Don't you have to win games to vote.They don't.
Don't you have to win games to vote.They don't.
I want to watch this, but they have to use the previous patch. Might just watch the top 8 when it comes on.
FGC word of the week: asymmetry
http://gamasutra.com/blogs/KeithBurgun/20151001/255058/Asymmetry_in_Games.php
Sirlin really went in on that original blog post. Fighting game players always so aggressive.
Ryu-vs-Ryu-no-throws-because-thats-cheap.This is one of the most comedic aspects of this discussion. Defenders of videogame-style asymmetry will tell you that their game needs the 10, 20, 50 or however many characters it has. If that's true, then why is it that me and my friend can do nothing but Ryu mirror matches?
Videogames are a series of interesting decisions. To lock yourself into a character is an interesting decision. Maybe decide to choose another guy next game.Is the argument there "well, yeah, you can do that, but then you're choosing to do something more boring"? If so, why are you even letting me do it? There is no guarantee that players will have any idea that that's "more boring"; they may just think that that's a perfectly fine way to play the game (and shouldn't it be?), in which case they're just getting a worse experience out of your game, for no fault of their own.
Its not about efficiency, its about variety.Maybe that seems like an extreme case, but how about this: most players only play 2-4 characters or so. That means if you have two players who play against each other, at best (assuming no character overlap between the two characters), these two players are only experiencing 25% of the game. I would guess that most of the time, for most players (obviously serious tournament players excluded here), 80-90% of a fighting game's characters simply don't even get used. That doesn't sound like very efficient design to me.
To re-state my point succinctly: if the "variety" granted from asymmetry is so crucially important, why can it be so easily ignored? Why isn't it just a rule, the way health (a feature we all know actually is critical) is?
Don't you have to win games to vote.
Go to the arcade with your friend. Play him once. Beat him. Vote for whack ass Bridget.
Want to play Xrd right now, Marz?
Actually not at home, but I can later tonight if you're still on.
Want to play Xrd right now, Marz?
People saying Urien not in now, am I missing something?
They're accepting 'Sim in their life :V
Thus calming the universe and balance can be achieved.
And hopefully your mechanics and gameplay flow allow for varied experiences with or without character selection.Variety is the spice of life.
It can be an interesting decision that leads to no interesting decisions or no decisions. Maybe choosing a different guy will lead to the same thing.Videogames are a series of interesting decisions. To lock yourself into a character is an interesting decision. Maybe decide to choose another guy next game.
I think there is a bit more to it than just that. Plus in this case the decision is rather upfront and not hidden so it's more likely to have a bigger impact on less dedicated players than the ones who put in more time and effort.What he is proposing is something that a lot of people in design wish for - Zero content waste. Its fine to make a uniform artisan beautiful thing splayed out spread eagle with all of it exposed and easy to access. But sometimes it good to have discovery and have hidden content for only the ones willing to put time in, much like becoming good at a sport /skill.
Gief's reveal takes the Alex/Urien rumor for the starting 16 off the table.People saying Urien not in now, am I missing something?
Kinda want to get in on this, but I still haven't gone to the chiropractor after our last set.
Gief's reveal takes the Alex/Urien rumor for the starting 16 off the table.
However, there appear to be 3 bosses, two of which are returnees, so he could easily be one of them.
He has a veeeery different concept of videogame, explained in his "videogames are broken toys" article, and I really disagreed with that too.Variety is the spice of life.
Videogames are a series of interesting decisions.
Yet he keeps rambling about SF, Starcraft and LoL.The original blog poster though is looking at game design from a somewhat narrow "pure game" point of view which is why a lot of board games are being used as examples. Where a lot of elements that video games lean on get abstracted out. Not sure about MMOs though, I don't think they fit within the scope of his argument.
The stage panel in Mexico.Where does this 3 bosses thing come from?
The salt is glorious.Go to the arcade with your friend. Play him once. Beat him. Vote for whack ass Bridget.
