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.

From Cutie Honey to Keijo!!!!!!!!: The Rise of Big Butts in Anime History

NOTE: This post is NOT SAFE FOR WORK

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Introduction

For as long as there has been fanservice in anime, there has been an emphasis on rear ends. Few things are more associated with anime (for better or worse) than the panty shot, and the form-fitting suits in works such as Neon Genesis Evangelion and Ghost in the Shell have helped to bring posteriors to prominence. However, I believe that buttocks have not remained static over the course of anime’s history and that, over the past 10-15 years, we have reached a point where big butts are “in.” The purpose of this post is to show this gradual change in tastes while also positing some possible reasons that this change has taken place.

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The Fujoshi Files 165: Nogi Kiyona

Name: Nogi Kiyona (乃木樹衣奈)
Alias: N/A
Relationship Status: Single
Origin: Nudist Beach ni Shuugaku Ryokou de!!

Information:
Along with her friend and fellow otaku Inui Shizuha, Nogi Kiyona attends a school trip to a nudist beach. There, she makes carnal discoveries alongside Shizuha.

Fujoshi Level:
Nogi is particularly a fan of male idol BL.

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Love Live School Idol Festival and Ten Fes: Rise of the Normal Girls?

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Recently, the Love Live! School Idol Festival rhythm game began featuring a new comics series within the English-language app itself: a 4-panel comic series called Ten Fes: Transfer Student Fesival. Its premise is that, rather than focusing on the expected stars of Love Live!, these manga put the spotlight on the lesser-known girls exclusive to the game. Whereas once these characters’ stories were told in only the briefest vignettes, they might now have the chance to really show off their charms.

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I once expressed a desire to see these “Normal Card” characters fleshed out more than they currently are, and I feel that Tenfes, while not an absolute game changer, is significant in this respect. To understand the potential impact it can have, it’s important to look at a rival fictional idol franchise: The iDOLM@STER.

The iDOLM@STER is devoted to having every one of its idols, be they the original ensemble from the first game or new ones created for their mobile apps, feel like a star. Love Live!, on the other hand, went as far as to create a new set of core girls to focus on, while the lower tier from School Idol Festival remain as essentially “fodder,” cards sacrificed to level up the ones that “matter.” Although being featured in short gag manga isn’t quite the same as getting to star in a full-fledged show like what happened with The iDOLM@STER Cinderella Girls, it still gives a chance for these “lesser” Love Live! characters to be characterized in more than just brief vignettes you earn within the game.

I’m not the kind of person who can thrive off of just sparse character descriptions. Even when it came to the main stars of Love Live!, I needed the anime. I could not feel any particular attachment to them when they were merely faces with semi-long descriptions. Also, while properties like Touhou and Kantai Collection can get away with it because all of its characters are equally barebones, the fact that this massive rift exists between the central casts of Love Live! and the School Idol Festival-exclusive girls makes that much more difficult.

Ten Fes allows for greater opportunities to portray interactions and relationships between the “common” characters. In isolation, these girls can only provide so much interest, but if they’re reacting to each other, playing off of each other, and maybe even butting heads with each other, then it gives them the chance to establish a lasting presence and build fan bases of their own.

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When Anime Babies Get Real

Babies in anime and manga serve many differing purposes. They can mark the passage of time, or a transition into a new stage in life. In series for young girls, they’re often a way for children to emulate their parents. Whether they’re a source of comedy, an adorable presence, and evil force in the world, the role of the baby is myriad and generally based on the audience being served. Among these varied works, the baby portrayal that tends to catch my attention the most are the ones that get a little “real.” These depictions aren’t necessarily trying to portray the entire baby-raising experience, but they will bring up the inherent difficulty in bringing up a small child. Even when they’re doing it for laughs, there is a sort of sobering effect that can potentially apply to all ages and demographics.

s2e4hana The first baby that comes to mind is Hana in Ojamajo Doremi. In the second season of the magical girl franchise, titled Ojamajo Doremi ♯ (“Sharp”), elementary school girl Doremi receives a magical witch baby from a tree. From one season to the next, she and the other girls take care of her. In many similar series, such as Doki Doki! Precure, the baby is often just there for cuteness factor, or maybe to sell a few baby-themed toys. Doremi plays it differently.

