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Thursday
02Jul2009

Subtractive Design

(This article originally appeared in Game Developer Magazine.)

Subtractive design is the process of removing imperfections and extraneous parts in order to strengthen the core elements. You can think of a design as something you build up, construct and let grow, but it’s pruning away the excess that gives a design a sense of simplicity, elegance, and power.

"Make everything as simple as possible, but not simpler." —Albert Einstein

First let's look at the theory behind this idea to see why designers in many fields often think in terms of negatives (subtracting things) rather than positives (adding things). Then let's look at several successful subtractive designs so we know what to aim for. Finally, I'll discuss why subtractive design often breeds controversy.

This image is simple, powerful, and without extraneous detail.

Why Subtraction?

Designers in many fields, not just games, often think in terms of negatives (subtracting things) rather than positives (adding things). Design is creating a form (a game in our case) that fits a context. There isn’t just one boundary we have to check between form and context though, there are infinitely many. Is our game easy enough to learn? Does it have the desired amount of strategy or depth? Does it appeal to the intended age-group? Is it cheap enough to make in both time and money? Is it aesthetically pleasing? Do the aesthetics help the player understand how to play the game? Do the mechanics work well with each other? Do they require the desired amount of dexterity? The list goes on.

We first come up with a design that might fit all the requirements. Sometimes this comes from the intuition of a designer who has internalized all those forces and somehow spits out a new answer. More likely, we start with something pretty well established so that we know it solves many of the requirements already. That’s how genres, sequels, and remakes help us make good (but not necessarily new) designs.

Once we have something, we have to evaluate how good our design is. Does our form actually fit the context? Architect Christopher Alexander had some choice words on this subject in his Notes on the Synthesis of Form:

We should find it almost impossible to characterize a house which fits its context. Yet it is the easiest thing in the world to name the specific kinds of misfit which prevent good fit. A kitchen which is hard to clean, no place to park my car, the child playing where it can be run down by someone else’s car, rainwater coming in, overcrowding and lack of privacy, the eye-level grill which spits hot fat right into my eye, the gold plastic doorknob which deceives my expectations, and the front door I cannot find, are all misfits between the house and the lives and habits it's meant to fit. These misfits are the forces which must shape it, and there is no mistaking them. Because they are expressed in negative form they are specific, and tangible enough to talk about.

Alexander explains that when a misfit occurs, we are able to point at it specifically and describe it. When we instead try to explain what a good fit would be like, we’re often reduced to generalities that are hard to act on.

With this in mind I should like to recommend that we should always expect to see the process of achieving good fit between two entities as a negative process of neutralizing the incongruities, or irritants, or forces, which cause misfit.

/// Ico

This isn't the real box cover for Ico, but it probably should have been.When Fumito Ueda designed Ico, he did not start with a list of everything the game should have. Instead, he started with the core idea that it should be

Click to read more ...

Monday
24Nov2008

Super Balance Articles II Turbo

I was the lead designer of Street Fighter HD Remix. This is a collection of all 20 articles I wrote about designing the game. Together, they are even longer than my book. CLICK ON THE PORTRAITS BELOW for each character's article. Enjoy.

--Sirlin

 

Special thanks to all the Evolution tournament players who playtested the game and helped it be what it is.
(Text-only version of this page here.)

Thursday
20Nov2008

Street Fighter HD Remix Features

You get a hell of a lot when you buy Street Fighter HD Remix, way more than you might realize. Lets go over all the goodies.

1) Two games in one. You get the gameplay of the classic Super Street Fighter 2 Turbo, just like the arcade, and the brand new sequel to that game, Street Fighter HD Remix, both in one package. (They are called Classic and Remixed in the menus.) That means you get the nostalgia of the old, awesome gameplay AND you get a new, rebalanced game guided by the wisdom that tournament pros have accumulated over the last 14 years.


2) HD graphics. Every single piece of art in the game is redrawn in 1080p HD. That includes backgrounds, characters, endings, menus, and—well—everything. Udon Comics drew most of it.

3) Remixed music. All the music in the entire game is new. Every stage, every ending, and the menus. It’s from the OCRemix community, so the fans really contributed here.

4) Widescreen mode. On an HDTV, you can play the game in its original 4:3 aspect ratio, or switch to widescreen mode to fill your screen during gameplay. Widescreen mode zooms in and has slightly different camera behavior, but has no affect whatsoever on gameplay.



5) Every combination of the features above. Whether you’re playing the Remixed or the Classic game, you can turn HD sprites on or off. If you turn them off, you’ll get the original game’s sprites scaled up in all their blocky glory. This has no impact on gameplay, it’s just visual. Regardless of whether you play in Classic/Remix and HD sprites on/off, you can also turn remixed music on/off. If you prefer the original game’s tunes, go for it, it’s up to to you. Finally, no matter which of any of those modes you’re in, you can play in widescreen mode or 4:3 mode. All of this stuff is independent so you can customize these options however you want.