And Warcraft, and Smash Brothers, and a bunch of board games that I don't remember names of.Yet he keeps rambling about SF, Starcraft and LoL.
There are some pretty aspects
Like the range of Ken's Kara Throw
RIP Kara Throw from Ken
Sf4 looks just as bad in motion. Pointless to complain about the graphics of a 7 y/o game though
The 360 and PS3 were beasts for their time. The technology was just fine and it showed in games like Marvel vs Capcom 3. Great tech will make great art sing. Great tech and weak artsyles... will give people an excuse to blame the tech lol.
Dude desperately needs to study some Emotional Design, ugh. Does he think that Castle Crashers character selection is similar to Dodonpachi ship and power up selection too? That when someone plays a MMO he should be forced to play in all roles too, otherwise the developers efforts are wasted into people not "playing 100% of the game"?
Gimme a break.
(Sirlin was on point with his comment on the original article too)
That symmetry article is something interesting. Sirlin going in is always amusing even though I think his passion made him take his position in dogma in how he phrased the answer.
He has a veeeery different concept of videogame, explained in his "videogames are broken toys" article, and I really disagreed with that too.
I don't work or study game design, it's more of a hobby than anything, but I do study graphic design and every article from this dude's blog made me think he is an awful designer/content producer.
There are tons of authors and creators he seems to be ignoring when making his points.
Yet he keeps rambling about SF, Starcraft and LoL.
Simmetry
Xrd half way poll results. It's going to be hilarious if HOS actually wins this,
He has a veeeery different concept of videogame, explained in his "videogames are broken toys" article, and I really disagreed with that too.
I don't work or study game design, it's more of a hobby than anything, but I do study graphic design and every article from this dude's blog made me think he is an awful designer/content producer.
There are tons of authors and creators he seems to be ignoring when making his points.
Yet he keeps rambling about SF, Starcraft and LoL.
The article got a lot of attention from some well-known designers like Jon Schafer, Greg Costikyan, Raph Koster, and David Sirlin (who wrote a dismissive and mean-spirited comment which got upvoted like crazy, despite the fact that it didn’t really address my article’s points).
The modern player has been raised in a world of toys. Pure strategy games, like some designer boardgames and my own Auro, can come off to today’s player as unforgiving, difficult, strange or even “feeling like work”. In time, when we have more examples of pure games, I expect this problem to diminish, but for now, I think it’s an issue.
I can't find Sirlin's rebuttal. Link?Dude desperately needs to study some Emotional Design, ugh. Does he think that Castle Crashers character selection is similar to Dodonpachi ship and power up selection too? That when someone plays a MMO he should be forced to play in all roles too, otherwise the developers efforts are wasted into people not "playing 100% of the game"?
Gimme a break.
(Sirlin was on point with his comment on the original article too)
http://keithburgun.net/debunking_asymmetry/#comment-1054163767I can't find Sirlin's rebuttal. Link?
What about open world games? Quiet often the open world is described as a sandbox, a place where the player is free to do whatever they want within it's constraints. The decisions available to the player might have been crated by a thoughtful process but the way the player engages with them might not have any of that. Quiet often they are praised for giving the player the freedom to engage with them in a thoughtless manner and derive satisfaction from it.I just read the videogames are broken toys and gained no insight. We are not creating "Toys" we are giving players thoughtful and crafted decisions.
Don't you have to win games to vote.
http://keithburgun.net/debunking_asymmetry/#comment-1054163767
What about open world games? Quiet often the open world is described as a sandbox, a place where the player is free to do whatever they want within it's constraints. The decisions available to the player might have been crated by a thoughtful process but the way the player engages with them might not have any of that. Quiet often they are praised for giving the player the freedom to engage with them in a thoughtless manner and derive satisfaction from it.
Anyway there are certainly toylike aspects to some games.
