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What People Want Out of Competitive Games (Part 2): Power and Powerlessness

“It’s easy to learn, but difficult to master!”

One of the unicorns pursued by designers of competitive games is to create something that is enjoyable (and competitive) at all skill levels. However, there’s a tricky balance to maintain, because if you skew it too much towards the most advanced players, then only those willing to place countless hours towards honing their skills can enjoy the game. On the other hand, if you cater too much to the beginner, then the overall competitive depth of the game may suffer as better players find that there is less for them to do as they improve. What’s more, some players want to feel like they always have a fighting chance, while other players want to feel the sheer power of a superior opponent bearing down on them, something that tells them how deep the rabbit hole goes. Leaning towards any of these options isn’t inherently wrong, but I think trying to appeal to as many different types of players as possible is an admirable goal in itself.

I’ve been thinking a good deal about what it means to enjoy a competitive game. In Part 1, I wrote about how, while the classic image of the competitive gamer is the “Spike”—someone who prioritizes using the most effective and efficient strategies to win—the current esports/competitive gaming field is comprised much more of “Timmy-Spikes”—people who love to win, but prefer to win with style and flash. What I’m about to say might sound obvious, but I think there are two unifying factors for players of all skill levels and of different philosophies when it comes to enjoyment of video games that involve facing off against opponents both human and AI.

  1. Players love to feel powerful
  2. Players hate to feel powerless

It’s pretty simple, but I think that there’s a lot that can be extrapolated from these two statements.

Whenever I read comments and forum posts about competitive games, there are certain recurring complaints. “This game doesn’t let me play the way I want to. “In this situation, there’s pretty much nothing I can do.” “It’s not fair that this game lets people worse than me win.” Now, some of these complaints might just be rationalization of one’s flaws or simply the act of making excuses, but I find it worthwhile to think about these statements in terms of notions of power/powerlessness.

Let’s look at some examples.

  1. Take the classic idea that “throwing is cheap” from the early days of arcade fighting games. Why was it considered a dishonorable tactic? It’s because, for many players, the act of blocking makes them feel powerful (or at the very least safe). The ability to just block high/low and stop/weaken the opponent’s offense is a simple and easy way to make a player feel better. Throws destroy that false sense of security, creating a sense of powerlessness. It’s up to the player being thrown to learn how to deal with it, and of course many have over the years, but that feeling of vulnerability (and the fear of vulnerability) is why so many throwers got punched over the years in arcades.
  2. One of the complaints about Heroes of the Storm from other MOBA players is that the leveling system, wherein all players on a team gain levels at the same rate instead of having it determined on a per-player basis, means that individuals cannot become the stars of their team. Similarly, while Street Fighter V has its supporters, one criticism from detractors is that the combo system SFV isn’t complex/difficult enough to allow for players to distinguish themselves. In other words, they feel that the game is shackling them, stripping them of power at moments when they wish to feel most powerful.
  3. In Starcraft II: Legacy of the Void and previous versions, the Protoss race is usually the cause of much ire (or should I say “Aiur” dohoho), and they’ve been described as a “coin-flippy” race. The idea is that there is no skill involved, that it’s merely a 50-50 guessing game for a lot of their strategies. For enemies of Protoss, this is the reason they’re strong and annoying. For users of Protoss, this is why they’re weak and frustrating. When you break it down, hinging your success or all-or-nothing strategies is the epitome of the “power/powerlessness” dynamic.

Power can take on many forms. Training is power. Knowledge is power. Good teamwork is power. Outwitting the opponent is power. Overpowering the opponent is, well, a show of strength. Even in pay-to-win games that don’t reward skill but rather how deep your pockets are, the very idea that you can just outdo your opponent because you have more money can be a power trip. Different players experience feeling powerful through different means, and it’s why they likely gravitate towards their chosen games.

For instance, I believe that part of the reason Super Smash Bros. Melee and Starcraft: Brood War have such loyal scenes that considers most other games inferior is because they have many ways to make players feel powerful. They both require constant practice to keep one’s skills at a serviceable level. Both games are clearly stratified in terms of skill level, as knowledge to and access of specific non-obvious techniques creates a divide between those who know and those who don’t. Perhaps most telling of all, in both games, even simple movement, e.g. controlling your army to compensate for Brood War‘s poor pathing or utilizing dash dancing and wavedashing in Melee for basic neutral interactions, involves “advanced actions.” At the same time, these are also the reasons why many prefer to play other games.

As much as a robust player base is needed for a strong competitive scene, one of the challenges of trying to make a  competitive environment more accessible is that, ironically, players who are trying to be “competitive” might not realize what it entails. Street Fighter V took the route of simplifying controls and execution barriers so that players could theoretically reach the point where they’re matching wits more directly. The problem is that many players don’t necessarily want that close, intimate experience of trying to out-think the other, making this “simpler” game even more daunting. Nothing’s worse than feeling, in the words of Fatal Fury villain Geese Howard, “predictable.”

