Walking, Talking, and Running: How Fighting Games Resemble Language

On an October episode of IGN Esports Weekly, the Fighting Game Community’s Mike Ross and Smash Bros. Melee statistician Tafokints briefly discussed the differences between Melee and Street Fighter. It’s an interesting comparison that’s worth watching as a whole, but what I want to focus on are the following two statements (emphasis mine):

Tafokints: A Melee player is going to really focus on mechanics, right? Concepts like stage control and footsies become second nature in the game, because you can get away with just playing fast, and getting to mid to high level. I would say you could even get to Top 32 at a national [tournament] just by being technical, and having little understanding of the fundamental concepts of competitive gaming.

Mike Ross: Learning [Street Fighter] made [Bobby Scar] a way better Melee player…. He didn’t realize how smart of a game Street Fighter was…. He had to think about his opponent so much more in Street Fighter, like you do in Melee…. You’re not running around the stage, you’re really up close to your opponent the whole time, so you’re constantly having a dialogue with your opponent…. Once you answer to yourself what can you do, the next best question is, “What does he want?”

Just to be clear, both parties believe that their respective games have technical requirements and require smart play at the highest levels. While Melee has this large mechanical wall to climb, once you’re at the summit matches between top players can be considered intriguing debates featuring the sharpest of wits. For example, take a look at top Melee player C9 Mang0’s review of a Grand Finals match versus another one of the “gods” of Melee, MVG Mew2King. In it, he goes over the intricate dialogue that occurs at super high speeds and involves rapid-fire decisions:

In this respect, I want to posit the following: if fighting games are like a dialogue or a debate, then learning the mechanics of a game is like learning a language in the first place, and in this respect Melee is an enormously difficult language to learn. It’s like reading written Chinese, or learning Icelandic (which I hear is quite the challenge): certainly within the realm of possibility to become fluent, but mastery requires dedicated study and practice. As you improve at a language, it’s like the world opens up to you. You go from recognizing words to being able to read sentences, then novels and poetry. You discover the intricacies of how to piece thoughts together to form more complex ideas. This, I think, is where much of Melee‘s appeal comes from. To fans, wavedashing, dash dancing, L-canceling, DI, shine canceling, Scar Jumping, and more aren’t just Smash Bros. lexicon but the very grammar and vocabulary that lead to infinite possibilities of expression.

fc063347f3c29399fe8bd70ba773cbe5Basically like learning Fox

If that’s the case, however, then many players never truly learn to debate with their opponents. Those who consider the mental aspect of the game from the start will have the opportunity, of course, and that mental interaction is pretty much required at the tip-top level of Melee, but let’s go back to what Tafokints and Mike Ross had to say. Though there’s an upper limit, in Melee you can become a decent competitive threat without ever learning the mind games, but in Street Fighter you are taught to focus on mastering the art of dialogue from the very beginning. In contrast, what Melee will more often amount to is a debate where someone who is fully fluent in its language is overpowering someone who’s still just learning how to string a sentence together.

Again, to a Melee player, this is the charm of their chosen game: it is a complex and difficult yet beautiful language. Melee is a subject worthy of aesthetic appreciation, and those who reject it or see it as unnecessarily convoluted are simply not putting in the necessary work. With that being said, where Melee in a sense falls apart is when a player or indeed a game designer wants the central goal of their game and improvement at their game to be not so much the continual mastery of grammar, but a firm focus on the thrill of the debate or dialogue itself. Even if it is a simpler language, even if it takes less to learn overall, if one is able to immediately engage in the act of dialoguing, then that competitive game has achieved something rewarding. Rather than leaving that aspect to only the most skilled and talented players, it now becomes something that more people can experience. This, indeed, is where games such as Divekick, Smash Bros. Brawl, and Smash Bros. for Wii U come into play.