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In one episode, Doremi, generally a clumsy girl, is having immense trouble taking care of Hana. She gets so frustrated by it, and the fact that the other girls are scolding her for doing a poor job, that she runs home to her mom looking for comfort and understanding. Instead, her mom slaps her (off-screen), and basically says, “If you get hurt, you just feel bad. If there’s no one to take care of Hana, it’s a matter of life and death.” In that moment, Doremi’s mom makes a crystal-clear point about how literally helpless an infant is, as well as the responsibility and strength absolutely required for their sake. Hana still acts the part of the precious anime baby, but even as a burgeoning witch with immense magical powers, reality sets in.

However, if we’re talking harsh depictions of the mental and physical toll babies can take on their parents, then one need look no further than Jigopuri: The Princess of the Hell. A short, two-volume manga by the author of Genshiken, Kio Shimoku, Jigopuri follows a young widowed mother named Ayumi and her newborn child, Yumeko. In contrast to the older characters, who all have a more typical moe look, Yumeko is drawn strangely hyper-realistically. The manga portrays raising Yumeko as a harrowing experience. Ayumi occasionally wishes ill on her own daughter due to the stress she causes, and feels immensely guilt over it. In one chapter, as Ayumi attends a meeting for new mothers, she finds out that others occasionally look at their children with disdain as well, which gives her immense joy and relief.

Unlike Doremi, which targeted an audience of young girls presumably into the idea of playing pretend-mama, Jigopuri ran in a magazine targeting adult otaku, Monthly Afternoon  which might be why it wasn’t terribly successful. It’s just not the kind of thing otaku are expected to know or care about. I find it kind of funny that a series targeting small children could deliver a serious message about raising children and then go on for two-three more years, while adult men rejected a similar message.

Nevertheless, I think that attempt to confront a reluctant or perhaps ignorant audience of certain truths or circumstances is what I find appealing about the “real” baby, even if seeing an infant girl with invisibility powers as per JoJo’s Bizarre Adventure Part 4 garners more laughs. In fact, I think of Spotted Flower, another Kio Shimoku manga about an otaku and his pregnant wife (who gives birth in the second volume) is kind of a do-over of Jigopuri. Even though it runs in more of a josei magazine, Rakuen: Le Paradis, it’s a compromise of sorts. Perhaps just as Hana is a magical baby with fun powers, having an otaku father can settle it into a more comfortable place.

This post was sponsored by Johnny Trovato. If you’re interested in submitting topics for the blog, or just like my writing and want to support Ogiue Maniax, check out my Patreon.

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Keijo!!!!!!!! + Gaogaigar

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Astute fans of giant robots might have noticed a reference to a certain lion-chested titan in the final episode of Keijo!!!!!!!! For those who didn’t know about the connection, I’ve written a post on Apartment 507.

Moe + Saki = Maki: A Genshiken/Love Live! Character Comparison

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On occasion I’ve had to explain to those unfamiliar with Love Live! the appeal of Nishikino Maki. While terms like “beautiful” or “cooldere” kind of get the point across to an extent to those who already know her, I’ve found that they still don’t quite do the trick for people outside the fandom. However, I’ve recently thought up a comparison that I think works well, provided that you have some experience with Genshiken. Maki, in esssence, is like Kasukabe Saki—or more specifically, the “moe” version of Saki that Madarame once envisioned.

In the extra at the very end of Volume 9 of Genshiken (the finale of the first series), the characters are discussing why Saki isn’t “moe.” They talk about how she essentially has no weaknesses, that she’s just an extremely capable person overall. Even her boyfriend agrees that Saki isn’t moe. Then, Madarame has an idea: the only way Saki would be moe is if she was a virgin.

