Impatience and Experience and Competitive Gaming Sequels

I am, perhaps by nature, not the most competitive person around. I like to win for sure, and I like to improve my chances of winning when in competition, but I have never had that win-at-all-costs attitude which defines the most successful players in any game or activity. Still, I have spent time in and observing many communities, particularly in the area of video games, and I’ve come to notice a number of trends which all seem to stem from the same fountain of human behavior and irrationality.

When it comes to “professional gaming,” there is no example more prominent than the Korean Starcraft scene. It is by far the most refined and successful example of video game as competition. Finally however, Starcraft 2 is right on the horizon, with a beta version out. I have not had the fortune of playing this game, and in fact I have not played the original Starcraft in well over six years. But as much as I am inexperienced in the scene itself, I am still fascinated by its growth. To that end, I have been listening to podcasts about the SC2 beta, particularly the “Team Liquid Beta Podcast,” recorded by Sean “Day[9]” Plott and his friend Tristan. Sean Plott is a very famous American player who is known not only for his skills behind a keyboard, but his incredibly analytical mind. In episode 3 of the podcast, he addresses an idea which has been floating around, the idea that Starcraft 2 is less suited for competition than its predecessor, and makes too many concessions to neophytes. And it very well might, but as Sean points out, it’s rather curious that people would be so quick to jump to conclusions on a game which isn’t even officially out yet, a prototype which can very well experience drastic changes. Herein lies the logical irrationality I spoke of.

Through the hours of effort put into it by players in Korea as well as in every other country which houses competitive spirit for Starcraft, many discoveries have been made over a decade that have pushed the game to points that would seem unbelievable to fans of the past. It took time and effort and I think everybody who likes this game is likely grateful for a number of these progressions, if not all of them. But the mistake that the players of the beta make here, and it’s a mistake I can point out despite never having played the game, is sheer impatience. The error of reasoning in this situation is the idea that just because the community is so experienced with its predecessor and the process of discovering concepts and techniques to foster and push competition, that the same progress not only could happen in the sequel at an accelerated rate, but that it should happen.

This is not the only time I have seen this impatience in action. For years I was and still am a big fan of the Super Smash Bros. series, and have played every incarnation of the game. I pride myself on being fairly good at Smash, albeit not at the highest levels of competition, but I have a keen understanding of the whole deal.

While the original Nintendo 64 Super Smash Bros. did well enough, it was with its Gamecube sequel, Super Smash Bros. Melee, that a competitive community truly began to form. Like Starcraft, the players, full of desire to win, created and discovered new techniques which pushed the game to unforeseeable levels. And just like Starcraft, when a sequel in the form of Super Smash Bros. Brawl appeared, people were quick to compare it to its predecessor (as one could only expect), and just as quickly pass judgment on it, decrying it as lacking the “advanced techniques” and overall suitability for a competitive game, and making big and bold declarations after the game had only been out mere weeks. Again, the same flawed reasoning appeared. “With all of our experience in Melee, advanced techniques should be getting discovered at a fraction of the time it took originally! We have more people and we don’t have that period where people were just messing around!” In addition, players were quick to establish a set of “tournament rules” at blinding speed, stifling the idea of discovery for discovery’s sake with the desire to simply win at “legitimate” competitive venues.

Why is there such impatience when it comes to competitive sequels? I understand well the idea that a follow-up to a popular competitive game will be compared to the original. It’s all but inevitable. And I also understand that people want to make sure their skills translate from one game to the next. But still, I can’t help but feel that this impatience can only hurt a competitive scene. Discovery happens not only when you cut away the fat, but also when you expand and explore, and such things take time, even if you have years and years of experience.

There is actually a game in which I have devoted myself to competition before, and that is Pokemon. I have played Pokemon more than perhaps any other game series, participating in tournaments and discussions and spending days and nights thinking of possible teams and avenues of victory. And though my main focus is on exploration and discovery and trying to find holes in the “metagame,” I have seen the state of competition as it applies to the Pokemon series, from the early days of Red and Blue all the way up to the recent generation starting with Diamond and Pearl, and two things are always clearly inevitable as the scene transitions from one version of the game to the next. First, we bring with us all of our old ideas about what makes a team strong, and what we predict will be the vanguards of victory and competition. Second, those theories are smashed and obliterated as we realize that, as similar as the games are to each other, subtle differences can have wide-reaching effects in the most unpredictable of ways. And it’s going to happen again and again and again.