Also note that when you play online, your opponent won’t even know what your choices are regarding HD sprites on/off, remixed music on/off or widescreen mode on/off. All three of those affect your experience only, and your opponent might have different settings for those options on his end.

6) Advanced networking. The art delays in this project gave us a chance to experiment with several different networking techniques and we chose the best. We went with a predictive/rollback system that has the advantage of reducing input delay. I know that sounds pretty jargon-filled, so in plain English, it makes the game feel responsive and usually look smooth even during lag. We were able to refine this from the feedback on our open beta test, and also from a few experimental things we tried in the patch to the open beta.

The final version of the game has another feature called “smoothing” that lets you turn the input delay up or down. We found that best results were generally when there’s a very small input delay of 2 frames, as that leads to smooth network play that it is still so responsive that it feels instant to most people. You can set this to suit your own tastes, but try the default setting (2 frames) first.

7) Double-blind character selection online. When you’re playing online, don’t you hate it when your opponent refuses to pick a character until the last possible moment because he’s trying to make you pick first? He wants to see who you pick so he can pick the best character to beat yours. In HD Remix, all online play has double-blind character selection. That means that you cannot see who your opponent picked or even where his character selection box is until both of you finish picking your characters. Now there’s no reason to stall on this screen, you might as well just pick your character right away.

8) 8-player tournaments. As you saw from the open beta test, you can create your own 8-player, single elimination tournaments. The results go in the leaderboards. Those results don’t contribute to any kind of actual rank (you get to choose who enters your tournaments so we can’t really make them ranked) but after the tournament is over, anyone can see the bracket to verify who won.

9) A new announcer. We got overwhelming feedback that people did NOT like the voice of the high-pitched announcer in the original game. He’s usually referred to as “Big Bird.” We replaced him with a more gruff sounding voice. While we were at it, I replaced Guile’s girly sounding “Sonic Boom” with the more manly version from Street Fighter 2: Hyper Fighting. Give this one some time, and you’ll realize that almost anything is better than Big Bird.

10) Revised endings. Udon revised and rewrote the story and text of the endings to make them consistent with the current canon. And of course they redrew the endings, too.



11) Original costume colors. The original game has 8 costume colors for each character, but these costumes do NOT include the original iconic colors from the first Street Fighter 2. So if you want to play Ryu wearing white or Ken wearing red, your only choice was to play the “old” versions of those characters by using a code. The old versions had slightly different (usually worse) gameplay. First of all, you no longer need a code to select the old characters in Classic mode, you choose between two different game logos: Super Turbo and Super SF2.

The cooler news here about the costume colors in the Remixed game though. You can’t play the old characters at all in that game, but of course you want to be able to pick those iconic colors. You can. Select your character with the jab button to get that character’s old-school costume. If you want the color that used to be on jab, hold any punch button for 2 seconds. That means in the Remixed game, you have access to 9 different costume colors in total.

12) The CPU difficulty.
In the original game, the difficulty of the computer AI is ridiculously hard. It’s harder than in any other Street Fighter game ever. Beating the first opponent is hard and beating the third one is usually beyond hard. Well, it’s just as hard as ever if you pick Classic mode, but in Remixed mode, I fixed up the difficulty so that easy is actually easy, medium is actually medium, and so on. Try playing the HD Remix arcade mode (where you fight all the CPU opponents), then if you want to risk breaking your controller in frustration, switch to Classic arcade mode.

13) Hitbox display. In training mode, you can turn on a display of the game’s hitboxes to see what’s really going on under the hood. Blue boxes are where your character can be hit and red boxes are where you can hit the opponent. This is my gift to the hardcore community, so they can refine their strategies more than ever.



14) Game speed. The game speeds match the arcade version of the game, but this is confusing so bear with me. In SF HD Remix, speed 3 is the default and is intended for tournament play and online play. It’s the same speed as Japanese arcade speed 3, which is also known as US arcade speed 2. You don’t really have to understand what’s going on with all that, just play at the default speed 3 and be happy that it matches the arcade.

Furthermore, there is a speed 0 in there for the hardcore players. On all speeds except 0, the game uses its own system of dropping frames in order to increase speed (we didn’t touch this, the arcade version did it too). This does affect whether some combos are possible/impossible. Speed 0 is slow, but it will let combo masters and makers of combo videos take frame-dropping out of the equation when they are trying to figure out which crazy combos are possible.

