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	<title>Comments on: My Interview at GameCyte</title>
	<link>http://www.sirlin.net/archive/my-interview-at-gamecyte/</link>
	<description>A game designer's eye view of things</description>
	<pubDate>Sun, 12 Oct 2008 00:01:29 +0000</pubDate>
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		<title>by: polarity</title>
		<link>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153659</link>
		<pubDate>Wed, 14 May 2008 18:48:21 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153659</guid>
					<description>ST is actually pretty inherently degenerate at low levels simply because throws are so good and good execution is required to deal with tick throws. You can destroy a low to intermediate level player by simply tick throwing them over and over again. I'm reminded of when Sirlin responded to a question about balancing the game for lower-level players with (paraphrasing) &quot;find out what counter the high-level players are using and make it easier for low-level players to do&quot; - reversaling out of ticks would obviously be a prime candidate for this in ST, were it not for the knock-on effect it would have on one of the defining qualities of ST - the balance of power between attacker and defender, which would require changes beyond the scope of the project to maintain.

Generally, though, while frustrating, execution-based barriers to higher-level play should be addressed, I think the strategic makeup of low-level play can safely be ignored, as the solution to any balance problems the players may be experiencing is simply for the players in question to get better at the game. What's important is making sure they're aware of this, rather than falling victim to &quot;best on the block&quot; syndrome, where a low-level player believes they've reached the maximum possible level of skill in a game, and thusly any balance issues they encounter must be insurmountable.</description>
		<content:encoded><![CDATA[<p>ST is actually pretty inherently degenerate at low levels simply because throws are so good and good execution is required to deal with tick throws. You can destroy a low to intermediate level player by simply tick throwing them over and over again. I&#8217;m reminded of when Sirlin responded to a question about balancing the game for lower-level players with (paraphrasing) &#8220;find out what counter the high-level players are using and make it easier for low-level players to do&#8221; - reversaling out of ticks would obviously be a prime candidate for this in ST, were it not for the knock-on effect it would have on one of the defining qualities of ST - the balance of power between attacker and defender, which would require changes beyond the scope of the project to maintain.</p>
<p>Generally, though, while frustrating, execution-based barriers to higher-level play should be addressed, I think the strategic makeup of low-level play can safely be ignored, as the solution to any balance problems the players may be experiencing is simply for the players in question to get better at the game. What&#8217;s important is making sure they&#8217;re aware of this, rather than falling victim to &#8220;best on the block&#8221; syndrome, where a low-level player believes they&#8217;ve reached the maximum possible level of skill in a game, and thusly any balance issues they encounter must be insurmountable.
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		<title>by: michael</title>
		<link>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153550</link>
		<pubDate>Wed, 14 May 2008 11:45:18 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153550</guid>
					<description>excellent interview. are you from cali? you sound like you're from cali, Mr. Sirlin.</description>
		<content:encoded><![CDATA[<p>excellent interview. are you from cali? you sound like you&#8217;re from cali, Mr. Sirlin.
</p>
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		<title>by: Robert August de Meijer</title>
		<link>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153490</link>
		<pubDate>Wed, 14 May 2008 07:57:06 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153490</guid>
					<description>Thanks Sirlin for reminding us (in the interview) how many people were against the Remix. Thank goodness you're getting so far.

@Sweet Johnny:
I know what you're talking about (I'm also a scrub Sagat player and have a hard time with Chun-li, damn her jumping forward). I also have a friend who plays E. Honda on an intermediate level, but many of my friends can't counter his &quot;cheapness&quot; (i.e. Throw into Handslap into Buttsplash into Handslap), I think you need expert timing to counter alot of his stuff.
I'm also a bit afraid that Blanka's new roll will be abused by intermediate players againt those who can't counter the move. Perhaps the same with T. Hawk's new dive.

I think there are two problems:
ST will still require excellent &quot;timing&quot;, something Sirlin has addressed with reversals while getting up: he's not changing that. But maybe some moves (like Sagat's uppercut) can become more efficient if timed more properly? Having to wait until the last second to do an anti-air doesn't really make a game more strategic, does it? Sirlin is keeping the safe-jump, too. People with &quot;intermediate&quot; timing aren't going to get to play the game at its fullest it seems.

The other problem I think is balancing &quot;lunge-attacks&quot;, moves like Psycho Crusher. If they're not safe on block (like Blanka's roll), they tend to be horribly bad, but when they are safe (like Chicken Wing), they tend to be abusable, especially for intermediate play. &amp;#62;I think one of the best ways to avoid this is have these moves safe on block, but not safe on whiff&amp;#60; (imagine E.Honda having many recovery frames if his torpedo flew past an opponent), meaning these moves can be countered without having excellent timing.