In the YouTube comments of the non-extended version (I don’t recommend you actually take a look), a lot of the debate descends into whether or not Melee is a “real” fighting game or not. The worn-out arguments of it being a party game without anything in common with “true fighters” are brought out, and in turn many of the defenders of Melee fall into these old traps. They will talk about how Melee is actually this enormously difficult game to learn and master because of its technical barriers, and will wear it as a badge of pride, while simultaneously talking down the other Smash games for lacking in this quality. They have essentially cornered themselves into a position where they are playing by their opponent’s rules. Whether by ignorance or by intentional scheming (most likely the former), Melee‘s detractors attack its integrity, but many of its supporters only know how to respond with, “But look at how intricate our language truly is! Can’t you appreciate that?” while failing to take into account that what some see as the true beauty of a language is when it leads to fruitful conversation.

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Smash Bros. vs Traditional Fighters and What Lies at the Core of Fighting Games

Fighting games at this point are decades-old. While it’s debatable what can be considered the very first fighting game, what is indisputable is which game is responsible for popularizing the genre: Street Fighter II. That game, as well as all of its upgrades, are the standard by which all other fighters are judged, and it’s had a profound effect on how people discuss fighting games in terms of gameplay and strategy. However, if Street Fighter II is the archetype, there are a number of deviations from it, and one that’s become increasingly popular in recent years has been the Super Smash Bros. series.

Whereas in the past these two communities, traditional fighters and Smash, remained fairly separate (and one even unfairly mocked the other for not being a “real” fighting game), over the past year with the release of the latest Smash Bros. games, this has begun to change. One curious outcome of this has been that, when it comes to Super Smash Bros. for Wii U, a number of notable traditional fighting game community (FGC) members have taken to it, such as EVO Champion Infiltration and commentators Ultra David and James Chen, but it has also received negative attention from many players of Super Smash Bros. Melee, what is widely considered the most technical and mechanically difficult game in the franchise. The reason I believe this disparity exists is not only because of a difference in terms of the games themselves, but also a difference in how these respective communities have argued for what makes their games great.

The arguments made by many Melee supporters as to why it’s the superior game tend to revolve around the slew of difficult techniques that expand the range of possible moves available, as well as a heavier emphasis on free-form combos. The idea is that, while Melee is simple on the surface, being a game that was intentionally designed to be more accessible than the traditional fighting game, it in fact hides layers and layers of complexity. What might appear to be a game that is competitively limited due to its simplicity is in fact only the first step into a demanding realm of technical depth and discovery. Super Smash Bros. for Wii U lacks many “advanced techniques” and is slower-paced, and is therefore seen as an inferior game.

Perhaps this reasoning is a product of the way in which the FGC would dismiss Smash Bros. as a whole as “kiddie games,” but, whatever the case, this is the rhetoric that has been built up from Melee, that simplicity makes way for complexity, and that complexity equals depth. In the documentary The Smash BrothersMelee commentator Prog likens the difficulty of Melee to Starcraft, a game that is also known for its mechanical difficulty that leads to a wider range of options for a player, with the idea that this leads to a kind of expressive freedom (though it should also be noted that the documentary’s director, Samox, chose to include that in the first place).

EG|PPMD—recent champion of Apex 2015, the largest Melee tournament ever—shares this sentiment:

EG|PPMD: Melee allows me to express myself on a very profound level. I am not just playing the character, I am my character. I am not just playing against my opponent, I am communicating with that person deeply and getting to know them on a very personal level and conversing on that level with the game as a medium.

Said differently, the depth and speed of the game allow me to really bring myself out. Competition is also incredibly fun! I would be really surprised if another game gave me this feeling, but that would be awesome if it did happen.

In contrast, the most prominent arguments as to why traditional fighting games are great take the opposite angle. Traditional fighting games are known for being difficult to learn on the surface, due to specialized inputs (quarter-circle forward + punch makes Ryu throw a hadouken, while just hitting the “special move” button for Mario makes him throw a fireball) and complex combos, but the prevailing philosophies are of the mind that the ideal core of fighting games, what makes them really worthwhile and competitive, is a foundation of simplicity and elegance, and that this is what leads to depth.

While the above video is super corny, it reflects the lessons taught by great players such as Tomo Ohira, who is featured in that video and is often argued to be the first king of Street Fighter II in its earliest days. For another example, take the fighting game player turned game designer David Sirlin, who argues that what makes fighting games games truly interesting is the level of mental interactions that come from “yomi,” or reading the mind of the opponent. Others such as Ultra David have argued that yomi isn’t as important as developing and executing a strategy, but the emphasis is still on the idea that technical complexity should ideally make way for something more basic and fundamental. This is what drives Divekick, a stripped-down fighting game that attempts to get to the core of fighters by limiting players to two buttons and emphasizing spacing and reads.