Instead of having multiple paths to feeling powerful, such as training technical skill, to dampen the pain of losing on the mental level (or vice versa), new players are left feeling powerless.

I’m not a game designer, so I can’t profess to know the exact mechanics of “fun,” but I believe that one possible key to making competitive games fun for all is that players should be able to have moments where they feel powerful no matter their skill level or experience. Moments of feeling powerless cannot be avoided 100%, but if there are enough instances that can make a player feel like they did something, that might just be enough to soften the negative impact of defeat.

“I lost, but did you see that awesome shot I made?”

“I lost, but my team and I almost brought it back.”

“My opponent really got me in the end, but I could tell they were scared for a second.”

This might very well be why so-called “comeback mechanics” exist in games, like desperation moves in Fatal Fury 2, X-Factor in Marvel vs. Capcom 3 or Ultra Combos in Street Fighter IV. They give something to the losing player when the chips are down, a glimmer of hope to keep them in the game. The tricky element of this, however, is that this can end up actually making winning players feel powerless. The common complaint of comeback mechanics is that they “punish the better player,” and while that’s debatable in terms of the actual effect on the game, that doesn’t prevent people from feeling that way. It might not sound important, and it might sound terribly subjective, but feeling that something is cool, fun, and indeed powerful is subjective already.

 

Return to Genshiken: Volume 1 – The Old Guard

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Welcome to the very first “Return to Genshiken,” a new series of posts where I revisit the very first Genshiken manga series. For those unfamiliar with Genshiken, it’s a series about a college otaku club and their daily lives. Originally concluding in 2006 before restarting in 2010 and finishing once again in 2016. A lot has changed about the world of the otaku, so I figured it’d be worth seeing how the series looks with a decade’s worth of hindsight.

Note that, unlike my chapter reviews for the second series, Genshiken Nidaime, I’m going to be looking at this volume by volume. I’ll be using the English release of Genshiken as well, for my own convenience. Also, I will be spoiling the entirety of Genshiken, both the old and the recent manga, so be warned.

Volume 1 Summary

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Sasahara Kanji is starting as a freshman at Shiiou University, a college in the Tokyo area. He wants to join an otaku club, and after some false starts winds up in a club called the Society for the Study of Modern Visual Culture, or “Genshiken.” While he believes himself to be nowhere near as hardcore as the other club members, he discovers that he fits in well with the laid back atmosphere.  As he learns the ropes about the otaku life, he’s also joined by other new members, including cosplayer Ohno Kanako, the usually handsome supernerd Kousaka Makoto, and Kousaka’s non-otaku girlfriend, Kasukabe Saki.

Back in Time

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I must say, reading the first volume of Genshiken really is like going through a time warp. Not only is the visual style of the manga starkly different compared to how it ends up by Volume 21, but the aesthetic of the characters the Genshiken members themselves are obsessed with is a trip down memory lane. During this period, Genshiken makes references to series like To Heart and The King of Fighters, and the world of the otaku just seems…smaller somehow.

In one chapter, Tanaka is examining a garage kit of a cute girl model, and he remarks that female characters’ faces are getting rounder and cuter as of late. Keep in mind that this was back in 2002, before the K-On!‘s and the Bakemonogatari‘s of the world came along, the time of series like Star Ocean EX. Character designs like Lina Inverse from Slayers and Deedlit from Record of Lodoss War were still holding strong.

It’s also notable that the character profiles included between chapters bother to list each person’s “favorite fighting game character.” Fighting games still exist today, but it should be noted that they began to die out around 2003 before being revived in 2009 with the launch of Street Fighter IV. I think we’re catching the tail end of the fighting game craze.

Perhaps the most major difference between Genshiken and Nidaime is that the latter mainly focused on fairly contemporary references in order to emphasize that its values were more current. In contrast, the original Genshiken, by starting at a point where years and years of otaku history preceded it, draws from the previous decades in order to establish its characters and their preferences.

Memories Refreshed

There are a lot of things that happen in Volume 1 that I pretty much forgot, and a lot of things that, having recently finished Nidaime, stand out as likely reference points for the second series.

I did not remember that Sasahara joins Genshiken because Kohsaka scares him from the Manga Society. Given how close they become later on, it’s almost surprising to go back and see just how intimidating Kohsaka appears to Sasahara. It makes sense: Sasahara is a meek fellow, and he’s suddenly confronted with this idea that guys like him might populate the Manga Society. And just in general, most of the main cast of awkward nerds—Sasahara, Tanaka, Madarame, Kugayama—get really uncomfortable when it comes to regular-looking guys.

Going forward to Nidaime, it frames how Yajima feels upon entering the club all those years later. While Sasahara felt threatened by Kohsaka alone as a kind of living contradiction, Yajima sees herself as being practically surrounded by Kohsakas. Ohno is attractive. Ogiue is very attractive. Yoshitake’s surprisingly fashionable. Hato is Hato.

