To pay tribute to the name of the Blog, I would like to dedicate this entry for what I would argue as the King of all Fighting game of all time, the game that started the craze for 2D Fighting games (and even sparked the development of later 3D ones, such as Sega's Virtua Fighter).
Here’s a Wiki Entry for those who never heard of this game : http://en.wikipedia.org/wiki/Street_Fighter_II
(For Girls : you’re excused if you never heard of the game, but for Guys… You must be kidding me…unless you’re born like, very recently)
I started to play this game back in primary school, I think the year was 1992 when this sucker appeared in my neighborhood pool parlor back in Jakarta, not a very nice place to hang out, but hey, with Street Fighter on the menu, the smoky and rather sleazy place was always packed.
What’s really appealing about this game is the degree of freedom you get in trying to pull out a combination of offensive/defensive moves in order to beat your opponent. Each character has their own fighting styles, with punches and kicks of different kinds and strengths(3 each). What makes it revolutionary is the introduction of the concept of “Special Move” where by through a combination of key motions and button presses, your character are able to perform this special move which, well for one, looks cool, and also can inflict some serious damage to the opponent if executed successfully.
At first, I was never any good at it, those punks at the arcades always managed to beat me within minutes, but once I got my hands on the Super Nintendo console port, I began to practice like for hours and hours everyday after school. Me and my buddies always got together at someone’s place over the weekend and we would just kick each other’s asses the whole day.
(I tend to use Ryu and Ken a lot, and sometimes Guile if I really wanna be cheesy and piss everyone off… but hey, I’ve been playing this game over and over for almost 10 years now, you pick someone up in random for me, and I’ll beat the cr*p out of you haha..)
Now, on the discussion questions..
1. Describe the formal elements that make up the game. Be as clear and detailed as possible.
Players:
Two Participants compete directly, either two human players or 1 human player versus the computer.
Objectives:
- Beat each other’s defense and ‘kill’ the opponent. Each player has an energy bar, depletes as they take damages from each other.
- The objective is to deplete the opponent’s energy bar until empty or until time runs out, in which the player who remains alive or has more energy than the other stays in the game either to compete with the next human player, or compete against the computer if no other human challengers.
Procedures:
- The movements are limited to a simple bi-directional walk (front and back), upward, forward and backward jumps, standing and ducking. Punches and kicks can be performed while standing/ ducking, or jumping.
- Both players are free to move around, use any of the punch or kick moves to inflict damage to each other, anywhere in the fighting arena within the duration of the round (around 2 minutes).
- The arena has two ends, so a player could get cornered if got pushed enough.
- There are two kinds of blocks, upper block for all attacks above the waist and lower block for below the waist.
- Two Players can attack at the same time, and inflict damage simultaneously. But most of the time, a player will be attacking while the other takes the damage. Some special moves can cancel each other (such as ‘fireballs’)
- A player will temporarily lose control of the character when taking a hit, the stronger the hit, the longer it takes for them to get the control back, allowing certain ‘Combination’ moves to be performed inflicting as much damage as possible.
Rules:
- Whoever depletes the energy of the opponent until empty wins
- If time runs out, whoever has the more energy remaining, wins
- If both player has the same amount of energy when time runs out, the round is considered a draw, and the round is repeated.
- To win the match, a player must win two rounds, from a maximum of 5 rounds. If no winner until the end of round 5, both players lose.
- Winning player get to use the same character until they get beaten.
- No rules on how damage is inflicted (can punch, kick, throw, bite, etc)
- Blocking punches and kicks will inflict no damage, but special moves inflict damage if blocked
Resources:
- Energy bar (Health)
- Time limit (2 minutes)
- Fighting arena
Conflict:
- Dilemma: Some special moves leave the character in a ‘frozen’ stance open for attack, for instance, if a player performed a move that gets avoided, the other player can carefully counter attack the vulnerable player, so moves have to be planned carefully.
- Obstacles: Time and Energy is limited, so must attack or be a sitting duck!
Boundaries:
- Malfunctioning controllers can seriously affect game performance
- Pressure from the surroundings, such as viewers, or opponent’s peers making verbal gestures or sometimes threats.
Outcome:
- Winning player accumulates score to be contested on the score board.
- Incumbent winner stays in the game as long as there is challenger, or continue to fight the computer until all the computer opponents are defeated and the player gets treated for a short ‘Ending’ sequence, with a bit of narrative behind why the character fought within the game universe.
2. Does this description fully capture the requirements for playing the game? Are there any additional rules or assumptions that you may have left out? Do these need to be written down? Why/why not?
I would say that one assumption that people would tend to make is that their opponent knows all the moves and have around the same experience/ skills in playing. Against experienced players, beginners wouldn’t have a chance because they would just go ahead and beat the poor newbie without giving him a chance to practice. But sometimes, experienced players can somehow realize that their opponent needs a bit of breathing space so they tone down their offenses, other wise it wouldn’t be fun, just like stealing candy bar from a little kid. Some experienced players also realize that certain characters in the game are able to pull out certain moves that are very difficult to counter, therefore offsetting the balance of the game if such character is being used. So sometimes, experienced players tend to use the weaker characters in order to just try their skills, or use the stronger character but avoid using such moves that are deemed to be “cheap-shot” or “cheesy”. And sometimes, due to the surroundings and social context, players might want to tone down their game play if they sense that the player they’re about to beat the cr*p out of, might not like the idea of losing, and might take it to another intensity outside the game itself, so for games such as Street Fighter where there is a high sense of male masochism and pride, sometimes you win not by beating the other guy, but by losing out to him so that he would not lose his face in front of his gang or whatever. And these kinds of rules, are somewhat external to the game, but you might want to take into consideration when you’re playing outside with others.
3. Following Doug Church’s approach, try to extract the abstract design concepts that constitute the gameplay. Can these be transferred to a different type of game? Why/why not?
I think this game is only about knowing your characters, everything about them, such as memorizing the kind of moves they can perform and how to carry them out. Because these moves involves real physical ‘button bashin’ skills, to put in an abstract concept, I would describe it as ‘Skills Mastery’, as one would do in learning techniques in dance or martial arts.
Skills mastery: The player chooses a character/ subject that suits their preference for competition styles/ moves the best. They learn and master as much as possible the moves and strengths of their characters or the codes of the game system, in order to be able to carry out a combination of attacks to inflict the maximum result while minimizing their penalties.
A game that we can also apply this concept to is Dance Dance Revolution, where you get to practice the combinations of taps in order to hit all the directional pads you’re supposed to hit. Although there are no characters in this game, in a sense, other parameters can also become a character that you can learn/ master, such as the accompanying Song or the difficulty level, as each song carries their own signature combination of moves which can be learnt and memorized and mastered.
Or maybe even Racing games? I realize that Racing games rely on the kind of cars you select or the kind of Stages you choose to race on, where you get to memorize the particular challenging corners which you have to tackle, or the kind of gear combinations in order to successfully maneuver a particular corner. I remember someone showed me that he could beat the Expert level of Daytona USA (time trial mode, no other cars in the track) while having his eyes closed! He told me that its all about memorizing when and where to turn the car and when to switch the gears etc, all based on timings.