15) Dipswitches. The Dreamcast version has several secret dipswitches for turning bug fixes on and off. We took the dipswitches that actually affect gameplay and put them in a menu for you to adjust, if you want. These only affect offline matches, so you can’t use them online. For example, they let you turn on or off the ability for Chun Li to “store” her super. Note that the default setting for many of these is for a given bug to be fixed in Remixed mode but still unfixed in Classic mode (have to stay true to the original!).

Here's a list of the dipswitches you can toggle:

  • Ability to throw an opponent who was dizzied by a throw
  • Ability to store Honda's super
  • Ability to store Honda's command throw
  • Ability to store Chun Li's super
  • When Bison does a headstomp that hits a rising opponent only a few pixels above ground level, he briefly pauses
  • Old Characters in Classic Mode can cancel the same normal moves into special moves as...Super/Super Turbo characters
  • Slowdown during hit-stun
  • Percentage chance that the first frame of Old Ryu's air hurricane kick is unblockable
  • Percentage chance that the first frame of Old Ken's air hurricane kick is unblockable
  • Percentage chance that the first frame of Akuma's air hurricane kick is unblockable
  • Percentage chance that the first frame of Blanka's horizontal ball is unblockable
  • Percentage chance that the first frame of Blanka's vertical ball is unblockable
  • Vega's super drains the meter when he...touches wall/grabs opponent
  • Ability for Sagat to perform a reversal Super
  • Can do Sagat’s super using a kick button during a 1 frame window
  • Dhalsim’s reversal super
  • Ken’s reversal super
  • Some moves, such as Chun Li’s throw, which normally require a forward/back input can be done with an up input.

16) The dipswitch “hat.” I didn’t want to have to worry about tournament situations where someone changes the dipswitches to their advantage without anyone realizing it. In SF HD Remix, if you change even one dipswitch, a blue dot with a chrome enclosure will appear at the top middle of the screen, above the KO box. It looks kind of like a hat for the KO icon. Anyway, if you see that, you immediately know that someone has changed the dipswitches. Dipswitches don't affect online play, so you don't have to worry about any tricks there.

 


17) Button config. You get the best button config screen we could think of. Both players can set their buttons at the same time. It’s NOT that horrible kind of button config where it lists the buttons, then you have to scroll through various functions for that button. That kind is bad because when it says Y Button, or whatever, you might not even know which button that is if you have an arcade joystick. Even if you know, it takes a moment to think about it and figure out what is what.

Our button config works like this. You don’t have to know what any buttons are called and you don’t have to care about the layout on your controller or joystick. You simply press the buttons on your controller in this order: jab, strong, fierce, short, forward, roundhouse. That’s it. You don’t even have to tap down in between: we do that for you automatically. Furthermore, after you press those 6 buttons, you’ll end up on something called “unassigned.” If you press the remaining two buttons on your controller, we’ll unassign those for you so they don

’t do anything if you accidentally hit them. If you unassign those (so you did 8 presses total) then we’ll move the menu highlight to ACCEPT for you automatically. Also note that we even support mapping more than one button to a function if you want. If you want two fierce buttons, then go for it!

18) Competition. I hope Street Fighter HD Remix becomes the new standard of fighting game competition and that you'll have plenty of online opponents to play against. Super Street Fighter 2 Turbo was still played in tournaments 14 years after its release, so I hope that you’ll be playing SF HD Remix for that long as well.

Thanks for your support and enjoy the game.

--Sirlin

Thursday
20Nov2008

Professor Sirlin and the Fourth Amendment

On October 21st, 2008, I gave a lecture at Hastings Law School in San Francisco to first year law students. My lecture was first about the concept of competition in law school and second about analyzing a hypothetical case that the students would have to write about for class. You might think that me not being an actual lawyer was some kind of drawback in leading a discussion about the law, but the professor who asked me to speak didn't think so.

Competition

You don't have to treat every situation like a tournament finals.I heard that the students at Hastings were acting overly competitive, to the point that it was hurting their development. I explained my background, my business and math degrees from MIT, that I am a fake scientist, a fake psychologist, a fake lawyer, and a real game designer. In addition to that, I am a competitor, and I'm knowledgeable about competition and which types of people do well in competitions.

Whether the arena is political debate, legal argument, or video games, the people who win tend to have things in common. There's a lot I could say about the things that winners do during competition. They get into the head of the opponent and predict their moves. They know when to attack, when to defend, when to stall. They know when to look for "critical points" to blow open a match (or a debate) when they are losing, and when to avoid them if they are winning. There is a lot to say about the strategy of competition, but that is not what I focused on with the students.