While I thought Madarame’s lamentations over all the sex talk in Chapter 125 was more of a general callback to how the club used to be, I find that it’s actually specifically in reference to the guys overhearing conversations from others about how much sex they have that can be found in Volume 1. If you just read Volumes 1 and 21 back-to-back, it is a stark contrast that the characters would go from freezing up and sweating nervously when some fellow talks about doing three girls in one day, to Sasahara and Tanaka both mentioning how they wish they had more sex with their girlfriends. Similarly, the way Madarame freezes when he sees Kohsaka and Saki kiss for the first time is possibly the long setup to the fact that he’s too passive to even get something started with Sue even after they start going out.

Another moment i had forgotten the exact details for was the very first Kujibiki Unbalance discussion we ever see. First, I had no idea that Kujibiki Unbalance is supposed to be a shounen manga, given its makeup. Second, the characters talk about the fact that the school in Kujibiki Unbalance is supposed to be a mix of various real schools—a self-aware nod to how Shiiou University is itself an amalgam of real schools.

Saki the “Time Bomb”

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In this volume, the manga refers to Saki as a “time bomb” whose effects influence Genshiken in unforeseen ways. Looking back, this statement is more profound than I think even the author Kio could’ve imagined. She fundamentally changes a great deal about the club over time. It’s because of her that the members of Genshiken grow and evolve themselves as people, beyond the otaku stereotypes to varying degrees.

Outside of the possible exception of Sasahara, whose sister Keiko is very much the “gyaru” type, Saki is Genshiken’s biggest exposure to the “normal” world before the members start graduating. Because of her, Ohno goes from shy wallflower to mother figure for younger otaku. Madarame changes himself as he discovers his feelings for her. Ogiue learns to open up as well. She is a force for change in the club, and one might even argue that she’s the real protagonist of Genshiken, at least initially.

I also noticed that the presence of the real world outside of Saki is much more prevalent in Volume 1. The aforementioned bro talk situations happen. Saki herself gets hit on by guys looking for a quick fling. As the series continues, that realm fades from view until Saki is the primary example of it. And even then, Saki herself changes as she gets acclimated to being friends with otaku.

Comic Festival

I recall that, prior to my discovering Genshiken, my main exposure to the idea of “Comic Market” came from two anime: Comic Party and Nurse-Witch Komugi-chan. Suffice it to say, that’s kind of a strange combination. While Comic Party had a couple of Kuchiki-esque creepers, it was mostly portrayed as a fairly tame event. With Genshiken, however, seeing the final barrier of Sasahara’s shame come undone gives the full doujinshi-purchasing experience. In a way, doujin events are where you confront your true self, and see what values lie within. What are your real priorities? What fundamentally tickles your fancy? It’s a time for reflection.

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Before Kuchiki, There Was Haraguchi

I think there’s a common feeling throughout Genshiken fandom that Kuchiki is an unnecessary element. Who wants to read about a guy with the absolute worst social skills, whose behavior is grating and downright pathetic? However, in Volume 1 Kuchiki has yet to appear. Instead, within early Genshiken exists the character of Haraguchi, and in many ways he provides an interesting contrast with Kuchiki.

Haraguchi is portrayed as an opportunist who likes to lord it over others. A member of all three otaku circles (Anime Society, Manga Society, Genshiken), it’s implied that each group barely tolerates him. Haraguchi works by making connections and ingratiating himself to those who “matter,” and he’s viewed as a leech who mooches off the success and passion of others. Haraguchi is that guy who gives orders without ever actually contributing, and the result is that no one in the universe likes him.

A similar dislike of Kuchiki is certainly prevalent, but for as much as can be said about Kuchiki’s flaws, being a manipulative person isn’t one of them. He’s obnoxious, lacks self control, has a tendency to give TMI, and perpetually irritating, but he’s also absolutely honest and upfront about who he is and what he enjoys. I think it’s ultimately why he’s allowed to stay with the club. Kuchiki is a man of innumerable faults, but he’s not a scumlord like Haraguchi.

Art in Progress

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As I looked for the best image to include in this post, something hit me: the panel layout in Volume 1 is much less refined and elegant than what it would become. While there’s a nice sense of variation in terms of panel size, the composition isn’t as strong, the borders are rather rigid, and the pages don’t flow nearly as well. I’ve looked ahead a couple of volumes and it mostly seems the same, so I wonder if there’s a point at which it truly changes.

Actually, when looking just at the differences between chapters in Volume 1, the art style already begins moving towards the more familiar Genshiken style. As the series begins, the character designs are more similar to Kio’s previous works, and by the end of the volume they’re definitely getting softer. The difference between Chapter 1 and Chapter 2 is significant enough that I suspect they were drawn months apart. That’s what happened with Nidaime, where the pilot chapter still had the feel of Jigopuri.

Final Aside

I thought the portrayal of underage drinking was a Nidaime thing. Apparently not! It happens wit Kasukabe and Kohsaka right from the start.

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Good Idol/Wise Sister: Dia, Ruby, and Notions of Ideal Japanese Women in Love Live! Sunshine!!