Although what I’ve shown above are not universally held beliefs by either community, I wanted more to show that they exist and are prominent parts of each community’s identity when it comes to their games. I also don’t want to give the impression that the communities believe that complexity vs. simplicity and their relationship with depth is black and white in either direction, nor that the games necessarily reflect the philosophies described above 100%. Rather, it’s more about how people visualize depth, and why the idea of depth becomes so subjective.

As for why all of this matters, there are two points to consider as to why traditional FGC members might praise Super Smash Bros. for Wii U whereas Melee enthusiasts might look down upon it. First, much like Divekick, the Super Smash Bros. games with their simplified commands have already removed a surface layer of complexity, and to many experienced fighting game players this is seen as a positive. Complexity hides an elegance of simplicity and what makes fighting games truly beautiful. These players want to introduce this beauty to as many people as possible, and Smash Bros. allows this.

Second, while previous games in the Super Smash Bros. franchise were developed by its director Sakurai Masahiro with a team that was more experienced in other genres, Super Smash Bros. for Wii U was developed with the help of Namco, which is known for fighting games such as Tekken and Soul Calibur. Although there haven’t been any specific statements made on this matter, I believe that the development team, rather than viewing Melee as their template, looked more to conventional fighting games for ways to add competitive depth to Super Smash Bros. and that the mechanics of the new game reflect this. In discussions with Dave Cabrera, a friend and someone much more knowledgeable about fighting games than I am, he had a similar impression. Ultra David and James Chen also state how they find Melee to be a more momentum-based game similar to the also-unconventional Marvel vs. Capcom series while Smash Wii U is more positional, similar to Street Fighter games.

The result is a clash of perspectives. On the one hand, the Melee community, which has developed its conception for what makes a good competitive game based on Melee and the idea of hidden complexity, sees Super Smash Bros. for Wii U as lacking many of the elements that made Melee great, and that it is therefore a lesser experience. On the other hand, the fighting game community, which bases its standards for fighting games on Street Fighter II and the idea of hidden simplicity, has in this new Super Smash Bros. something that exemplifies that concept while also catering more to their tastes. Whatever the reasoning, it’s clear that there are two different philosophies at work driving discussion.

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Smash Bros. and Games as Physical vs. Mental Competitions

Note: As is evidenced by some of my recent posts, I’ve been quite into the new Super Smash Bros. as of late, and have been participating in online discussions more because of it. Rather than keeping those posts in forums or on other sites, however, I’ve decided to also include them here as “supplemental” blog posts.

Taken from Smashboards:

I’m not competitive on the level of anyone in this discussion thread, but I wanted to post in here just because the direction of this conversation is one that I’ve seen fought a million times over in multiple competitive gaming communities. I’m not a game designer so I can’t say firsthand what works and what doesn’t, but what I mainly want to say is that it’s very easy to take a firm position on how competitive games “should be” but it risks inadvertently accusing others of making or even playing games “incorrectly.”

Sirlin usually comes up in these arguments because of his emphasis on yomi and how polarizing it can be. To simplify Sirlin for a bit, he believes that execution barriers are the devil and if we could all play with purely our thoughts and intentions games would be much better. Essentially, Sirlin wants games to answer the question, who is the superior thinker? It makes sense, but mainly if you see games as “brains over brawn.”A number of years back Sirlin took a class on Starcraft Brood War that was being given at a university, and from his perspective one of the issues with Brood War is how tedious the game is in terms of things you have to click to even play the game at a remotely decent level. I can’t remember the exact words, but he basically suggested something like a maximum cap to APM so that who presses buttons faster wouldn’t be a measure of skill. Instead, it would be about using your actions wisely instead of simply some people getting more opportunities than others. Naturally, the Brood War community disagreed. It loved the idea of APM as an execution barrier, or more specifically the combination of speed and precision needed to use it effectively. It separated chumps from champs, and when a great player is able to build his army so perfectly because he never misses a beat in his production cycles, it’s viewed as a thing of beauty.