There is no specific point at which you can officially decide if a game is worthwhile for competition or not, and it is very possible that initial reactions will be validated. Still, impatience brought on by the “pride of experience” is an incredibly dangerous thing to any competitive scene, and the sooner people realize this, the better.

Easy Doesn’t Mean Boring

After having beaten and reviewed Megaman 10 on its Normal difficulty, today I revisited the game on Easy Mode, playing alongside someone who doesn’t have quite as much experience with the series and so doesn’t quite have the same tolerance for abuse built in. What I discovered was that even for someone who had already finished the game on a more difficult setting, Megaman 10 is still a very fun game and having my mind somewhat at ease (though not entirely of course!) let me more fully appreciate the finer aspects of the gameplay, particularly the controls. It just really reminded me how Megaman is known for good controls despite the titular character’s sub-par leaping abilities.

I think it’s very easy to make the mistake of thinking that the fun of Megaman games is in its challenge when the NES-hard style only plays a partial role in the overall experience. It might be the one you remember the most, but it’s the rest of the game which keeps you coming back.

The fact that easy mode is fun to play with multiple people has gotten me to thinking about other games which have tried to encourage people of varying skill levels to play together without fear of reprisal, be it from those same friends or from the computer. A recent popular example is New Super Mario Bros. Wii, which allows for 4-player simultaneous action and a unique system which allows players to “skip” sections while other players handle a particularly troublesome area should they choose to do so. It’s not perfect, but it keeps things moving along, and you can tell that they put a lot of consideration into this mechanic. A more classic example is introducing luck into a game. With just the right amount, it can make things exciting, and cries of “unfair!” can sometimes just entice those same complainers to play even more. I should know, mahjong can have that effect.

One really good example of a game that fosters play between beginners and experts is the Smash Bros. series. With its 4-player simultaneous action, you can get a lot of people in on it at once. More importantly though, its “Time” setting, which has everyone fight until a preset time limit, allows everyone, win or lose, to play the same amount per match. Contrast this with “Stock,” where once you lose all of your lives you are unable to play anymore. For a new player, this can be very boring as you watch the better players continue to have fun while you just sit there unable to participate in any manner except verbally (or blocking the TV and knocking away controllers if you want your ass kicked).

What’s kind of funny though is that a good deal of people, particularly overly competitive individuals, seem to have trouble understanding this idea of having games and game modes which allow everyone to derive enjoyment in roughly equal portions, as if they don’t comprehend enjoying the game as anything but a bloody battle to the top. While there are games which take the balancing factor too far (recent Mario Kart games are kind of notorious for this), I think overall games can benefit from just having things everyone can enjoy, even if it’s having both COMPETITIVE PRO KOREA MAPS and BIG GAME HUNTERS for Starcraft.

Speaking of competitive gamers and such, it seems like almost every community makes the same mistakes, but I’ll leave that topic for another time.

The Otaku Diaries Look at the FUTURE OF ANIME!!!

In what is going to be (at least for now) the last major article of the Otaku Diaries, the Reverse Thieves reveal how at least some fans view the future of Japanese Animation.

When it comes to understanding the path anime will take, I think it’s important to look back at its past, though without being confined by it. But then I’ve already addressed that to a large extent through my 2000-2009 series, where I first looked at the past decade and then gave some ideas of where I think anime will go and where I want it to go.

Instead, what really fascinated me about this Otaku Diaries post was the fundamental idea of how your current mindset about anime goes a long way in determining how you regard its future well-being. Do you think anime is “dying?” If so, are you still optimistic about its future? The sample size, as they’re quick to admit, is not a particularly huge one, but it still provides an interesting variety, and it doesn’t make the fact that every single person said that they’d still be watching anime in 10 years, or at least hoped they’d be able to.

Another area of interest that comes out of all of this is the idea that a lot of relatively newer fans don’t mature their anime fandom but simply grow out of it. I have no idea how prevalent this actually is, but the idea is that once they leave high school or college, they leave behind all the shows they watched and move onto other media. I’ve seen it happen on occasion; the person who once loved anime has moved onto live action shows a la House and Heroes, as they offer something “more” than what anime has, or at least what they perceive anime as having.