It's the other side of competition that their professor and I thought they needed to hear about: continuous self-improvement. When you enter any competition, be it legal or a video game, you hope that the rules are fair to all sides. But the things that don't have to be even--aren't supposed to be even--are the skills, abilities, knowledge, and experience you bring with you to the competition. By improving and improving, eventually winning becomes incidental. Just stop by and win easily, if you are that far ahead of everyone else.

If I look through a crystal ball to the future and discover that you end up being great--as great as Gandhi--how did you get there? You turn out to be a great fighter for the constitution, action figures are made of you, children want to grow up to be you. How did you get there? Was it by putting down other students? By trying to give other students disadvantages so that your own mediocrity appears slightly better? No, that's ridiculous. You got there by developing an excellence in yourself regardless of what anyone else is doing.

Ortiz vs. Sirlin

I remember feeling the full effects of this against fighting game player Ricky Ortiz. Ricky played a certain game, I played a different game. Then a third game came out (Capcom vs. SNK) that we both played. I was older, more experienced, and better than Ricky. I understood Ricky's advantages (better dexterity, better reaction time, and better ability at judging precise distances), and I played around them. Ricky was good, but not a real threat to me.

Then, months later, I entered a tournament in this game. I faced Ricky in the finals. Finals matches are usually best 3 out of 5 games. Ricky won 2 games, and he won them decisively. He crushed me. Onlookers yelled out congratulations to Ricky he won the tournament, but I said, "wait a minute, I thought it was best 3 out of 5." The tournament organizer then informed us that this particular tournament was 2 out 3 finals. Then Ricky said to me that if I thought it was 3 out of 5, he would play more games. I almost couldn't believe it because he had every right to declare victory on the spot, but I took his offer. Ricky then crushed me one more game and won the tournament.

Ricky was demonstrating that it didn't even matter what went on in the game. He brought to the table an excellence that I simply could not compete with. It had nothing to do with putting me down, or giving me disadvantages. It had everything to do with Ricky's amazing development as a competitor. You [the students at Hastings law school] need to develop that kind of excellence in yourselves, I said.

There's one more Street Fighter story I thought they had to hear before getting to the topic of the law. When I played Street Fighter at the MIT arcade, most players tried to keep secrets from each other about techniques and tricks. I disagreed with this mindset and I did not keep secrets. Instead, I told my competitors everything I knew so that we could all practice against everything. Why? Because the MIT arcade was not the REAL competition. It was the training ground. When I went to play at an international tournament in Japan, that was a REAL competition. The only way to be prepared for something like that is to develop your skills as much as you can in your training ground.

This is the reason that law students should not hide their research from each other. Human nature might compel you to hoard the good secrets you found, but that is the path of trying to be slightly less mediocre than your training partners. Instead, know that a high tide raises all boats and that when law students get together, share research, and discuss cases, they reach a level of understanding of those cases that is far deeper than would be possible without the discussion.

And now it's time to demonstrate that.

The Case of the Woman Who Was Searched

Here is a pdf describing the case and the requirements of the legal memo the students had to write about the case. Read it to know what the rest of the article is talking about.

The case at hand is about the Fourth Amendment rights of Phoebe Thorne. It's a fictional case that is representative of and very similar to real cases. In this case, Ms. Thorne lands in San Francisco on a flight from Bogota, Columbia. She is questioned, searched, detained, and ultimately held long enough to have a "monitored bowel movement" to see if she passes any drugs. She did in fact pass a large number of pellets containing heroine. Her case challenges the validity of various parts of her search.

The first and most important thing to understand here is why it's important that we care about the rights of Ms. Thorne, a known drug trafficer. In the law, the ends do not justify the means. You can't just say that because she did have drugs, it's ok for the government to treat her any way they wanted, ignoring her Fourth Amendment rights. There are rules for when searches are legal and when they are not, and those rules protect the innocent as well as the guilty.

You might only care about the rights of innocent people to be free of unreasonable search and seizure. You might think that a case where a person turned out to be guilty is not that important in the grand scheme of civil rights. The trouble is, only guilty people can really bring these cases to court. When guilty people are searched unfairly, they have standing to sue, real incentive to sue, and there are reasonable remedies they can seek (for example, "don't put me in jail.") Innocent people could have their Fourth Amendment rights voilated routinely, but the courts can't stop that without a case. So cases exactly like Ms. Thorne's are what set the precedent for how we will ALL be treated. You need to care about her rights because her rights are YOUR rights.

Click to read more ...

Wednesday
19Nov2008

Street Fighter Mini-Site

I was the lead designer of Street Fighter HD Remix. This is a collection of all the articles I wrote about designing the game. Together, they are even longer than my book. Enjoy.

--Sirlin

Character Balance Articles:

Putting it all together:

Special thanks to all the Evolution tournament players who playtested the game and helped it be what it is.