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Following up my character spotlight articles for the girls of Love Live!, I’ve written a post analyzing Dia and Ruby from Love Live! Sunshine!! and their relationships with the concept of the “ideal Japanese woman.” Spoiler alert: It can be hard to be the perfect wife when men seem to barely exist in the world of Love Live!

What People Want Out of Competitive Games (Part 1)

The purest image of the competitive gamer is the person who “plays to win.” Whereas other players might decry a particular move or strategy as “unfair” or “overpowered,” the true competitor uses every tool available. But while this is the ideal in a certain sense for how a competitive gamer should behave, I find that it’s not actually a reflection of reality. If it is, it’s a reality that has long since passed.

Since the proliferation of the internet in the 90s and into the 2000s, the image of what it means to be competitive in the world of games (particularly fighting games) has been defined by two different resources. One is David Sirlin’s “Playing to Win,” which discusses what it means to not be held back by concepts such as “honor” or “aesthetic.” The other is Seth Killian’s “Domination 101,” which positions opposite the true competitor the figure known as the “scrub”—the player who constantly makes excuses, refers to things they lose to as “cheap,” and chooses to complain rather than learn. Within reason (so no foul play), both are based around the idea that what matters most in competition are the words “YOU WIN.”

Both Sirlin and Killian have changed over the years. Sirlin became a game designer who has to take a greater range of players into account. Killian is now a community veteran, old and wizened and less fiery. However, at the time these series of articles were written, both were most certainly what the Magic: The Gathering developers call “Spikes.” According to the developers of Magic: The Gathering, players of their card game can be roughly divided into three different archetypes. In contrast to the “Timmy,” who loves to make big plays using the highest-damage tools, and the “Johnny,” who loves to innovate new strategies and employ unorthodox tactics, the Spike is defined by the tendency to simply do what is most effective and efficient to beat the opponent.

Because of those articles, I believe that the stereotypical image of the competitive player, in fighting games especially, became the “Spike.” However, what’s curious is that, when you look at even the highest levels of play, that undiluted competitive mentality does not seem as dominant as one might assume. The greatest fighting game player of all time is Umehara Daigo, but in his book The Will to Keep Winning, he writes:

Tournaments are a playground for people who practice for growth. It’s where they show off their achievements. Once I made that realization, I finally started making continued growth my goal, rather than winning. Games enrich my life by allowing me to grow as an individual, and that’s what motivates me to keep on going.

Going from a different angle, Super Smash Bros. Melee player Mang0 has discussed how he’s had to balance changing his playing style to suit more recent developments in his scene with staying true to himself:

What’s clear is that even the best players in the world aren’t necessarily subscribe “pure Spikes.” While anyone who goes to a tournament to get as far as possible is a Spike on some level, hybrids such as “Johnny-Spikes” or “Timmy-Spikes” exist. This is even acknowledged by the Magic: The Gathering developers. However, what I believe is that, not only are “Timmy-Spikes” present among competitive gaming communities such as the FGC, but they are about as prevalent as pure Spikes, and in some communities are the greatest population.

Where once even the biggest competitive gaming communities might have been incredibly niche and might have indeed been comprised of mostly Spikes, I think that world has changed immensely, due to online play, greater publicity, streaming video such as Twitch, the concept of eSports, and so on. Going from the strongest champions in the paragraph above to the lower levels of aspiring competitors and eSports spectators, it is often the case that many people care just as much (if not more) about how victory is achieved than whether it happens at all.

While few people, be they watching or playing, can say they have no investment in wins or losses, what competitive games provide for a great number of players is a feeling of power. This might come from the look of the game itself, or from how it plays. A pure Timmy, at their most extreme, wouldn’t mind a loss, provided he managed to land a breathtaking combo that squeezes the life out of the opponent. They fight for the highlight reel, to be turned into a 30-second Twitch clip or gfycat. Keep in mind that this is not necessarily a “scrub” attitude. Timmy-Spikes, while they most certainly want to win, would prefer to win with style.

There are certain games, I believe, that even encourage Timmy-Spike mindsets more than others. These include the Guilty Gear series, the Marvel vs. Capcom series, and Super Smash Bros. Melee. What they all have in common is that the flashiest, most impressive-looking techniques tend to also be extremely effective in high-level play. Techniques that make you feel like unbridled energy is coursing through your veins, things that the common gamer might never achieve reliably, become yours to control and command, and they just so happen to carry a lot of visual oomph.

None of what I’ve mentioned in this article is fully an “eSports” or “video game”-exclusive phenomenon. People want to see and experience glory, and that image of grand triumph as a dramatic moment is etched into the human experience. It might just be that, because video games are a relatively new form of competition in an age where media and personal interaction become increasingly blurred, we’ve seen eSports grow much more rapidly and visibly than other forms of competition, even if it’s still small potatoes compared to soccer or boxing.

New Year, New Look: Ogiue Maniax Status Update for January 2017

The Year of the Rooster has arrived, but given the tumultuous nature of 2016 it’s hard to be…cocksure.

