I'll try to re-post any reasonable requests or redirect any old URLS.
This also applies to any random files I have removed too. I have them all backed up, so if I accidentally removed something that is still useful to people, I want to know. I have an old file still up of mugen tutorials cause someone asked me what happened to them 5 years ago. These were originally uploaded in like... 2006, so don't worry, just ask.
As of right now a lot of Brave Earth stuff is missing. This is in no means any indication of any abandonment of the game. Part of me cleaning stuff up involved things related to working on the game. The problem is most of it is way out of date. Expect a lot of things like character Bios and stuff to be reposted once there is actually a release date. I'll probably be crossposting on here and steam when that time actually comes. For now I'm going to keep it as a single page.
Edit: Added a new RSS feed. I'm not an RSS user but people always end up asking me for a feed so please let me know if there are any problems with it.