But even if the game is still different at intermediate level, I'm sure it'll still be fun for most people. Eddy Goro didn't ruin Tekken, although being by far the best character for button mashers ;)</description>
		<content:encoded><![CDATA[<p>Thanks Sirlin for reminding us (in the interview) how many people were against the Remix. Thank goodness you&#8217;re getting so far.</p>
<p>@Sweet Johnny:<br />
I know what you&#8217;re talking about (I&#8217;m also a scrub Sagat player and have a hard time with Chun-li, damn her jumping forward). I also have a friend who plays E. Honda on an intermediate level, but many of my friends can&#8217;t counter his &#8220;cheapness&#8221; (i.e. Throw into Handslap into Buttsplash into Handslap), I think you need expert timing to counter alot of his stuff.<br />
I&#8217;m also a bit afraid that Blanka&#8217;s new roll will be abused by intermediate players againt those who can&#8217;t counter the move. Perhaps the same with T. Hawk&#8217;s new dive.</p>
<p>I think there are two problems:<br />
ST will still require excellent &#8220;timing&#8221;, something Sirlin has addressed with reversals while getting up: he&#8217;s not changing that. But maybe some moves (like Sagat&#8217;s uppercut) can become more efficient if timed more properly? Having to wait until the last second to do an anti-air doesn&#8217;t really make a game more strategic, does it? Sirlin is keeping the safe-jump, too. People with &#8220;intermediate&#8221; timing aren&#8217;t going to get to play the game at its fullest it seems.</p>
<p>The other problem I think is balancing &#8220;lunge-attacks&#8221;, moves like Psycho Crusher. If they&#8217;re not safe on block (like Blanka&#8217;s roll), they tend to be horribly bad, but when they are safe (like Chicken Wing), they tend to be abusable, especially for intermediate play. &gt;I think one of the best ways to avoid this is have these moves safe on block, but not safe on whiff&lt; (imagine E.Honda having many recovery frames if his torpedo flew past an opponent), meaning these moves can be countered without having excellent timing.</p>
<p>But even if the game is still different at intermediate level, I&#8217;m sure it&#8217;ll still be fun for most people. Eddy Goro didn&#8217;t ruin Tekken, although being by far the best character for button mashers ;)
</p>
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		<title>by: Sweet Johnny V</title>
		<link>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153483</link>
		<pubDate>Wed, 14 May 2008 07:32:58 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153483</guid>
					<description>Nice interview!

One thing I've been pondering lately is how the tiers work in fighting game at varying skill levels.  What I mean is that, at the pro level, we have a decent idea of how the characters stack up in ST.  But what about at the intermediate level?  You know, the guys that can do dragon punches, combos, and SPD's pretty regularly but play a little fast and loose.  They probably jump around too much, maybe can't do reversals dependably, and so on.  I imagine that, for these people, the tiers work out differently.

Chun vs. Sagat might be a good example.  At the pro level, people can zone her out.  They do their DPs dependably and do them late so as to not lose/trade.  But at the scrub level, she can probably get in a lot easier.  They'll miss DPs or do them too early to allow her to beat/trade TU's.  And so, at this level, Sagat is not as good of a counter character as he is at the high level.

Anyway, I realize that all of the balancing for SFHD is aimed at the pro crowd.  And, for the record, I'm glad that it is.  I'm just curious if you too have thought about how these characters will stack up for the average player?</description>
		<content:encoded><![CDATA[<p>Nice interview!</p>
<p>One thing I&#8217;ve been pondering lately is how the tiers work in fighting game at varying skill levels.  What I mean is that, at the pro level, we have a decent idea of how the characters stack up in ST.  But what about at the intermediate level?  You know, the guys that can do dragon punches, combos, and SPD&#8217;s pretty regularly but play a little fast and loose.  They probably jump around too much, maybe can&#8217;t do reversals dependably, and so on.  I imagine that, for these people, the tiers work out differently.</p>
<p>Chun vs. Sagat might be a good example.  At the pro level, people can zone her out.  They do their DPs dependably and do them late so as to not lose/trade.  But at the scrub level, she can probably get in a lot easier.  They&#8217;ll miss DPs or do them too early to allow her to beat/trade TU&#8217;s.  And so, at this level, Sagat is not as good of a counter character as he is at the high level.</p>
<p>Anyway, I realize that all of the balancing for SFHD is aimed at the pro crowd.  And, for the record, I&#8217;m glad that it is.  I&#8217;m just curious if you too have thought about how these characters will stack up for the average player?
</p>
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		<title>by: megapixel3d</title>
		<link>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153409</link>
		<pubDate>Wed, 14 May 2008 03:49:07 +0000</pubDate>
		<guid>http://www.sirlin.net/archive/my-interview-at-gamecyte/#comment-153409</guid>
					<description>Enjoyed the video. All these posts about the character balances has been great.  Just one question for you. Do you have a set release date for the beta yet?
              
                                                                                               Regards,</description>
		<content:encoded><![CDATA[<p>Enjoyed the video. All these posts about the character balances has been great.  Just one question for you. Do you have a set release date for the beta yet?</p>
<p>                                                                                               Regards,
</p>
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