Anime and especially manga have a fantastic range of stories to tell and decades of history. They can be mature, they can be childish, they can be sexually offensive, they can be enlightening, and sometimes they can be all of those things at once. If you’re a regular reader of Ogiue Maniax, then I hope that I’ve been able to convey that idea to you. But apparently this idea doesn’t reach everyone. Sure, it’s obvious why it doesn’t reach the people who see anime as nothing but tits and/or toons and who don’t understand why we take our hobby seriously, but it does seem somewhat odd that the people who get into anime are able to shed it just as easily.

Or maybe it isn’t odd at all. Maybe, as anime has become more well-known to people and as kids have grown up on the stuff, it just becomes yet another thing they feel they have to shed as they grow older and more “mature,” the process we all go through when we’re trying to reach that realm we call adulthood. In that respect, it is us nerds who are the real anomalies, those of us who can loyally stick to our beloved medium and have enough passion to defend it or decry its flaws.

入出

So yesterday I drew a cheeseburger, and it got me thinking about what I’d do if I owned a burger place. I’ve talked about how I’d like to have my own restaurant before, but here I put in some serious thought.

As mentioned, this would be a burger joint. The beef would always be fresh, never frozen, and the main thrust would be the burgers. I wouldn’t want to bog down the menu too much.

Now for those in the know, I would have hidden items that don’t actually appear on the menu, things that would be spread by word-of-mouth. You could get quadruple patties if you want and all sorts of things, but the #1 most well-regarded menu option would be a unique sauce of my own making.

So when you go, make sure to order your burger and fries “anime-style.”

Passionate Fiery Mahjong 2 – The Dora Revenge Wave

Just as I had in January, this past weekend I participated in another live session of Japanese-style mahjong, aka “Riichi” or “Reach” mahjong. It’s held by the “United States Professional Mahjong League,” but don’t take that name too seriously. These are not a bunch of hardened grizzled tile veterans who have mastered the game.

Since last time I’d done some more reading on the various types of mahjong out there, from Chinese to Korean to the outright outlandish American style (which features “jokers” of all things), and discovered that, for various reasons, Japanese mahjong is considered much more of a defensive game than the others. Not that this knowledge really helped me too much, but it was a new way of looking at the game. It also makes it clear why Akagi is so crazy: when it comes to his chosen game, a game where “not losing” is generally more important than “winning,” as Sub often puts it, Akagi is an incredibly aggressive player.

Speaking of Sub, he was there too, and we played two hanchan sessions together, i.e. the format which takes longer. I managed to do both well and terribly, winning the first session, where my waits were effective, and then hitting dead last in the second session, where I was largely unable to do anything.

Luck factors aside, and mahjong is certainly full of them, the big thing I realized about myself when it comes to the art of tile-slinging is that I have some issues with mental stamina. After a while, I was just making bad decisions because I couldn’t focus. Not to say I would’ve won had I done that, but I could actually feel my concentration slipping away partway through the second hanchan as I struggled to even think of hands to aim for. It’s something I really have to watch out for; maybe I should bring some fresh fruit to the event to keep my brain sharp and ready.

Or I could keep eating Pringles. Speaking of which, isn’t it amazing that the craving for Pringles feels so different from the craving for normal potato chips? I know I’m amazed.

Our Unique Approaches to Anime

It sometimes amazes me just how many ways there are to approach a given creative medium or product. When we look at a piece of art or fiction (or non-fiction!), we bring with us all that we prioritize and seek in works. Even when the focus is on just anime and nothing else, the result is a plethora, possibly even a panoply of differing viewpoints, each with their own inherent sense of validity.

At Otakon 2009, Yamamoto Yutaka, director of Kannagi, mentioned his praise for Studio Ghibli’s Takahata Isao, and how Takahata’s classic TV series Anne of Green Gables is essentially the gold standard of how a long TV series should be. Yamamoto is also known for being an anime critic, though his opinion can be difficult to comprehend. But then you realize that he looks at anime from that director’s perspective, and that his priorities are less on the content or themes or story  of the work and more about how scenes move into one another, how well it all conveys the idea.

Narrowing the focus a bit brings forth the notion of watching anime for the animation, and Anipages is probably the best example I can think of for someone whose focus is mainly on the “moving image” aspect of anime. It affords him a perspective very different from that of most fans and enthusiasts, and nowhere is this more evident than in the fact that he will watch isolated episodes of Naruto because there is particularly good and creative animation in them. One look at his site and it’s clear that he is in no way a “Naruto Fan,” but that divide between people who love the series and those who consider it the worst showcase of anime is a battle in which he is simply not participating. Just like Kaiba, just like Macross: Do You Remember Love?, Naruto can be another vessel for delivering great animation.