Bad jokes aside, it’s time to look backwards and forwards. And as we enter this new year, I’d like to once again express my gratitude towards my Patreon sponsors.

General:

Johnny Trovato

Ko Ransom

Alex

Diogo Prado

Viga

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

You might have noticed things being kind of different. Half on a whim, half as a result of ruminating on the dated look of Ogiue Maniax for the past year, I decided suddenly to change the look of the blog. While I think ultimately it’s the content that matters, I got the feeling that people were turned away by the fact that the site looks like it’s from a decade ago (which it pretty much is). This is actually the first aesthetic change I’ve made in a very long while. The last time was when I moved from Blogspot to WordPress back in 2007!

I’d like to know you think about the new look, so feel free to drop a comment. In fact, don’t be afraid to tell me what you’d like to see out of Ogiue Maniax. I can’t accommodate everyone, of course, but I’m still keen on finding out what my readers think.

Given that the end of the year just passed, the blog has been full of reflective articles and the like. Check out my picks for best anime characters of 2016, read my Anime Secret Santa review of Queen Millennia, and take a look at what’s in the final volume of Genshiken. I also took a picture showing off in part one of my Christmas gifts: Nendoroid Shidare Hotaru from Dagashi Kashi!

I also finally got around to reviewing the first volume of the fantastic Ojamajo Doremi16, the light novel sequel to the beloved early 2000s magical girl anime. And leading off from November’s post on the latter part of the original Aikatsu!, I wrote something about Aikatsu Stars!

And over at Apartment 507, I discuss both the end of Sabagebu! and what this bizarre survival game-themed manga brought to shoujo manga, as well as some of my favorite anime openings that came at the tail end of 2016.

The last article I’d like to mention is my very first of the new year, about the manipulation of time in adapting manga to anime. I think it’s a good way to start off 2017, personally.

 

 

Three-Card Monte: A Melee vs. Smash 4 Analogy

When reading comments from devoted fans of Super Smash Bros. Melee, certain aspects touted as strengths are things I can appreciate as well. Just like theme, I can enjoy the dexterity, devotion, game sense, and speed required to compete in high-level Melee. However, what I find complicates matters is that elements of the game that would be normally be considered a matter of taste are argued as “objective strengths” by its most ardent supporters.

As a result, I’ve wondered why Melee fans love their game to this extent, and why it might appear to them be strictly better to the extent that such a view would be presumed to be “unbiased.” Why do some argue that a game like Smash 4, with a slower-paced neutral but a higher emphasis on more traditional “footsies,” is a disappointment? Why is the idea that a game that emphasizes reads above all else, especially physical skill, is argued to be a simpler and thus less competitive endeavor?

There are two key points that I see come up repeatedly. First is the idea that, because Melee has fewer neutral interactions per game than its sequels, Smash Bros. Brawl and Smash Bros. for Wii U, this means each neutral interaction matters more. When it’s pointed out that having more resets to neutral means having to predict the opponent more often, this is considered a knock against other games because their neutrals are “less complex.” This then extends to everything else. The punish game is deeper because it has some sort of goldilocks level of just enough control on the part of the opponent being combo’d, but not so much that they can reset to neutral easily. In short, arguments in favor of Melee often come down to the idea the game has more to do at any given moment and is faster, and is therefore better.

After some thinking, an analogy occurred to me. Imagine that you’re playing two different games of “guess the right card.” The first one is Three-Card Monte. The dealer shows you the three cards in advance, tells you that you get to play five times, and your goal is to find the ace of spades. Then the dealer starts to move the cards around, shuffling them and employing various forms of sleight of hand to trick you into picking the wrong one.

In the second version of the game, the dealer simply presents you with three cards face down, and again, you have to find the ace of spades. No shuffling, no movement, just “you have a one in three chance of guessing the right card.” However, instead of playing only five times, you get to play 20 times.

In the case of the first example, Three-Card Monte, the fact that there is a process by which the player is allowed to observe the dealer rearrange his card implies that, if a player is observant enough, they can completely circumvent the need to guess. If their eyes can correctly follow the movement of the ace of spades, even through all the tricks, then they will win 100% of the time. Though trying to figure out the dealer’s decision-making quirks can help, and if you’re not fast enough then the game pretty much becomes somewhat “random,” there is a kind of physical/technical ideal that a player can potentially reach that guarantees a path to a right answer. This, I think, is the appeal of Smash Bros. Melee to many of its diehard fans. That is not to say that it requires no thinking or prediction, but the possibility that one can always pick the right choice if one is fast enough and sharp enough, makes it feel like the sky’s the limit when it comes to competition.