We’ve heard it over and over again that fun is subjective. It’s the rebuttal that competitive Smash players use against the argument that they’re playing the game wrong because they don’t embrace the free for all chaos that Smash advertises itself as. It applies here too: different people get satisfaction out of games differently, and this includes competitive gaming as well. In other words, while Sirlin views games as a domain of the mind, some people like the idea of being able to defeat brains with brawn even in games. They like the idea that they can train up their “muscles”, and that, by being bigger, faster, and stronger too, even the most brilliant tactical mind in the world wouldn’t be able to keep up.

For some, mastering a frame-perfect 50-hit combo in an anime fighter sounds like the most tedious thing ever. You sit around, committing things to muscle memory, hardly a showing of your mental skill. However, for others, improving your ability to read the player and to think more critically in a match is too abstract a reward. Others still might believe that the true test of skill comes from managing luck and taking advantage of uncertainty, as in games like mahjong or Texas Hold ’em. Depending on where you fall between those two extremes, different games appeal to different people because of what they believe “competition” means. Bobby Fischer famously promoted a version of chess where starting positions were randomized because he believed that chess was becoming too reliant on memorizing openings, but it didn’t stick because, most likely, people on some level liked being able to improve by having superior memorization compared to their opponents (inertia from years and years of tradition was probably a factor as well).

I think the implicit disagreement as to how games should be competitive is what creates such tension within Smash Bros. itself. You have this massive clash of philosophies within a single franchise, and even within a single game. Putting aside the fact that Melee is more mechanically difficult than Smash 4 (as far as we know), and that this has created some dissatisfaction for players who believe the Melee way is the best, even Smash 4 itself has different philosophies behind its characters which can cater to different people’s idea of “competitive fun.” We’ve seen the argument that Sonic’s gameplay is degenerative because it forces the opponent to have to guess where he’s going to be and throw out moves in the hopes of catching Sonic, but there are people who love the idea of games as gambles, of having to shoot into the darkness because there’s a thrill in being able to more effectively navigate uncertainty. This isn’t to deny the frustration fighting Sonic can create, nor is it an argument that Sonic or any other character is balanced or imbalanced. Rather, it’s about the fact that different characters in Smash end up embodying different concepts of competitive play, and when they clash there’s always the chance that arguments of a character being bad for gameplay for being too simple or complex or whatever. It’s important to think beyond our own conception of competitive fun and to be able to see from the perspective of others.

Approaching Smash Bros. Games on Their Own Terms

Over on the Smash Bros. subreddit a poster by the name of Revven made a post advising people not to go into the upcoming Smash Bros. games hoping to find the key aspect that makes it more like Melee (the competitive gold standard of the franchise) but to approach it on its own terms.

In order to help people understanding this point, I wrote up an analogy that’s turned out to be pretty effective, so I’m posting it here for posterity.

Imagine that Melee is pizza. People love it, it’s got all of this flavor and depth.

Then Brawl comes out and it’s chicken soup.

Obviously, a lot of people would prefer pizza over chicken soup, but then you hear some of the complaints: “What the hell is this? This tastes all wrong!” people declare. “I’m trying to pick up a slice but my hands just get all wet, and I try to eat it with a fork but I barely get anything!”

But there are people who are eager to “prove” that chicken soup is fine, and all it takes is finding and adding the right key ingredients. “Hey, it might be chicken soup now, but if we add some mozzarella and some tomato sauce, you’ll see that it’s great!” No matter what they do, though, it just doesn’t taste like pizza, it doesn’t feel like pizza, and people are disappointed in it even more.

In the end, it’s not wrong to like pizza more than chicken soup, and it might even be possible argue that pizza is a superior food in general. Hell, maybe Brawl wasn’t even a particularly good chicken soup and was just soup in a can. However, because people were unable to see or accept the fact that chicken soup isn’t pizza, they also failed to approach it on its own terms. Instead of trying to add the right seasoning that would match the flavor profile of chicken soup or using a spoon, all they had were hands dripping with broth, and a look of dissatisfaction.