That’s not to say of course that things such as characters aren’t or shouldn’t be important. While I don’t have any specific numbers to give, I think the vast majority of the current anime fandom focuses heavily on characters. We like to relate to characters, we talk about shows and characters as if we were violating Wikipedia’s rules of not having profiles that are primarily in-universe synopses. Even with characters there are divides, such as between those who want to see a story unfold from the characters, and those who want to see a story focus on the characters above all else. Wanting to see characters to whom you can relate is wonderfully human, I think.

However, relating to humans can go well beyond the characters themselves, especially when you factor in the people behind those characters. Here, you have fans who will watch shows based on following their favorite voice actors, something I have actually done on occasion myself. At first, it can seem like the most shallow reasoning for a person to watch even shows they personally admit as being terrible simply because their favorite voice actors are in them, but that is mainly if your priorities are on anime as a storytelling device. When you take the idea that anime is also a showcase for the actors in the roles, it starts to become a more exciting prospect. When following voice actors, it becomes about seeing how those actors take on their roles, how they own their characters, how they approach the challenge of not having a great script.

You can also watch anime for the mechanical or character designs. They’re two very different, yet similar categories, which is why I’m grouping them together. Again, like following shows based on seiyuu, the idea of watching something based on how the robots or the girls look can seem incredibly shallow, but that is another area you can follow in order to see how well certain elements are executed. There are plenty of people out there who won’t watch a show because it “looks old,” and while I lament this case, I understand that many people want to experience something that feels like the environment and era in which they’re currently living, the desire for the new over the old. And generally, I’ve found that this is more an issue with getting into a show. I’ve known friends who couldn’t watch a show because they disagreed with the mecha designs, and it has everything to do with that initial barrier. Still, anime is what’s given us all these great mechanical designs, so it’s kind of no wonder that there are people who will focus on such things.

And then for others still, characters and animation and actors and such hardly factor in at all, and the real meat of what they’re looking for is in the overarching themes of a given anime. Characters aren’t human so much as they are vehicles through which to express different concepts. Director Oshii Mamoru of Ghost in the Shell fame has increasingly focused on this idea over the years, and as such his works appeal to those who seek not a world which you can step into in order to experience it firsthand, but ideas you extract from a world and bring into your own reality.

It’s obvious to me, looking at all of these examples, how some heated arguments can start. People approach works from so many different angles that people can be arguing from entirely separate universes, and frustration sets in when the other does not “understand.” On a much broader level though, interest in anime can simply be derived from wanting to laugh, wanting to cry, wanting to smile, wanting to be aroused, and all of the previously mentioned focuses, from technical direction to themes, are in a sense all there to deliver to us the emotions we want.

As for me, I’m actually not entirely sure what my approach is. Perhaps this whole blog has been me trying to find it.

Robotech Pens, Steaks, Etc.

What do you know, just as I think it’s over I have another anime-related dream. For now this is the last one, but who knows how the subconscious works?

So I’m standing there in some kind of nerd hobby store where the most prominent display is a giant banner welcoming fans of Robotech. And there the Robotechfans stood, gathered in the same area, talking about Mospeada or possibly Southern Cross, I don’t remember exactly, and which arc it correlates to.

A nice, roughly middle-aged lady asks if I speak Japanese and I respond in Japanese and we have a good laugh. I look for something to purchase, and I spot some Robotech-themed pens. I don’t know, apparently I really wanted to buy something Robotech-related. But I don’t pick them up quite yet.

I also spot some Nintendo keychains, grabbing a Wario one, and then decide to grab seven Robotech pens, only to realize that if I’m going to the steakhouse(?!) I’d better watch my wallet and not spend so much. I try to pare it down to get a 3 for $5 deal, but then realize I got rid of 1 too many and only have two pens left. But then I remember I have the Wario keychain and it all evens out, because apparently keychains are part of the deal.

The two Robotech pens are very “nice” in two distinctly different ways. One of them features Lisa Hayes and you can hardly tell it’s a Robotech pen. Why, for all we know that could be Misa instead. The other is very clearly a Robotech product, as the character designs look nothing like the show and it’s apparently merchandise for some novel or comic spinoff. It also has some generic tie-in name you’d expect from Robotech, like “Fortress Chronicles” or something equally generic.