This is where I think many Melee fans start to lose sight as to how “simpler” games can go about still prioritizing certain factors that a game that “has everything” might not necessarily be able to achieve. Going back to the second example, the “face-down, guess the card” version, it can appear as if the game just has less to do. After all, the “only” thing you’re doing is making 1-in-3 guesses, and there are no extra layers of interaction such as trying to see through the dealer’s chicanery. But the fact that there is no upper ideal of being able to see “through the game” means something. Even if there are fewer avenues for improvement, the very fact that your ability to dissect the dealer’s decision-making based on past turns changes the dynamic of what skills and abilities are prioritized by the game, especially when one is given more chances to win. With 20 tries instead of five, the player must rely on their ability to pick up on any tendencies the dealer might possess. They also must understand that, no matter how far they’ve read into the dealer’s mind, there’s also a chance they might be wrong. In other words, your main tools are the ability to make reads, and your ability to make decisions even knowing that in some cases you will inevitably be wrong.

This isn’t to say that the Three-Card Monte approach is bad, or that it isn’t something games should strive for (if they choose to go in that direction). Neither Melee nor Smash 4 actually fall into the two extremes listed above. Both games require some degree of physical skill, and both require at least a certain amount of getting into the opponent’s head. Because Melee has that Three-Card Monte appeal, where a sense of uncertainty in one’s decisions can be washed away with enough technical prowess (at least up to a certain point), it encourages the active building of physical skill that can make training feel more directly rewarding. In the end, it’s not a matter of which game has “more”, but rather how the values of gameplay and competition emphasized in each game attract players differently.

The Transformation of Time from Manga to Anime

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How much does time pass when the mighty Star Platinum punches an enemy Stand in JoJo’s Bizarre Adventure? There are many factors to consider, such as how much time has passed in the show itself, as well as how time is being manipulated within the series’ universe itself. Another important element is the fact that the anime is an adaptation of a manga, where the flow of time is abstracted by manga’s existence as a 2-D paper medium.

As far back as Tetsuwan Atom, adaptations of manga have been a common mode of anime production. Manga act as a spring of new stories to present, and the jump from the comic book format to animation opens up many opportunities. An anime can try to forget its own path through interpretation or divergence from the manga (such as both the Ghost in the Shell films and Stand Alone Complex), or they can faithfully attempt to recreate what exists in the original. However, while the latter cases might often appear to be “direct transplants” of the manga to the screen, the act of having to take a physical and spatial image such as a panel and assign to it a finite amount of time can greatly change the impact of a given scene in spite of the desire for faithfulness to the source material.

In a general sense, having to time dramatic beats for an anime often requires playing around with the contents of the manga. For example, in an episode of Dragon Ball Z, filler sequences (such as the infamous minutes-long powering up spots) not only save budget, but can also be a way to make sure the episode ends on a cliffhanger. On a broader multi-episode scale, Initial D: Fourth Stage does something similar by reversing the order of the final two opponents. Originally, the manga has protagonist Takumi race against a man known as “God Hand,” while his teammate Keisuke races against “God Foot” afterward. In order to make sure the series ends with a climactic battle for its hero, the show has God Foot go first instead.

One consequence of this is that there can be moments when a series feels as if it’s dragging. Sometimes it’s successfully padded out or rearranged so that nothing feels particularly off, but in other instances it is possible to sense an uneven rhythm or pacing.

This notion also extends to the transform of panels into time. Consider that there is generally no specific amount of time that is said to pass in a given panel in manga, or indeed comics in general. What makes a panel feel “fast” or “slow” is partially about how long one’s eyes linger on a panel, and it’s dependent on the amount of content there and the flow of the page. But because time exists differently in manga, things that seemingly pass quickly on the page take much longer on the screen.

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A common example of this would be the frantic explanations of special moves in an action or sports series. Because we tend to read more quickly than we speak, it is possible to believe that an elaborate speech or thought is being made within the span of a ball being passed from one player to the next. However, commit that to concrete time in an anime, and suddenly you begin to wonder why no one is doing anything as they talk for 30 seconds. To appreciate those moments, it requires a viewer to understand that time portrayed is not literal. This is the case even with series not adapted from anime. It does not “really” take Voltes V two or three minutes to combine together, or for Erika to become Cure Marine.

So when what is a single, snappy panel in manga gets stretched out into an extended scene in an anime, it can dramatically effect how a person can feel about a particular title. I find this to especially be the case with comedy series. Take Azumanga Daioh, a four-panel series. In the manga, there will be a comedic moment that lasts for only one or two panels, such as Sakaki rolling on the floor while holding a wild Iriomote cat. In the anime, this becomes a full-on extended display of non-stop rolling with musical accompaniment. A small moment becomes a big one thanks to time. A more recent title would be Nichijou, where the staccato presentation of the manga’s gags are the equivalent of sharp, quick jabs. In anime form, however, the characters’ movements are exquisitely animated and exaggerated, and the result is a series that is in a way much more physical and almost “luscious” in a sense. While the Nichijou anime pretty much takes things directly from the manga, the two turn out to be pretty different experiences.

My belief is that the unusual handling of the (broadly speaking) space-to-time transition of manga to anime is a likely culprit of why someone might love a manga but hate its anime (or vice versa!) even if the adaptation process is largely faithful. It’s kind of like when an actor is cast in a movie based on a book; what was once a nebulous image reliant upon visual/mental interpretation becomes a little more solid and finite.