While this might bring to mind the issue of “purity,” it’s more that being a virgin would be a chink in the armor of Saki’s all-powerful self. She would be this smart, no-nonsense woman who just knows how to get things done, but her relationship advice would come not from personal experience. By being a virgin, she’d have that essential vulnerability that would bring her into moe territory.

When it comes to Love Live!, being a virgin isn’t any more or less special from on character to the next, as it’s implied that all of the main girls don’t have sexual experience (no matter what fans think/hope). However, the idea of an overall intelligent, talented girl with a firm head on her shoulders who is also naive in certain respects and easily flustered by embarrassing things is right in the same territory as “Moe Saki.” Within Nishikino Maki exists both the girl who keeps Nico in check, and the girl who believes in Santa.

Side Note: While Maki is basically Moe Saki, I bet Madarame’s favorite Love Live! would be Nico. 2D is different from 3D, after all.

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And Yet the Town Concludes: Soredemo Machi wa Mawatteiru Final Chapter (and Other) Thoughts

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Soredemo Machi wa Mawatteiru (“And Yet the Town Moves”) recently concluded its 11-year manga run in Japan. Even to the very end Soremachi captures the souls of the town members who populate its setting, telling their stories with a kind of quirky levity.

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The premise of Soremachi is as follows: Arashiyama Hotori is a high school student, a clutz, an aspiring detective, and (ostensibly) a maid at a cafe. However, this is less a “maid cafe” and more a “cafe that happens to have waitresses dressed as maids.” With only the most nebulous notion of the maid cafe as the focal point of many of its stories, Soremachi proceeds to explore the lives of its characters. From occult mysteries to unrequited teenage love triangles to old men arguing about the past, the manga basically plays fast and loose with its narrative, but the consistent charms and personality traits of its eclectic cast always keep it a joy to read.

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So how does an open-ended manga such as Soremachi close the book on its story? The answer is that it finishes much as it began: frivolous and free-wheeling in its continuous portrayal of an occasionally bizarre “everyday,”

Warning: Ending Spoilers

In the penultimate chapter of Soremachi,  Hotori appears to be visited by a higher-dimensional being. This is not the first time that Hotori has seemingly encountered otherworldly entities. From angels to time travelers to aliens, somehow Hotori’s life has continued to remain fairly mundane. However, this time the visitor gives Kotori a challenge. The following day, there is going to be a typhoon, and Hotori has to choose between saving everyone in town but vanishing from history in the process, or stay alive but sacrifice 3,000 lives in her place.

In the final chapter, Hotori’s classmates are all discussing that there appears to be something wrong with their memories. For some reason, they all seem to remember a classmate, possibly a girl, who was cheerful and energetic. Suddenly, Sanada and Tatsuno, Hotori’s two closest friends, spot a girl on the other side of the building. They follow her, and…

It’s revealed that they were rehearsing a play. Hotori did not sacrifice the memory of her existence, and everything about the mysterious girl lingering in their minds was from the script, which Hotori wrote. They’re chasing her down because she hasn’t written the ending yet, to which Hotori replies that, essentially, if the climax was made dramatic enough, then an ending would naturally follow. The chapter, and the series, ends with Hotori as author-surrogate proclaiming:

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While the conclusion of Soremachi might feel at first to be a cop-out, given that there were plot threads that could have seen resolution, I think it’s all too appropriate for the series. Much like the lackadaisical attitude the manga and its characters took towards its own premise of a “maid cafe,” having a last chapter pretty much negate the gravitas of the previous one, and then turn into a “non-ending” is very indicative of a series about a town that keeps moving. Also, because many of the smaller subplots were able to resolve in the chapters leading up to the end, the series unwinds in a satisfying way.

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My only complaint in the end is not enough of my favorite Soremachi character, Kon Futaba. This is no fault of the manga itself, because she’s actually in it very often, even a couple of chapters from the finish. She’s just amazing, is all.

Further Reading:

And Yet the Digital Manga Moves: Soremachi is Back

Soremachi Creator Ishiguro and His Two Biggest Influences

 

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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.