I make my purchase, but then for some reason am given a Giratina keychain instead of the Wario one. I ask the clerk if I can exchange it and she says okay, but I have to give the Giratina box back. I think it’s odd, but agree to do this.

Then I realize I was in the store for so long that I cannot make it to the steakhouse. Resigned in defeat, I pass by a new Pokemon movie starring Mewtwo. Actually I’m not sure if it was supposed to be a movie or if I was actually seeing real Pokemon, but the creatures were being sucked into a chamber to fight Mewtwo (though at first I assumed it was Darkrai). The movie is in Japanese. Mewtwo, actually a victim in all of this, flies around and goes to the other side. A Geodude tries to Rock Throw Mewtwo but Mewtwo reflects the rocks back at Geodude and hits two other Pokemon in the process while also saying, “Tsutometa!” In the context of the dream it’s supposed to mean something like, “I see through you,” but in actual Japanese means, “I worked.” The movie is really, really well-animated and a joy to watch. Though I don’t know how it ends because that’s when I wake up.

Conflating Fists and Faces

Continuing on from yesterday’s post about an anime-related dream, here’s another one I had recently. It’s actually longer than this overall but most of it makes no sense, so I decided to just focus on the anime-related aspect of it. Let’s just say it involved a gangster who wanted to propose to his girlfriend by singing the rap/reggae opening from some video game.

I was at some anime convention that  had Tange Sakura (voice of Kinomoto Sakura)  as a guest. We were in an auditorium and we somehow convinced her to speak in her Sakura voice (which was way different from her normal voice), but then I decided I wanted to take a picture of her. At first I realized I had no camera, but then remembered my cell phone. When I took the picture Tange Sakura exclaimed for me not to, but it was too late.

On my phone there ended up being three pictures. Two of them had her mid-expression so she looked ugly in them, the kind of thing that happens when you photograph someone while their eyes are blinking and such. The last picture I thought turned out well, until I realized that her “face” was a digitized and pixelated black and white fist of Ken from Street Fighter doing a shoryuken from a poster behind her. She said that camera phones were different in Japan and that in Japan if people were making funny faces at each other you knew that they were about to take pictures of each other but America was different. I said, “Ah forget it,” and just shook hands with her. It was a very satisfying handshake and I told her I’m a big fan.

As she left, she told me that the one problem she had with the con was that the genders were not separated in the hotel. I told her that it was indeed a problem with American cons and that the staff would try to fix it.

Of Course They’d Be Yakuza

I’ve been dreaming anime dreams recently, and this one might be one of the best by far.

I was playing mahjong with a bunch of Yakuza guys, looking like they came straight out of a Fukumoto manga. I get a hand, and it’s a really good hand. I could probably get into tenpai in one or two tiles. I think, “Yeah I can definitely win with this.”

Then suddenly the guy on my right gets up. He then comes over, puts a scoop of chocolate ice cream on my plate, and looks at my tiles.

“Hey!” I say to him. But then I see his confident look, and realize that those are the rules. Then I look at my plate and realize that aside from the chocolate I just got, I also have strawberry and vanilla on my plate (as well as some orange sherbert on the side). There I thought, “My Neopolitan Combination is ready. Just you wait!”

So yeah, ice cream mahjong. I think it’ll be big.

Yes I Am Quoting Myself

For the Reverse Thieves’ second Speakeasy Podcast they compared Gurren-Lagann and Shin Mazinger, discussing why the former has a much more universal appeal among current anime fans than the latter. One of the topics that interested me was the false assumption that if a person likes Gurren-Lagann then the next step is Shin Mazinger, or similarly that if a person likes Gundam W that they will like the original Gundam as well. I thought of an analogous situation which I think sums up this problem quite well, and I wanted to have it on-hand and on-blog.

So consider, if you will, the following hypothetical conversation.

“Hey, what’s your favorite cereal?”

“Frosted Flakes!”

“Well if you like Frosted Flakes, I think you’ll enjoy CORN FLAKES! It’s the ORIGIN of Frosted Flakes!”

The person recommending Corn Flakes has his heart in the right place, but doesn’t realize that the reason why the other person likes Frosted Flakes so much might be mainly because of the sugar frosting, i.e. everything that Frosted Flakes have that Corn Flakes do not.

Reducing things down is not the answer for everyone, and just like Frosted Flakes vs Corn Flakes, I think people enjoy the total package of Gurren-Lagann, making it difficult to sell some fans on the idea of Gurren-Lagann stripped down to its bare essentials.