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Best Anime Characters of 2016

BEST MALE CHARACTER

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Yurakutei Yakumo, aka Yurakutei Yotarou (Showa Genroku Rakugo Shinjuu)

I’m fascinated by the idea that people change when they’re onstage, that they can almost see their “performer” self as a wholly different persona. There are plenty of real-world examples of this, from Freddy Mercury to Magic Johnson to Umehara Daigo, and within anime this past year we saw a couple as well. The best most recent example is probably Katsuki Yuri from Yuri!!! on Ice, but I think an even more amazing case of this is the eighth Yurakutei Yakumo.

Whether it’s as a young, frail boy, an overly serious adult, or a sneering wizened old man, Yakumo lives a compelling life full of equal parts friendship and struggle with his own identity. But when he’s performing his rakugo, it’s clear that there are elements buried deep within himself that come to the surface. His performances, the subtle changes he makes to play different characters within the same story, feel especially real. The fact that he’s so reserved in his actual life but excels in telling dirty stories when in front of a crowd encapsulates all that he is.

BEST FEMALE CHARACTER

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Shidare Hotaru (Dagashi Kashi)

Appearing in the very first anime season of 2016, Shidare Hotaru made an immediate impression on me. Her striking appearance and intense expressions struck me like lightning. More importantly, her endless fervor for inexpensive Japanese snacks is something I relate to on an equally deep level. All too often, when people are interested in food, it comes more from a desire is to chase only the best eats, to become one of the elite, instead of appreciating everything the world has to offer. Hotaru isn’t like that. She truly loves all dagashi from the bottom of her heart.

Ironically, she’s a rich girl, which plays on one of the classic tropes of Japanese fiction.

What’s more, thanks to Dagashi Kashi, my recent trip to Japan this year involved searching for all sorts of Japanese munchies. Let it be known that Corn Potage Umaibou are one of mankind’s greatest inventions, and that we have Shidare Hotaru to thank for helping to spread the gospel of dagashi.

Final Thoughts

2016 was actually full of excellent characters who went the full gamut from realistically subtle to hyper-real dynamos. It’s what made deciding best characters especially difficult, and something I mulled over until the very last second. Even after solidifying the picks in my head, I could still sense my own hesitation. However, what I think ultimately brought me to pick Yakumo and Hotaru is that, even though they’re very different people, the flames within their souls burn brightly for their chosen passions. Incidentally, those passions are quite similar themselves. Rakugo and dagashi are traditional enjoyments of the common man in Japan that have both become dying arts in a certain sense with the movement of the times. How does one adapt and change while preserving the spirit of these cultural artifacts? That’s the fight both Yakumo and Hotaru are in, and they’ll go down swinging if they have to.

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Understanding “Safe Spaces” as Expressions of Ideals

In observing the interactions and conversations about social justice and related topics, one thing that becomes increasingly apparent is the stark difference in perspective that can come from being a minority vs. a majority. In particular, the criticism of “overreaction” is a fascinating one to explore, because of how it can lead to the idea that “political correctness” is causing more problems than it solves. However, what I find is that the issue isn’t so much that people are oversensitive, or even that the other side is composed of monsters, but that there is a particular approach to life that is implicit in the actions of many who take can be thought of as “overreacting.” I call this “externalization of an internal ideal.”

Before I continue, I want to say this: although I’ve actually been thinking about this subject quite a bit, it’s Duncan “Thorin” Shields’s recent video above arguing how the media is all too eager to create outrage that has prompted me to really commit my thoughts to text. This is because, while I don’t agree with some of the key points of his video, he at least lays it all out such that it promotes debate and discussion. And even if I’m not of a similar belief to him in certain respects, I still highly value his work on eSports and continue to watch his videos regularly.

At one point in Thorin’s video, he mentions the Donald Trump “pussy grabbing” scandal, arguing that the outcry against it was exaggerated to an absurd extent. This is not because Thorin is defending sexual assault, but that the way in which Trump was speaking was in the context of a private conversation between men where the objectification of women is par for the course. The idea laid out in this minor point is that Trump’s words should have been a surprise to no one, so to respond with shock and horror is to willfully ignore reality.

I think Thorin is right in a certain sense, but I also don’t think that this is automatically a problem. Although some might navigate their lives by saying, “This is how the world is, so I’d better figure out how to best work within those restrictions,” others might instead think, “I want to live my life as if the world is at the point I wish it to be.”

Let’s put this in the context of minorities. When it comes to the dictionary definition of a “minority,” it would only make sense that they would feel like the world does not cater to them. If there was a world where the population was 99% majority and 1% minority, then mathematically it would be unlikely for this minority to gain much traction. And yet, that does not mean someone who is a member of a minority should only ever be able to feel like they are excluded from the majority, that they cannot act as if they are the default or standard. If there is a black person, or an Asian person, or a gay person, or a transgender person, and their mindset is to behave as if they are not an outsider, that they are not the “other,” then I think that is a perfectly fine way to live.