It just makes them more complex toys though. That's what kids toys do, you push a button it makes a sound, light flashes, some kind of feedback happens. In the case of GTA pushing the same button, by that I mean you know stealing a car or murdering someone, might result in a bunch of different things happening which is what makes it such a fun toy.Open world games flourish when there are embedded system mechanics that players can interact with. Its when things don't react is when the game "gets boring". The funny part of open world is that you are creating your own content within the rules of the game, or making your own fun, a la MineCraft or jumping ramps & 5 star warning in GTA5. Its the water-cooler moments & surprise & discovery that make games much more than toys.
Nah, it's exactly because I put in the time to see his point of view that I'm dismissing it. I could concede if he made a prototype (a written one would suffice) that proved his point, but he's just rambling with flawed premises.Like yes the author clearly has a bias and some emotional hangs up. However if you spent enough of your time to actually read what he wrote there is no point in making it a waste of effort by dismissing whatever value there is over petty reasons.
Exactly.You are missing the (harsh) point he was making (I think); Mastery of character, mastery of all characters, understanding matchups. These many layers of the game is what makes it interesting.
There are a lot of toy aspects in many games and sports, and some people are able to discuss that in more reasonable ways that this dude. Schell definitions of "game", "play" and "toy" comes to mind.Anyway there are certainly toylike aspects to some games.
That can be very limiting in some situations where your reactions are based off dogma and you haven't taken a serious look at what is said. Humans can be programmed to accept dogma automatically and they can make people resistant to differing view points. Not sure if that fits Sirlin but sometime you have to separate yourself from dogma.Sirlin takes a dogmatic view on many things.
Indeed.
Check your PMs
I'm curious now, hit me up too pls
There.
I don't know you if the cops show up.
He has a very, very fixed idea of what a Proper Game is like - on Sirlin's forums they have things like game* to denote Burgun-meanings for different words - one that I certainly don't share. Just one more person with a beautiful theory that doesn't match up to what people consider good in reality.
The salt is glorious.
Zappa and Testament never had a chance.
Gief's reveal takes the Alex/Urien rumor for the starting 16 off the table.
However, there appear to be 3 bosses, two of which are returnees, so he could easily be one of them.
Yeah.3 non playable bosses?
It just makes them more complex toys though. That's what kids toys do, you push a button it makes a sound, light flashes, some kind of feedback happens. In the case of GTA pushing the same button, by that I mean you know stealing a car or murdering someone, might result in a bunch of different things happening which is what makes it such a fun toy.
Yeah.
.
There, I fixed Laura, now she is a true brazillian
Yeah, confirmed on the UK stream that it's post-SF4/pre-SF3.Im cool with that, has that old school feel. Are we pretty sure this is yet another pre-SF 3 game?
Yeah, confirmed on the UK stream that it's post-SF4/pre-SF3.
Semantics, a complex game like GTA can be a lot of things, including a toy, a rube goldberg machine, a rather poor life simulator, or a screen saver. Isn't the key thing here how the individual chooses to interact with it?A more complex toy is a bit reductive. Perhaps a rube-goldburg device would be more apt. To set things off in motion with NPCs reacting in ways you don't expect because you placed something or performed an action is not a toy. Toys have direct input and innert when you are done interacting. Its one thing to create a lego car but to have a zombie come in at night (they always come in at night) and explode, causing the car to fly and crush your friend through the glass window. Thats a moment, not a toy.
I think this game lets them do that in the future. SF3 abandoning all the SF2 characters made a follow up kinda awkward.Is it really that difficult for Capcom to make a legit sequel, it's waiting for SF III all over again.
Is it really that difficult for Capcom to make a legit sequel, it's waiting for SF III all over again.
Yep. It's a great way to let non-elite players shine and contribute to something special. Sharing lives means that taking even 1 stock off Armada is significant enough to make you a star. And the regional enthusiasm is always cool.Melee crews is so good right now