This is also why I think the idea of “safe spaces” is often misunderstood. Sometimes you’ll see them characterized as “hug boxes,” or places that prevent people from learning to overcome adversity. If the “real world” is where iron sharpens iron, then safe spaces are supposedly sites of stagnation for individuals and groups. But their ideal function is to be a place where one can feel “normal,” that they are not some deviation that must inevitably be compared to what is most common in society. Why shouldn’t women want a world where they’re not judged first by their looks, even if the first thing we tend to notice about people is how they look? Why shouldn’t a racial minority get to spend some time without being implicitly judged by their skin tone and the cultural stereotypes they carry?

There is a downside to all this. If you live by trying to externalize your ideals, you risk creating a false perception of the world, especially if you ignore the need for reality checks. However, if you take the world “as it is,” then you might end up reinforcing hierarchies if the desire to fight is absent. What I think is especially important in the former’s case, and why I think the notion can seem so foreign to certain people is that it carries a kind of utopian desire. Rather than simply imposing one’s will upon the world and forcing it to obey, it’s a mark of a hope for a better world. Instead of the world telling you how you are, you tell the world how you are. Even if people “shouldn’t” have been outraged at Donald Trump’s words, they want the world to be one where implied sexual assault is admonished. Only by understanding this perspective can discussion really begin.

I am not someone who believes “overreaction” does not exist, or that it is a wholly unfair criticism towards liberals. It is all too easy for even well-meaning people to have knee-jerk reactions, not understand the context of a situation, and then ride their anger without looking back. Nevertheless, I do think that this desire for an ideal world is not simply a pipe dream or a refusal to acknowledge reality. The better way to look at it is as a wish for the world to be a better place starting with one’s own mind and body.

Ichigo x Rukia: The Victim of Soap Opera Tactics?

Warning: Bleach Ending Spoilers

I’ll be upfront: I shipped Ichigo x Rukia.

From the very start of Bleach I loved their dynamic. The continuously growing friendship, the humorous arguments, and both the establishment and reinforcement that their bond was something special made me feel that, if anything was true about Bleach, it was that they would end up loving each other and being closer than anyone could possibly imagine.

While romantic love is not the only kind out there, it’s clear from the ending of Bleach that creator Kubo Tite had a different idea in mind. As seen in the final chapter, Ichigo ends up with childhood friend Orihime, and Rukia ends up with a childhood friend of her own, Renji. While those two relationship paths were certainly developed throughout the series, it still seemed jarring to me because I still found the connection between Ichigo and Rukia to be so much stronger and more profound. Because I wasn’t deeply invested in Bleach by the end, these canon pairings didn’t jar me into any sort of indignant fervor, but they nevertheless left me a bit puzzled.

In a conversation with Kate from the Reverse Thieves anime blog about when fans and creators disagree in terms of romance in particular fictional titles, she pointed towards the soap opera community. As love triangles and changing relationships are hallmarks of soap operas, they inevitably create strong groups of shippers for any and all combinations. However, when there is a particularly fervent fanbase that the creators disagree with greatly, one common tactic is to separate the two characters so that they are not allowed any on-screen time together. The hope (though often a futile one) is that it will quash the support base for that particular pairing and promote the ones that are being shown.

Upon first hearing about this, I laughed at it as an amusing quirk of soap operas, but the more I thought about it the more it started to sound like exactly what happened with Bleach. If you look at early chapters of the manga, Ichigo and Rukia are around each other often, and their interaction is the core of what what makes the series endearing. When Rukia gets taken to Soul Society and Ichigo follows to rescue her, there’s a sense that something has been kindled between them, even if it might not necessarily be romantic feelings. It’s no wonder so many fans (including myself) latched onto this idea.

However, when looking at later developments in Bleach, Ichigo and Rukia are rarely seen together. I might be mistaken, but I think the last time that they spent any significant time together is after Soul Society when Rukia is supposedly gone but shows up at Ichigo’s high school once more, new and improved. While seeing Ichigo’s reaction to Rukia’s return is another “evidence” moment, what’s more important here is that, in just about every arc after this, Ichigo and Rukia are usually fighting separately. More often than not, Ichigo is with Orihime, and Rukia is with Renji. While Rukia had her own arc of being taken away to another world, Orihime gets the same treatment in Hueco Mundo. Even in the final battle against the ultimate villain of the series, Yhwach, these combinations are perpetuated.

Of course, I don’t actually know what went into Kubo’s thinking, but it just plain stands out to me that Ichigo and Rukia have so little page time together after a certain point in Bleach. Although ultimately how a relationship develops in fiction is the product of how creators write the characters, it’s as if Kubo had ended up smothering any additional opportunities for fans to enjoy and revel in the Ichigo/Rukia dynamic which made the series so strong initially. It feels like the only time we see them together again is in that final chapter when the two are already happily married to others and with kids of their own. The other remnant of their bond is when their respective children meet, but that is only a fragment of a new potential beginning between two similar-yet-different characters.

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